that's all folks
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bf73860433
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338b5d442a
227
src/blackjack.rs
227
src/blackjack.rs
@ -8,15 +8,35 @@ pub struct BlackjackGame {
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}
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}
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pub struct Player {
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pub struct Player {
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hand: Hand,
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hands: Vec<PlayingHand>,
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state: PlayerState,
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}
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}
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impl Player {
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impl Player {
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fn new() -> Self {
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fn new() -> Self {
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Player {
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Player { hands: Vec::new() }
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}
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pub fn get_hands(&self) -> &Vec<PlayingHand> {
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&self.hands
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}
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fn next_playing_hand(&self) -> Option<usize> {
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self.hands
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.iter()
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.position(|e| e.state == HandState::Playing)
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}
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}
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pub struct PlayingHand {
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hand: Hand,
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state: HandState,
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}
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impl PlayingHand {
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fn new() -> Self {
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PlayingHand {
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hand: Hand::new(),
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hand: Hand::new(),
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state: PlayerState::Playing,
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state: HandState::Playing,
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}
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}
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}
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}
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@ -24,13 +44,13 @@ impl Player {
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&self.hand
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&self.hand
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}
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}
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pub fn get_state(&self) -> &PlayerState {
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pub fn get_state(&self) -> HandState {
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&self.state
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self.state
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}
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}
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum PlayerState {
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pub enum HandState {
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Playing,
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Playing,
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Standing,
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Standing,
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DoubleDown,
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DoubleDown,
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@ -49,8 +69,8 @@ pub enum PlayMoves {
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pub enum GameState {
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pub enum GameState {
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Starting,
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Starting,
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Over, // Game is over
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Over, // Game is over
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PlayerTurn(usize), // Its the turn of the player
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PlayerTurn(usize, usize), // Its the turn of the player
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}
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}
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impl BlackjackGame {
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impl BlackjackGame {
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@ -81,115 +101,194 @@ impl BlackjackGame {
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pub fn play(&mut self, action: PlayMoves) -> bool {
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pub fn play(&mut self, action: PlayMoves) -> bool {
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match (&self.state, action) {
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match (&self.state, action) {
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(GameState::PlayerTurn(i), PlayMoves::Hit) => {
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(GameState::PlayerTurn(player_index, hand_index), PlayMoves::Hit) => {
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let Some(player) = self.players.get_mut(*i) else {
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let Some(player) = self.players.get_mut(*player_index) else {
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// Player does not exists
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return false;
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return false;
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};
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};
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if player.state != PlayerState::Playing {
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let Some(hand) = player.hands.get_mut(*hand_index) else {
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// Hand does not exist
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return false;
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};
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if hand.state != HandState::Playing {
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return false;
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return false;
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}
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}
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player.hand.add_card(self.shoe.pop_card().unwrap());
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hand.hand.add_card(self.shoe.pop_card().unwrap());
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match player.hand.get_blackjack_value().cmp(&21) {
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match hand.hand.get_blackjack_value().cmp(&21) {
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std::cmp::Ordering::Equal => {
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std::cmp::Ordering::Equal => {
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player.state = PlayerState::Maxed;
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hand.state = HandState::Maxed;
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}
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}
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std::cmp::Ordering::Greater => {
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std::cmp::Ordering::Greater => {
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player.state = PlayerState::Busted;
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hand.state = HandState::Busted;
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}
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}
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std::cmp::Ordering::Less => {
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std::cmp::Ordering::Less => {
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// Player is still playing
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// Player is still playing
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}
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}
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};
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};
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}
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}
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(GameState::PlayerTurn(i), PlayMoves::DoubleDown) => {
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(GameState::PlayerTurn(player_index, hand_index), PlayMoves::DoubleDown) => {
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let Some(player) = self.players.get_mut(*i) else {
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let Some(player) = self.players.get_mut(*player_index) else {
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// Player does not exists
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return false;
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return false;
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};
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};
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if player.state != PlayerState::Playing {
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let Some(hand) = player.hands.get_mut(*hand_index) else {
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// Hand does not exist
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return false;
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};
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if hand.state != HandState::Playing {
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return false;
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return false;
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}
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}
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player.hand.add_card(self.shoe.pop_card().unwrap());
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if hand.hand.count() != 2 {
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match player.hand.get_blackjack_value().cmp(&21) {
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// Can oly double down as your first move
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std::cmp::Ordering::Equal | std::cmp::Ordering::Less => {
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return false;
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player.state = PlayerState::Maxed;
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}
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hand.hand.add_card(self.shoe.pop_card().unwrap());
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match hand.hand.get_blackjack_value().cmp(&21) {
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std::cmp::Ordering::Equal => {
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hand.state = HandState::Maxed;
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}
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std::cmp::Ordering::Less => {
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hand.state = HandState::Standing;
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}
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}
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std::cmp::Ordering::Greater => {
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std::cmp::Ordering::Greater => {
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player.state = PlayerState::Busted;
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hand.state = HandState::Busted;
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}
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}
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};
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};
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}
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}
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(GameState::PlayerTurn(i), PlayMoves::Stand) => {
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(GameState::PlayerTurn(player_index, hand_index), PlayMoves::Stand) => {
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let Some(player) = self.players.get_mut(*i) else {
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let Some(player) = self.players.get_mut(*player_index) else {
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// Player does not exists
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return false;
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return false;
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};
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};
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if player.state != PlayerState::Playing {
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let Some(hand) = player.hands.get_mut(*hand_index) else {
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// Hand does not exist
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return false;
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};
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if hand.state != HandState::Playing {
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// Can only stand on playing hands
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return false;
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return false;
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}
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}
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player.state = PlayerState::Standing;
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hand.state = HandState::Standing;
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}
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}
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(GameState::Over, PlayMoves::Deal(player_count))
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(GameState::Over, PlayMoves::Deal(player_count))
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| (GameState::Starting, PlayMoves::Deal(player_count)) => {
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| (GameState::Starting, PlayMoves::Deal(player_count)) => {
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for i in 0..player_count {
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// Create players
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for _ in 0..player_count{
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self.players.push(Player::new());
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self.players.push(Player::new());
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self.players[i].hand.add_card(self.shoe.pop_card().unwrap());
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}
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}
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self.dealer_hand.add_card(self.shoe.pop_card().unwrap());
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// Create one hand for the players
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for player in self.players.iter_mut(){
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player.hands.push(PlayingHand::new());
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}
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for i in 0..player_count {
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// Add one card to each hand the players have
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self.players[i].hand.add_card(self.shoe.pop_card().unwrap());
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for player in self.players.iter_mut(){
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for hand in player.hands.iter_mut(){
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if self.players[i].hand.is_backjack() {
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hand.hand.add_card(self.shoe.pop_card().unwrap());
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self.players[i].state = PlayerState::Blackjack;
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}
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}
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}
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}
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// Add one card to the dealer
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self.dealer_hand.add_card(self.shoe.pop_card().unwrap());
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self.dealer_hand.add_card(self.shoe.pop_card().unwrap());
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self.state = GameState::PlayerTurn(0);
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// Add the 2nd card to the players hand
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for player in self.players.iter_mut(){
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for hand in player.hands.iter_mut(){
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hand.hand.add_card(self.shoe.pop_card().unwrap());
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if hand.hand.is_backjack() {
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hand.state = HandState::Blackjack;
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}
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}
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}
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// Add 2nd card to the dealer
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self.dealer_hand.add_card(self.shoe.pop_card().unwrap());
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self.state = GameState::PlayerTurn(0, 0);
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}
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}
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(_, PlayMoves::Deal(_)) | (GameState::Over, _) | (GameState::Starting, _) => {
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(_, PlayMoves::Deal(_)) | (GameState::Over, _) | (GameState::Starting, _) => {
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return false;
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return false;
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}
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}
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}
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}
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let player_count = self.players.len();
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// Find next player or dealer turn
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if let Some(next_turn) = self.next_player_and_hand() {
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self.state = GameState::PlayerTurn(next_turn.0, next_turn.1);
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} else {
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self.dealer_turn();
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}
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match self.state {
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return true;
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GameState::PlayerTurn(i) => {
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}
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if self.players[i].state == PlayerState::Playing {
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self.state = GameState::PlayerTurn(i);
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} else if i + 1 >= player_count {
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loop {
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let dealer_value = self.dealer_hand.get_blackjack_value();
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if dealer_value >= 17 {
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// Check winners
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self.state = GameState::Over;
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return true;
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}
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self.dealer_hand.add_card(self.shoe.pop_card().unwrap());
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fn dealer_turn(&mut self) {
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loop {
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if self.dealer_hand.get_blackjack_value() > 21 {
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let dealer_value = self.dealer_hand.get_blackjack_value();
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// Dealer busts
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if dealer_value >= 17 {
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self.state = GameState::Over;
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// Dealer stands
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return true;
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self.state = GameState::Over;
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}
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return;
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}
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} else {
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self.state = GameState::PlayerTurn(i + 1);
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}
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return true;
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}
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}
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_ => {
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return false;
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self.dealer_hand.add_card(self.shoe.pop_card().unwrap());
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if self.dealer_hand.get_blackjack_value() > 21 {
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// Dealer busts
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self.state = GameState::Over;
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return;
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}
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}
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}
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}
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}
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}
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fn next_player_and_hand(&self) -> Option<(usize, usize)> {
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if let GameState::PlayerTurn(player_index, hand_index) = self.state {
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let Some(player) = self.players.get(player_index) else {
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// Player does not exists
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return None;
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};
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let Some(hand) = player.hands.get(hand_index) else {
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// Hand does not exist
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return None;
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};
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if hand.state == HandState::Playing {
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// Hand is still playing
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return Some((player_index, hand_index));
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}
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// Get next valid hand for player
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if let Some(next_hand) = player.next_playing_hand() {
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return Some((player_index, next_hand));
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}
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// Get next valid player
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if let Some(next_hand) = self.players.iter().enumerate().find_map(|p| {
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if let Some(h) = p.1.next_playing_hand(){
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Some((p.0,h))
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}else{
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None
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}
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}) {
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return Some((next_hand.0, next_hand.1));
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}
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}
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None
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}
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}
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}
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@ -7,7 +7,7 @@ pub fn play() -> Result<(), Box<dyn std::error::Error>> {
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loop {
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loop {
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match game.get_state() {
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match game.get_state() {
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GameState::PlayerTurn(player_index) => {
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GameState::PlayerTurn(player_index,_) => {
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print_full_state(&game);
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print_full_state(&game);
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let play_move = get_move(*player_index)?;
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let play_move = get_move(*player_index)?;
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if !game.play(play_move){
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if !game.play(play_move){
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@ -28,7 +28,7 @@ pub fn play() -> Result<(), Box<dyn std::error::Error>> {
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fn get_move(player_index: usize) -> Result<PlayMoves, io::Error> {
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fn get_move(player_index: usize) -> Result<PlayMoves, io::Error> {
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loop {
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loop {
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println!("P{}, (H)it (S)tand (D)double",player_index);
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println!("Turn {}: (H)it (S)tand (D)double",player_index);
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let mut buffer = String::new();
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let mut buffer = String::new();
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stdin().read_line(&mut buffer)?;
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stdin().read_line(&mut buffer)?;
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@ -47,6 +47,9 @@ fn print_full_state(game: &BlackjackGame) {
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for player_index in 0..game.get_player_count(){
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for player_index in 0..game.get_player_count(){
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let player = game.get_player(player_index).unwrap();
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let player = game.get_player(player_index).unwrap();
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println!("P{}: {} ({})",player_index,player.get_hand(),player.get_hand().get_blackjack_value());
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println!("Player {}:",player_index);
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for hand in player.get_hands().iter().enumerate(){
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println!("{}: {} ({}) - {:?}",hand.0,hand.1.get_hand(),hand.1.get_hand().get_blackjack_value(),hand.1.get_state());
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}
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}
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}
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}
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}
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