initial commit - basic TUI blackjack game
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0a72da768e
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179
src/hand.rs
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179
src/hand.rs
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use crate::card::Card;
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use itertools::Itertools;
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use std::fmt;
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use std::sync::{Arc, RwLock};
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pub struct Hand {
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cards: Vec<Card>,
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discard: Option<Arc<RwLock<Vec<Card>>>>,
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}
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impl Hand {
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pub fn new() -> Self {
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Self {
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cards: Vec::new(),
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discard: None,
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}
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}
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pub fn with_discard(mut self, discard: Arc<RwLock<Vec<Card>>>) -> Self {
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self.discard = Some(discard);
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self
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}
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/// Returns the value of the hand. If there are any aces, this is the highest value without
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/// busting.
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pub fn value(&self) -> u8 {
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// TODO: Return the highest value without busting? And maybe let the player function
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// determine if they have an ace and want to hit instead.
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// Basic Strategy actually says what to do in the case of an ace
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let mut num_aces = 0;
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let mut sum = 0;
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// count up the value of everything that's not an ace
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for card in &self.cards {
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if card.value == "A" {
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num_aces += 1;
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} else {
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sum += u8::from(card);
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}
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}
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if num_aces == 0 {
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return sum;
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}
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// Figure out the possible ace sums based on how many aces we have
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let mut values: Vec<u8> = [1, 11]
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.into_iter()
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.combinations_with_replacement(num_aces)
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.map(|a| a.iter().sum())
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.collect();
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// Find the highest value without busting, adding in the rest of the cards. If they all
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// bust, then take the lowest value.
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values.sort();
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values.reverse();
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let mut total = 0;
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for v in values.iter() {
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total = v + sum;
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if total <= 21 {
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break;
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}
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}
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total
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}
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/// Returns true if the hand is a blackjack, meaning we have an ace and a 10-valued card
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pub fn is_blackjack(&self) -> bool {
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self.cards.len() == 2 && self.value() == 21
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}
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/// Returns true if hand has an ace
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pub fn has_ace(&self) -> bool {
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for card in &self.cards {
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if card.value == "A" {
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return true;
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}
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}
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false
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}
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/// Returns a copy of the cards in the hand
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pub fn cards(&self) -> Vec<Card> {
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self.cards.clone()
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}
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/// Add a card to the hand
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pub fn push(&mut self, card: Card) {
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self.cards.push(card)
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}
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}
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impl From<Vec<Card>> for Hand {
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fn from(cards: Vec<Card>) -> Self {
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Self {
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cards,
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discard: None,
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}
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}
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}
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impl fmt::Display for Hand {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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for (i, c) in self.cards.iter().enumerate() {
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if i != 0 {
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write!(f, " ")?;
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}
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write!(f, "{c}")?;
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}
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Ok(())
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}
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}
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impl Drop for Hand {
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fn drop(&mut self) {
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match &mut self.discard {
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Some(x) => {
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let mut discard = x.write().unwrap();
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discard.append(&mut self.cards)
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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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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::card::{Card, Suit};
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#[test]
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fn no_aces() {
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let mut h = Hand::new();
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h.cards.push(Card::new(Suit::Club, "K"));
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h.cards.push(Card::new(Suit::Club, "7"));
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assert_eq!(h.value(), 17);
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}
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#[test]
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fn one_ace() {
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let mut h = Hand::new();
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h.cards.push(Card::new(Suit::Club, "K"));
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h.cards.push(Card::new(Suit::Club, "A"));
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assert_eq!(h.value(), 21);
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}
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#[test]
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fn three_aces() {
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let mut h = Hand::new();
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h.cards.push(Card::new(Suit::Club, "3"));
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h.cards.push(Card::new(Suit::Club, "A"));
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h.cards.push(Card::new(Suit::Club, "A"));
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h.cards.push(Card::new(Suit::Club, "A"));
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assert_eq!(h.value(), 16);
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}
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#[test]
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/// If we give the hand a discard pile, then it should throw its cards in there when it gets
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/// dropped
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fn discard_pile() {
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let discard = Arc::new(RwLock::new(Vec::new()));
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{
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let hand =
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Hand::from([Card::new(Suit::Heart, "1"), Card::new(Suit::Heart, "2")].to_vec())
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.with_discard(discard.clone());
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assert_eq!(hand.value(), 3);
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// Hand still in scope, so discard pile is empty
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assert_eq!(discard.read().unwrap().len(), 0);
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}
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let d = discard.read().unwrap();
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// Hand went out of scope and got discarded
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assert_eq!(d.len(), 2);
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}
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}
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