mirror of
https://github.com/barelyprofessional/KfChatDotNet.git
synced 2026-04-30 03:22:04 -04:00
804 lines
38 KiB
C#
804 lines
38 KiB
C#
using System.Text.Json;
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using System.Text.RegularExpressions;
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using KfChatDotNetBot.Extensions;
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using KfChatDotNetBot.Models;
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using KfChatDotNetBot.Models.DbModels;
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using KfChatDotNetBot.Services;
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using KfChatDotNetBot.Settings;
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using KfChatDotNetWsClient.Models.Events;
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using Microsoft.EntityFrameworkCore;
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using NLog;
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namespace KfChatDotNetBot.Commands.Kasino;
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[KasinoCommand]
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[WagerCommand]
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public class BlackjackCommand : ICommand
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{
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private static readonly TimeSpan GameTimeout = TimeSpan.FromMinutes(5);
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// Colors fetched once per user action and threaded through to all helpers,
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// so we never fetch them redundantly mid-game-flow.
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private record GameColors(string Green, string Red);
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public List<Regex> Patterns => [
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new Regex(@"^blackjack (?<amount>\d+)$", RegexOptions.IgnoreCase),
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new Regex(@"^blackjack (?<amount>\d+\.\d+)$", RegexOptions.IgnoreCase),
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new Regex(@"^bj (?<amount>\d+)$", RegexOptions.IgnoreCase),
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new Regex(@"^bj (?<amount>\d+\.\d+)$", RegexOptions.IgnoreCase),
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new Regex(@"^blackjack (?<action>hit|stand|double|split)$", RegexOptions.IgnoreCase),
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new Regex(@"^bj (?<action>hit|stand|double|split)$", RegexOptions.IgnoreCase)
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];
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public string? HelpText => "!blackjack <amount> or !bj <amount> to start, then !bj hit/stand/double/split";
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public UserRight RequiredRight => UserRight.Loser;
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public TimeSpan Timeout => TimeSpan.FromSeconds(15);
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public RateLimitOptionsModel? RateLimitOptions => new()
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{
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MaxInvocations = 5,
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Window = TimeSpan.FromSeconds(20),
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Flags = RateLimitFlags.NoAutoDeleteCooldownResponse
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};
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public bool WhisperCanInvoke => false;
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private ApplicationDbContext _dbContext = new();
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public async Task RunCommand(ChatBot botInstance, BotCommandMessageModel message, UserDbModel user, GroupCollection arguments,
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CancellationToken ctx)
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{
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var settings = await SettingsProvider.GetMultipleValuesAsync([
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BuiltIn.Keys.KasinoGameDisabledMessageCleanupDelay, BuiltIn.Keys.KasinoBlackjackCleanupDelay,
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BuiltIn.Keys.KasinoBlackjackEnabled
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]);
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var blackjackEnabled = settings[BuiltIn.Keys.KasinoBlackjackEnabled].ToBoolean();
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if (!blackjackEnabled)
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{
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var gameDisabledCleanupDelay = TimeSpan.FromMilliseconds(settings[BuiltIn.Keys.KasinoGameDisabledMessageCleanupDelay].ToType<int>());
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, blackjack is currently disabled.",
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true, autoDeleteAfter: gameDisabledCleanupDelay);
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return;
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}
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var cleanupDelay = TimeSpan.FromMilliseconds(settings[BuiltIn.Keys.KasinoBlackjackCleanupDelay].ToType<int>());
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if (arguments.TryGetValue("amount", out var amountGroup))
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{
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await StartNewGame(botInstance, user, amountGroup.Value, cleanupDelay, ctx);
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return;
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}
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if (arguments.TryGetValue("action", out var actionGroup))
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{
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await ContinueGame(botInstance, user, actionGroup.Value.ToLower(), cleanupDelay, ctx);
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return;
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}
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throw new InvalidOperationException($"User {user.KfUsername} somehow ran blackjack without an amount or action: {message.MessageRaw}");
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}
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private async Task StartNewGame(ChatBot botInstance, UserDbModel user, string amountStr,
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TimeSpan cleanupDelay, CancellationToken ctx)
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{
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var logger = LogManager.GetCurrentClassLogger();
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// Fetch colors upfront — needed for both the immediate-blackjack ResolveGame path
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// and the normal GameStart display path.
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var colorSettings = await SettingsProvider.GetMultipleValuesAsync([
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BuiltIn.Keys.KiwiFarmsGreenColor, BuiltIn.Keys.KiwiFarmsRedColor
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]);
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var colors = new GameColors(
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colorSettings[BuiltIn.Keys.KiwiFarmsGreenColor].Value,
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colorSettings[BuiltIn.Keys.KiwiFarmsRedColor].Value);
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var wager = Convert.ToDecimal(amountStr);
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var gambler = await Money.GetGamblerEntityAsync(user.Id, ct: ctx);
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if (gambler == null)
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throw new InvalidOperationException($"Caught a null when retrieving gambler for {user.KfUsername}");
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if (wager == 0)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you have to wager more than {await wager.FormatKasinoCurrencyAsync()}",
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true, autoDeleteAfter: cleanupDelay);
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RateLimitService.RemoveMostRecentEntry(user, this);
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return;
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}
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if (gambler.Balance < wager)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, your balance of {await gambler.Balance.FormatKasinoCurrencyAsync()} isn't enough for this wager.",
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true, autoDeleteAfter: cleanupDelay);
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RateLimitService.RemoveMostRecentEntry(user, this);
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return;
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}
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// Check for an existing incomplete game
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var existingGame = await _dbContext.Wagers
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.OrderBy(x => x.Id)
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.LastOrDefaultAsync(w => w.Gambler.Id == gambler.Id &&
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w.Game == WagerGame.Blackjack &&
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!w.IsComplete && w.GameMeta != null,
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cancellationToken: ctx);
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if (existingGame != null)
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{
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try
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{
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_ = JsonSerializer.Deserialize<BlackjackGameMetaModel>(existingGame.GameMeta!) ??
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throw new InvalidOperationException();
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}
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catch (Exception e)
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{
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logger.Error($"Caught error when deserializing meta for wager ID {existingGame.Id}");
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logger.Error(e);
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, somehow your previous blackjack game state got messed up. Please try again",
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true, autoDeleteAfter: cleanupDelay);
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existingGame.IsComplete = true;
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await _dbContext.SaveChangesAsync(ctx);
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throw;
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}
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var timeSinceStart = DateTimeOffset.UtcNow - existingGame.Time;
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if (timeSinceStart > GameTimeout)
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{
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await ForfeitGame(botInstance, user, gambler, existingGame, cleanupDelay, ctx);
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return;
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}
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you already have an active blackjack game. Use !bj hit or !bj stand to continue.",
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true, autoDeleteAfter: cleanupDelay);
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return;
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}
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// Deal initial hands
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var deck = BlackjackHelper.CreateDeck(gambler);
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var playerHand = new List<Card> { deck[0], deck[2] };
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var dealerHand = new List<Card> { deck[1], deck[3] };
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deck.RemoveRange(0, 4);
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var newGameState = new BlackjackGameMetaModel
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{
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PlayerHands = new List<List<Card>> { playerHand },
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DealerHand = dealerHand,
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Deck = deck,
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HasDoubledDown = false,
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CurrentHandIndex = 0,
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OriginalWagerAmount = wager
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};
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await Money.NewWagerAsync(
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gambler.Id, wager, -wager,
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WagerGame.Blackjack,
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autoModifyBalance: true,
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gameMeta: newGameState,
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isComplete: false,
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ct: ctx);
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var createdWager = await _dbContext.Wagers
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.OrderBy(x => x.Id)
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.LastOrDefaultAsync(
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w => w.Gambler.Id == gambler.Id && w.Game == WagerGame.Blackjack && !w.IsComplete && w.GameMeta != null,
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cancellationToken: ctx) ?? throw new InvalidOperationException();
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createdWager.GameMeta = JsonSerializer.Serialize(newGameState);
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await _dbContext.SaveChangesAsync(ctx);
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// Immediate blackjack check — goes straight to resolution
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if (BlackjackHelper.IsBlackjack(playerHand) || BlackjackHelper.IsBlackjack(dealerHand))
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{
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await ResolveGame(botInstance, user, gambler, createdWager, newGameState, colors, cleanupDelay, ctx);
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return;
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}
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var playerValue = BlackjackHelper.CalculateHandValue(playerHand);
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var canSplit = BlackjackHelper.CanSplit(playerHand);
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await botInstance.SendChatMessageAsync(
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await BlackjackDisplay.GameStart(user, wager, playerHand, playerValue, dealerHand, canSplit, colors.Red),
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true, autoDeleteAfter: cleanupDelay);
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}
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private async Task ContinueGame(ChatBot botInstance, UserDbModel user, string action,
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TimeSpan cleanupDelay, CancellationToken ctx)
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{
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// Fetch colors once here; pass them to every downstream method
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var colorSettings = await SettingsProvider.GetMultipleValuesAsync([
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BuiltIn.Keys.KiwiFarmsGreenColor, BuiltIn.Keys.KiwiFarmsRedColor
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]);
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var colors = new GameColors(
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colorSettings[BuiltIn.Keys.KiwiFarmsGreenColor].Value,
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colorSettings[BuiltIn.Keys.KiwiFarmsRedColor].Value);
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var gambler = await Money.GetGamblerEntityAsync(user.Id, ct: ctx);
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if (gambler == null)
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throw new InvalidOperationException($"Caught a null when retrieving gambler for {user.KfUsername}");
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var activeWager = await _dbContext.Wagers
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.OrderBy(x => x.Id)
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.LastOrDefaultAsync(w => w.Gambler.Id == gambler.Id &&
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w.Game == WagerGame.Blackjack &&
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!w.IsComplete && w.GameMeta != null,
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cancellationToken: ctx);
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if (activeWager == null)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you don't have an active blackjack game. Start one with !bj <amount>",
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true, autoDeleteAfter: cleanupDelay);
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RateLimitService.RemoveMostRecentEntry(user, this);
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return;
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}
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var currentGameState = JsonSerializer.Deserialize<BlackjackGameMetaModel>(activeWager.GameMeta!);
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if (currentGameState == null)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, your game data is corrupted. Please start a new game.",
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true, autoDeleteAfter: cleanupDelay);
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RateLimitService.RemoveMostRecentEntry(user, this);
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activeWager.IsComplete = true;
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await _dbContext.SaveChangesAsync(ctx);
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return;
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}
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var timeSinceStart = DateTimeOffset.UtcNow - activeWager.Time;
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if (timeSinceStart > GameTimeout)
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{
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await ForfeitGame(botInstance, user, gambler, activeWager, cleanupDelay, ctx);
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return;
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}
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switch (action)
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{
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case "hit":
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await HandleHit(botInstance, user, gambler, activeWager, currentGameState, colors, cleanupDelay, ctx);
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break;
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case "stand":
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await HandleStand(botInstance, user, gambler, activeWager, currentGameState, colors, cleanupDelay, ctx);
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break;
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case "double":
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await HandleDouble(botInstance, user, gambler, activeWager, currentGameState, colors, cleanupDelay, ctx);
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break;
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case "split":
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await HandleSplit(botInstance, user, gambler, activeWager, currentGameState, colors, cleanupDelay, ctx);
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break;
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}
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}
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private async Task HandleHit(ChatBot botInstance, UserDbModel user, GamblerDbModel gambler,
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WagerDbModel wager, BlackjackGameMetaModel gameState, GameColors colors,
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TimeSpan cleanupDelay, CancellationToken ctx)
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{
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if (gameState.Deck.Count == 0)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, game error: no cards left in deck. Game forfeited.",
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true, autoDeleteAfter: cleanupDelay);
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await ForfeitGame(botInstance, user, gambler, wager, cleanupDelay, ctx);
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RateLimitService.RemoveMostRecentEntry(user, this);
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return;
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}
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var currentHand = gameState.PlayerHands[gameState.CurrentHandIndex];
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var handLabel = gameState.PlayerHands.Count > 1 ? $" (H{gameState.CurrentHandIndex + 1})" : "";
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var card = gameState.Deck[0];
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gameState.Deck.RemoveAt(0);
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currentHand.Add(card);
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var playerValue = BlackjackHelper.CalculateHandValue(currentHand);
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bool handEnded = playerValue > 21 || playerValue == 21 || gameState.HasDoubledDown;
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if (!handEnded)
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{
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// Hand is still live — show updated state and prompt for next action
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wager.GameMeta = JsonSerializer.Serialize(gameState);
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await _dbContext.SaveChangesAsync(ctx);
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await botInstance.SendChatMessageAsync(
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BlackjackDisplay.HitInProgress(user, card, currentHand, playerValue, gameState.DealerHand, handLabel, colors.Red),
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true, autoDeleteAfter: cleanupDelay);
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return;
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}
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// Hand ended (bust / 21 / post-double auto-stand).
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// MoveToNextHandOrResolve sends the combined transition message when moving
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// to the next split hand, or falls through silently to ResolveGame.
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await MoveToNextHandOrResolve(botInstance, user, gambler, wager, gameState,
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currentHand, busted: playerValue > 21, colors, cleanupDelay, ctx);
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}
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private async Task HandleStand(ChatBot botInstance, UserDbModel user, GamblerDbModel gambler,
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WagerDbModel wager, BlackjackGameMetaModel gameState, GameColors colors,
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TimeSpan cleanupDelay, CancellationToken ctx)
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{
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var currentHand = gameState.PlayerHands[gameState.CurrentHandIndex];
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// No stand message needed here — MoveToNextHandOrResolve handles all output:
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// a combined split-transition message when moving to the next hand, and
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// silence when falling through to the final resolution.
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await MoveToNextHandOrResolve(botInstance, user, gambler, wager, gameState,
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currentHand, busted: false, colors, cleanupDelay, ctx);
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}
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private async Task HandleDouble(ChatBot botInstance, UserDbModel user, GamblerDbModel gambler,
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WagerDbModel wager, BlackjackGameMetaModel gameState, GameColors colors,
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TimeSpan cleanupDelay, CancellationToken ctx)
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{
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var currentHand = gameState.PlayerHands[gameState.CurrentHandIndex];
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if (currentHand.Count != 2)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you can only double down on your first action.",
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true, autoDeleteAfter: cleanupDelay);
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return;
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}
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if (gameState.PlayerHands.Count > 1)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you cannot double down after splitting.",
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true, autoDeleteAfter: cleanupDelay);
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return;
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}
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if (gambler.Balance < gameState.OriginalWagerAmount)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you don't have enough balance to double down.",
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true, autoDeleteAfter: cleanupDelay);
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return;
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}
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var additionalWager = gameState.OriginalWagerAmount;
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await Money.ModifyBalanceAsync(gambler.Id, -additionalWager, TransactionSourceEventType.Gambling,
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$"Double down for {wager.Id}", ct: ctx);
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wager.WagerAmount += additionalWager;
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wager.WagerEffect -= additionalWager;
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gameState.HasDoubledDown = true;
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await _dbContext.SaveChangesAsync(ctx);
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// Confirm the double, then let HandleHit draw the one card and auto-stand.
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// HasDoubledDown is now true, so HandleHit treats the hand as ended and falls
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// through silently to ResolveGame — just two total messages: this + the result.
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await botInstance.SendChatMessageAsync(
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await BlackjackDisplay.DoubledDown(user, wager.WagerAmount),
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true, autoDeleteAfter: cleanupDelay);
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await HandleHit(botInstance, user, gambler, wager, gameState, colors, cleanupDelay, ctx);
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}
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private async Task HandleSplit(ChatBot botInstance, UserDbModel user, GamblerDbModel gambler,
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WagerDbModel wager, BlackjackGameMetaModel gameState, GameColors colors,
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TimeSpan cleanupDelay, CancellationToken ctx)
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{
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var currentHand = gameState.PlayerHands[gameState.CurrentHandIndex];
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if (!BlackjackHelper.CanSplit(currentHand))
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you can only split with two cards of the same rank.",
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true, autoDeleteAfter: cleanupDelay);
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RateLimitService.RemoveMostRecentEntry(user, this);
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return;
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}
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if (gameState.PlayerHands.Count > 1)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you can only split once per game.",
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true, autoDeleteAfter: cleanupDelay);
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RateLimitService.RemoveMostRecentEntry(user, this);
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return;
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}
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if (gambler.Balance < gameState.OriginalWagerAmount)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, you don't have enough balance to split.",
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true, autoDeleteAfter: cleanupDelay);
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RateLimitService.RemoveMostRecentEntry(user, this);
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return;
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}
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if (gameState.Deck.Count < 2)
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{
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await botInstance.SendChatMessageAsync(
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$"{user.FormatUsername()}, not enough cards in deck to split.",
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true, autoDeleteAfter: cleanupDelay);
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RateLimitService.RemoveMostRecentEntry(user, this);
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return;
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}
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var card1 = currentHand[0];
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var card2 = currentHand[1];
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var hand1 = new List<Card> { card1, gameState.Deck[0] };
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var hand2 = new List<Card> { card2, gameState.Deck[1] };
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gameState.Deck.RemoveRange(0, 2);
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gameState.PlayerHands = new List<List<Card>> { hand1, hand2 };
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gameState.HasDoubledDown = false;
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gameState.CurrentHandIndex = 0;
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var additionalWager = gameState.OriginalWagerAmount;
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await Money.ModifyBalanceAsync(gambler.Id, -additionalWager, TransactionSourceEventType.Gambling,
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$"Split for {wager.Id}", ct: ctx);
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wager.WagerAmount += additionalWager;
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wager.WagerEffect -= additionalWager;
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wager.GameMeta = JsonSerializer.Serialize(gameState);
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await _dbContext.SaveChangesAsync(ctx);
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var value1 = BlackjackHelper.CalculateHandValue(hand1);
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var value2 = BlackjackHelper.CalculateHandValue(hand2);
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await botInstance.SendChatMessageAsync(
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await BlackjackDisplay.SplitDeal(user, wager.WagerAmount, hand1, value1, hand2, value2, colors.Red),
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true, autoDeleteAfter: cleanupDelay);
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}
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/// <summary>
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/// Advances to the next split hand, or kicks off dealer play and resolution.
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/// </summary>
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/// <param name="finishedHand">The hand that just ended (bust, stand, or doubled auto-stand).</param>
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/// <param name="busted">True if the finished hand went over 21.</param>
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private async Task MoveToNextHandOrResolve(ChatBot botInstance, UserDbModel user, GamblerDbModel gambler,
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WagerDbModel wager, BlackjackGameMetaModel gameState,
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List<Card> finishedHand, bool busted,
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GameColors colors, TimeSpan cleanupDelay, CancellationToken ctx)
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{
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var finishedIndex = gameState.CurrentHandIndex;
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gameState.CurrentHandIndex++;
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if (gameState.CurrentHandIndex < gameState.PlayerHands.Count)
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{
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// More split hands to play — one combined message covers both
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// "what happened to the hand that just ended" and "here's your next hand".
|
|
wager.GameMeta = JsonSerializer.Serialize(gameState);
|
|
await _dbContext.SaveChangesAsync(ctx);
|
|
|
|
var finishedValue = BlackjackHelper.CalculateHandValue(finishedHand);
|
|
var nextHand = gameState.PlayerHands[gameState.CurrentHandIndex];
|
|
var nextValue = BlackjackHelper.CalculateHandValue(nextHand);
|
|
|
|
await botInstance.SendChatMessageAsync(
|
|
BlackjackDisplay.SplitTransition(
|
|
finishedIndex, finishedHand, finishedValue, busted,
|
|
gameState.CurrentHandIndex, nextHand, nextValue,
|
|
colors.Red),
|
|
true, autoDeleteAfter: cleanupDelay);
|
|
}
|
|
else
|
|
{
|
|
await PlayDealerAndResolve(botInstance, user, gambler, wager, gameState, colors, cleanupDelay, ctx);
|
|
}
|
|
}
|
|
|
|
|
|
private async Task PlayDealerAndResolve(ChatBot botInstance, UserDbModel user, GamblerDbModel gambler,
|
|
WagerDbModel wager, BlackjackGameMetaModel gameState, GameColors colors,
|
|
TimeSpan cleanupDelay, CancellationToken ctx)
|
|
{
|
|
// Dealer only plays when at least one player hand hasn't busted
|
|
bool allHandsBusted = gameState.PlayerHands.All(hand => BlackjackHelper.CalculateHandValue(hand) > 21);
|
|
|
|
if (!allHandsBusted)
|
|
{
|
|
var dealerValue = BlackjackHelper.CalculateHandValue(gameState.DealerHand);
|
|
while (dealerValue < 17)
|
|
{
|
|
if (gameState.Deck.Count == 0)
|
|
{
|
|
await botInstance.SendChatMessageAsync(
|
|
$"{user.FormatUsername()}, game error: dealer ran out of cards. Game forfeited.",
|
|
true, autoDeleteAfter: cleanupDelay);
|
|
await ForfeitGame(botInstance, user, gambler, wager, cleanupDelay, ctx);
|
|
return;
|
|
}
|
|
|
|
var card = gameState.Deck[0];
|
|
gameState.Deck.RemoveAt(0);
|
|
gameState.DealerHand.Add(card);
|
|
dealerValue = BlackjackHelper.CalculateHandValue(gameState.DealerHand);
|
|
}
|
|
}
|
|
|
|
await ResolveGame(botInstance, user, gambler, wager, gameState, colors, cleanupDelay, ctx);
|
|
}
|
|
|
|
|
|
private async Task ResolveGame(ChatBot botInstance, UserDbModel user, GamblerDbModel gambler,
|
|
WagerDbModel wager, BlackjackGameMetaModel gameState, GameColors colors,
|
|
TimeSpan cleanupDelay, CancellationToken ctx)
|
|
{
|
|
var dealerValue = BlackjackHelper.CalculateHandValue(gameState.DealerHand);
|
|
var dealerBlackjack = BlackjackHelper.IsBlackjack(gameState.DealerHand);
|
|
bool isSplitGame = gameState.PlayerHands.Count > 1;
|
|
|
|
decimal totalEffect = 0;
|
|
var results = new List<HandResultData>();
|
|
|
|
for (int i = 0; i < gameState.PlayerHands.Count; i++)
|
|
{
|
|
var hand = gameState.PlayerHands[i];
|
|
var playerValue = BlackjackHelper.CalculateHandValue(hand);
|
|
var playerBlackjack = BlackjackHelper.IsBlackjack(hand);
|
|
// Split hands each pay the original per-hand wager; a single hand pays the full
|
|
// (possibly doubled) wager amount already tracked in wager.WagerAmount.
|
|
var handWager = isSplitGame ? gameState.OriginalWagerAmount : wager.WagerAmount;
|
|
|
|
var (outcome, effect) = BlackjackDisplay.ClassifyHand(
|
|
playerValue, playerBlackjack, dealerValue, dealerBlackjack, handWager);
|
|
|
|
results.Add(new HandResultData(i, hand, playerValue, outcome, effect));
|
|
totalEffect += effect;
|
|
}
|
|
|
|
wager.IsComplete = true;
|
|
wager.WagerEffect = totalEffect;
|
|
wager.Multiplier = (totalEffect + wager.WagerAmount) / wager.WagerAmount;
|
|
await _dbContext.SaveChangesAsync(ctx);
|
|
|
|
var balanceAdjustment = totalEffect + wager.WagerAmount;
|
|
var newBalance = await Money.ModifyBalanceAsync(gambler.Id, balanceAdjustment,
|
|
TransactionSourceEventType.Gambling, $"Blackjack outcome from wager {wager.Id}", null, ctx);
|
|
|
|
await botInstance.SendChatMessageAsync(
|
|
await BlackjackDisplay.FinalResult(
|
|
user, results, gameState.DealerHand, dealerValue,
|
|
totalEffect, newBalance, isSplitGame, colors.Green, colors.Red),
|
|
true, autoDeleteAfter: cleanupDelay);
|
|
}
|
|
|
|
|
|
private async Task ForfeitGame(ChatBot botInstance, UserDbModel user, GamblerDbModel gambler,
|
|
WagerDbModel wager, TimeSpan cleanupDelay, CancellationToken ctx)
|
|
{
|
|
wager.IsComplete = true;
|
|
await _dbContext.SaveChangesAsync(ctx);
|
|
|
|
await botInstance.SendChatMessageAsync(
|
|
$"{user.FormatUsername()}, your blackjack game timed out and you forfeited {await wager.WagerAmount.FormatKasinoCurrencyAsync()}",
|
|
true, autoDeleteAfter: cleanupDelay);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds every chat message string for the blackjack game.
|
|
/// No game logic lives here — only presentation.
|
|
/// <para>
|
|
/// Keeping all string construction in one place means tweaking the UI never
|
|
/// requires touching the game-flow code in <see cref="BlackjackCommand"/>.
|
|
/// </para>
|
|
/// </summary>
|
|
internal static class BlackjackDisplay
|
|
{
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
// Primitive helpers
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
|
|
/// Wraps ♥ and ♦ in the game's losing-text red so suit glyphs render in red.
|
|
/// Applied to every hand string so the color is consistent with loss messages.
|
|
internal static string ColorizeSuits(string text, string redHex) =>
|
|
text.Replace("♥", $"[COLOR={redHex}]♥[/COLOR]")
|
|
.Replace("♦", $"[COLOR={redHex}]♦[/COLOR]");
|
|
|
|
private static string FmtHand(List<Card> hand, string redHex, bool hideFirst = false) =>
|
|
ColorizeSuits(BlackjackHelper.FormatHand(hand, hideFirstCard: hideFirst), redHex);
|
|
|
|
private static string FmtCard(Card card, string redHex) =>
|
|
ColorizeSuits(card.ToString()!, redHex);
|
|
|
|
/// Compact action-hint line. Only advertises actions the player can actually take right now.
|
|
/// ✦ marks double-down; ✂ marks split — both are hidden once unavailable.
|
|
private static string ActionHints(bool canDouble = false, bool canSplit = false)
|
|
{
|
|
var parts = new List<string> { "[B]hit[/B]", "[B]stand[/B]" };
|
|
if (canDouble) parts.Add("[B]double[/B] ✦");
|
|
if (canSplit) parts.Add("[B]split[/B] ✂");
|
|
return "!bj: " + string.Join(" · ", parts);
|
|
}
|
|
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
// Game-start (fresh deal)
|
|
// Two lines: hand state + action hints.
|
|
// Double is always shown — balance check happens inside HandleDouble if attempted.
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
|
|
public static async Task<string> GameStart(
|
|
UserDbModel user, decimal wager,
|
|
List<Card> playerHand, int playerValue,
|
|
List<Card> dealerHand,
|
|
bool canSplit, string redHex)
|
|
{
|
|
return
|
|
$"🃏 [B]{user.FormatUsername()}[/B] · {await wager.FormatKasinoCurrencyAsync()} — " +
|
|
$"[B]You:[/B] {FmtHand(playerHand, redHex)} ([plain]{playerValue}[/plain]) " +
|
|
$"[I]vs[/I] [B]Dealer:[/B] {FmtHand(dealerHand, redHex, hideFirst: true)}[br]" +
|
|
ActionHints(canDouble: true, canSplit: canSplit);
|
|
}
|
|
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
// Hit still in progress (hand not yet resolved)
|
|
// Two lines: drew-card + updated state + action hints.
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
|
|
public static string HitInProgress(
|
|
UserDbModel user, Card drawnCard,
|
|
List<Card> currentHand, int handValue,
|
|
List<Card> dealerHand,
|
|
string handLabel, string redHex)
|
|
{
|
|
return
|
|
$"{user.FormatUsername()}{handLabel} drew {FmtCard(drawnCard, redHex)} — " +
|
|
$"[B]You:[/B] {FmtHand(currentHand, redHex)} ({handValue}) " +
|
|
$"[I]vs[/I] [B]Dealer:[/B] {FmtHand(dealerHand, redHex, hideFirst: true)}[br]" +
|
|
ActionHints();
|
|
}
|
|
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
// Double-down confirmation
|
|
// One line, shown once before the auto-hit silently proceeds to resolution.
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
|
|
public static async Task<string> DoubledDown(UserDbModel user, decimal newTotalWager) =>
|
|
$"{user.FormatUsername()} doubled down · Wager: [B]{await newTotalWager.FormatKasinoCurrencyAsync()}[/B]";
|
|
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
// Split: initial deal display
|
|
// Three lines: wager header, both hands side-by-side, action hints for Hand 1.
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
|
|
public static async Task<string> SplitDeal(
|
|
UserDbModel user, decimal totalWager,
|
|
List<Card> hand1, int value1,
|
|
List<Card> hand2, int value2,
|
|
string redHex)
|
|
{
|
|
return
|
|
$"{user.FormatUsername()} split · Wager: [B]{await totalWager.FormatKasinoCurrencyAsync()}[/B][br]" +
|
|
$"[B]H1:[/B] {FmtHand(hand1, redHex)} ({value1}) · [B]H2:[/B] {FmtHand(hand2, redHex)} ({value2})[br]" +
|
|
$"Playing [B]H1[/B] — {ActionHints()}";
|
|
}
|
|
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
// Split: hand transition
|
|
// Two lines combining "what happened to the finished hand" and "what you
|
|
// have on the next hand" into one message, saving a separate chat post.
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
|
|
public static string SplitTransition(
|
|
int finishedIndex, List<Card> finishedHand, int finishedValue, bool busted,
|
|
int nextIndex, List<Card> nextHand, int nextValue,
|
|
string redHex)
|
|
{
|
|
var outcome = busted
|
|
? $"[B][COLOR={redHex}]BUST[/COLOR][/B]"
|
|
: $"stood [B]{finishedValue}[/B]";
|
|
|
|
return
|
|
$"[B]H{finishedIndex + 1}:[/B] {FmtHand(finishedHand, redHex)} ({finishedValue}) — {outcome} " +
|
|
$"→ [B]H{nextIndex + 1}:[/B] {FmtHand(nextHand, redHex)} ({nextValue})[br]" +
|
|
ActionHints();
|
|
}
|
|
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
// Final result
|
|
// Single hand → 2 lines: You vs Dealer — RESULT / Net · Balance
|
|
// Split game → 3 lines: header / H1 — R · H2 — R / Dealer · Net · Balance
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
|
|
public static async Task<string> FinalResult(
|
|
UserDbModel user,
|
|
IReadOnlyList<HandResultData> results,
|
|
List<Card> dealerHand, int dealerValue,
|
|
decimal totalEffect, decimal newBalance,
|
|
bool isSplitGame, string greenHex, string redHex)
|
|
{
|
|
var sb = new System.Text.StringBuilder();
|
|
var sign = totalEffect >= 0 ? "+" : "";
|
|
var netLine =
|
|
$"[U]Net {sign}{await totalEffect.FormatKasinoCurrencyAsync()} · " +
|
|
$"Balance {await newBalance.FormatKasinoCurrencyAsync()}[/U]";
|
|
|
|
if (!isSplitGame)
|
|
{
|
|
// ── Single hand: hand + dealer + result all on one line ──────────
|
|
var r = results[0];
|
|
sb.Append(
|
|
$"🃏 [B]{user.FormatUsername()}[/B] · " +
|
|
$"[B]You:[/B] {FmtHand(r.Hand, redHex)} ([plain]{r.PlayerValue}[/plain]) " +
|
|
$"[I]vs[/I] [B]Dealer:[/B] {FmtHand(dealerHand, redHex)} ([plain]{dealerValue}[/plain]) — " +
|
|
$"{await FormatOutcomeTag(r, greenHex, redHex)}[br]" +
|
|
netLine);
|
|
}
|
|
else
|
|
{
|
|
// ── Split game: header, then both hands on one line, dealer + net ─
|
|
sb.Append($"🃏 [B]{user.FormatUsername()}[/B][br]");
|
|
|
|
var handParts = new List<string>();
|
|
foreach (var r in results)
|
|
{
|
|
handParts.Add(
|
|
$"[B]H{r.HandIndex + 1}:[/B] {FmtHand(r.Hand, redHex)} ([plain]{r.PlayerValue}[/plain]) — " +
|
|
$"{await FormatOutcomeTag(r, greenHex, redHex)}");
|
|
}
|
|
|
|
sb.Append(string.Join(" · ", handParts) + "[br]");
|
|
sb.Append($"[B]Dealer:[/B] {FmtHand(dealerHand, redHex)} ([plain]{dealerValue}[/plain]) · {netLine}");
|
|
}
|
|
|
|
return sb.ToString();
|
|
}
|
|
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
// Outcome classification
|
|
// Called by BlackjackCommand.ResolveGame to populate HandResultData before
|
|
// passing it here for display. Keeping it in this file co-locates it with
|
|
// the outcome tags it feeds into.
|
|
// ─────────────────────────────────────────────────────────────────────────
|
|
|
|
internal static (HandOutcome Outcome, decimal Effect) ClassifyHand(
|
|
int playerValue, bool playerBlackjack,
|
|
int dealerValue, bool dealerBlackjack,
|
|
decimal handWager)
|
|
{
|
|
if (playerBlackjack && dealerBlackjack) return (HandOutcome.Push, 0);
|
|
if (playerBlackjack) return (HandOutcome.Blackjack, handWager * 1.5m);
|
|
if (dealerBlackjack) return (HandOutcome.DealerBlackjack, -handWager);
|
|
if (playerValue > 21) return (HandOutcome.Bust, -handWager);
|
|
if (dealerValue > 21) return (HandOutcome.DealerBust, handWager);
|
|
if (playerValue > dealerValue) return (HandOutcome.Win, handWager);
|
|
if (playerValue < dealerValue) return (HandOutcome.Lose, -handWager);
|
|
return (HandOutcome.Push, 0);
|
|
}
|
|
|
|
private static async Task<string> FormatOutcomeTag(HandResultData r, string greenHex, string redHex)
|
|
{
|
|
var amt = await Math.Abs(r.Effect).FormatKasinoCurrencyAsync();
|
|
return r.Outcome switch
|
|
{
|
|
HandOutcome.Blackjack => $"[B][COLOR={greenHex}]BLACKJACK! +{amt}[/COLOR][/B]",
|
|
HandOutcome.Win => $"[B][COLOR={greenHex}]WIN! +{amt}[/COLOR][/B]",
|
|
HandOutcome.DealerBust => $"[B][COLOR={greenHex}]DEALER BUST! +{amt}[/COLOR][/B]",
|
|
HandOutcome.Lose => $"[B][COLOR={redHex}]LOSE! -{amt}[/COLOR][/B]",
|
|
HandOutcome.Bust => $"[B][COLOR={redHex}]BUST! -{amt}[/COLOR][/B]",
|
|
HandOutcome.DealerBlackjack => $"[B][COLOR={redHex}]DEALER BLACKJACK! -{amt}[/COLOR][/B]",
|
|
HandOutcome.Push => "[B][COLOR=orange]PUSH[/COLOR][/B]",
|
|
_ => "?"
|
|
};
|
|
}
|
|
}
|
|
|
|
// ─────────────────────────────────────────────────────────────────────────────
|
|
// Supporting types used across BlackjackDisplay and BlackjackCommand
|
|
// ─────────────────────────────────────────────────────────────────────────────
|
|
|
|
internal enum HandOutcome
|
|
{
|
|
Blackjack, DealerBlackjack, Win, Lose, Bust, DealerBust, Push
|
|
}
|
|
|
|
/// Pre-computed per-hand result data passed from BlackjackCommand.ResolveGame
|
|
/// to BlackjackDisplay.FinalResult for rendering.
|
|
internal record HandResultData(
|
|
int HandIndex,
|
|
List<Card> Hand,
|
|
int PlayerValue,
|
|
HandOutcome Outcome,
|
|
decimal Effect); |