Refactor/hand (#490)

* move all hand funcs to their new file. now to clean up

* WIP

* Cleanup + doc hand.h

* clang format

* Refactor loose variables in hand.c into a proper Hand struct

* Fix some more issues

* Apply *some* suggestions from code review

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* remove outdated comment

* fix rebase issue

* fix rng_info missing from g_game_vars init

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
This commit is contained in:
Geralt
2026-05-22 17:51:39 -07:00
committed by GitHub
co-authored by Copilot Autofix powered by AI MathisMartin31
parent d7414157a5
commit 2329c4c681
9 changed files with 1235 additions and 1043 deletions
+1
View File
@@ -3,6 +3,7 @@
#include "blind_gfx.h"
#include "game.h"
#include "graphic_utils.h"
#include "hand.h"
#include "list.h"
#include "random.h"
#include "stdbool.h"
+85 -474
View File
@@ -17,7 +17,7 @@
#include "game/shop.h"
#include "game_variables.h"
#include "graphic_utils.h"
#include "hand_analysis.h"
#include "hand.h"
#include "joker.h"
#include "layout.h"
#include "list.h"
@@ -86,13 +86,6 @@
#define EXPIRE_ANIMATION_FRAME_COUNT 3
typedef struct
{
u32 chips;
u32 mult;
char* display_name;
} HandValues;
// Used as a No Operation for game states that have no init and/or exit function.
// ricfehr3 did the work of determining whether a noop or a NULL check was more
// efficient. Well, this is the answer.
@@ -111,10 +104,8 @@ static void noop(void)
static void game_round_on_init(void);
static void game_playing_on_update(void);
static void sort_cards(void);
static void display_temp_score(u32 value);
static void check_flaming_score(void);
static void set_hand(void);
static int deck_get_size(void);
static int deck_get_max_size(void);
static bool check_and_score_joker_for_event(
@@ -154,12 +145,8 @@ static bool game_playing_hand_row_on_selection_changed(
static int game_playing_hand_row_get_size(void);
static int hand_sel_idx_to_card_idx(int selection_index);
static void hand_select_card(int index);
static void hand_toggle_sort(void);
static void hand_change_sort(bool to_sort_by_suit);
static void hand_deselect_all_cards(void);
static bool can_play_hand(void);
static bool can_discard_hand(void);
static bool can_play_hand(void);
// Consts
@@ -195,9 +182,8 @@ static const BG_POINT SCORE_FLAME_CHIPS_POS = {1, 9};
static const BG_POINT SCORE_FLAME_MULT_POS = {5, 9};
// Rects for TTE (in pixels)
static const Rect HAND_SIZE_RECT_SELECT = {128, 128, 152, 136 };
static const Rect HAND_SIZE_RECT_PLAYING = {128, 152, 152, 160 };
static const Rect HAND_TYPE_RECT = {8, 64, 64, 72 };
static const Rect HAND_SIZE_RECT_SELECT = {120, 128, 160, 136 };
static const Rect HAND_SIZE_RECT_PLAYING = {120, 152, 160, 160 };
// Score displayed in the same place as the hand type
static const Rect TEMP_SCORE_RECT = {8, 64, 64, 72 };
static const Rect SCORE_RECT = {24, 48, 64, 56 };
@@ -272,38 +258,17 @@ Button game_playing_buttons[] = {
static const int HAND_SPACING_LUT[MAX_HAND_SIZE] =
{28, 28, 28, 28, 27, 21, 18, 15, 13, 12, 10, 9, 9, 8, 8, 7};
static const HandValues hand_base_values[] = {
{.chips = 0, .mult = 0, .display_name = NULL }, // NONE
{.chips = 5, .mult = 1, .display_name = "Hi-Card"}, // HIGH_CARD
{.chips = 10, .mult = 2, .display_name = "Pair" }, // PAIR
{.chips = 20, .mult = 2, .display_name = "2 Pair" }, // TWO_PAIR
{.chips = 30, .mult = 3, .display_name = "3 OAK" }, // THREE_OF_A_KIND
{.chips = 30, .mult = 4, .display_name = "Strt" }, // STRAIGHT
{.chips = 35, .mult = 4, .display_name = "Flush" }, // FLUSH
{.chips = 40, .mult = 4, .display_name = "Full H" }, // FULL_HOUSE
{.chips = 60, .mult = 7, .display_name = "4 OAK" }, // FOUR_OF_A_KIND
{.chips = 100, .mult = 8, .display_name = "Strt F" }, // STRAIGHT_FLUSH
{.chips = 100, .mult = 8, .display_name = "Royal F"}, // ROYAL_FLUSH
{.chips = 120, .mult = 12, .display_name = "5 OAK" }, // FIVE_OF_A_KIND
{.chips = 140, .mult = 14, .display_name = "Flush H"}, // FLUSH_HOUSE
{.chips = 160, .mult = 16, .display_name = "Flush 5"} // FLUSH_FIVE
};
// The current game state, this is used to determine what the game is doing at any given time
static enum GameState game_state = GAME_STATE_UNDEFINED;
static enum HandState hand_state = HAND_DRAW;
static enum PlayState play_state = PLAY_STARTING;
static enum HandType hand_type = NONE;
static ContainedHandTypes _contained_hands = {0};
// Initialization of the global vars
// clang-format off
GameVariables g_game_vars = {
.timer = 0,
.rng_info = {0, 0},
.timer = 0, .rng_info = {0, 0},
.round = 0, .ante = 0, .money = 0,
.hand_size = DEFAULT_HAND_SIZE,
.current_blind = BLIND_TYPE_SMALL,
.next_boss_blind = BLIND_TYPE_BIG,
@@ -359,9 +324,7 @@ static u32 chips = 0;
static u32 mult = 0;
static bool retrigger = false;
static int hand_size = 8; // Default hand size is 8
static int cards_drawn = 0;
static int hand_selections = 0;
// Keeping track of cards scored
static int scored_card_index = 0;
@@ -375,8 +338,6 @@ static ListItr _joker_scored_itr;
static ListItr _joker_card_scored_end_itr;
static ListItr _joker_round_end_itr;
static bool sort_by_suit = false;
static List _owned_jokers_list;
static List _discarded_jokers_list;
static List _expired_jokers_list;
@@ -388,9 +349,6 @@ static List _shop_jokers_list;
static CardObject* played[MAX_SELECTION_SIZE] = {NULL};
static int played_top = -1;
static CardObject* hand[MAX_HAND_SIZE] = {NULL};
static int hand_top = -1;
static Card* deck[MAX_DECK_SIZE] = {NULL};
static int deck_top = -1;
@@ -658,21 +616,6 @@ void game_change_state(enum GameState new_game_state)
}
}
CardObject** get_hand_array(void)
{
return hand;
}
int get_hand_top(void)
{
return hand_top;
}
int hand_get_size(void)
{
return hand_top + 1;
}
CardObject** get_played_array(void)
{
return played;
@@ -902,262 +845,6 @@ static inline void display_ante(int value)
);
}
// idx_a and idx_b are assumed to be valid indexes within the hand array
// no checks will be performed here for performance's sake
static inline void swap_cards_in_hand(int idx_a, int idx_b)
{
CardObject* temp = hand[idx_a];
hand[idx_a] = hand[idx_b];
hand[idx_b] = temp;
}
static inline void sort_hand_by_suit(void)
{
for (int idx_a = 0; idx_a < hand_top; idx_a++)
{
for (int idx_b = idx_a + 1; idx_b <= hand_top; idx_b++)
{
if (hand[idx_a] == NULL ||
(hand[idx_b] != NULL && (hand[idx_a]->card->suit > hand[idx_b]->card->suit ||
(hand[idx_a]->card->suit == hand[idx_b]->card->suit &&
hand[idx_a]->card->rank > hand[idx_b]->card->rank))))
{
swap_cards_in_hand(idx_a, idx_b);
}
}
}
}
static inline void sort_hand_by_rank(void)
{
for (int idx_a = 0; idx_a < hand_top; idx_a++)
{
for (int idx_b = idx_a + 1; idx_b <= hand_top; idx_b++)
{
if (hand[idx_a] == NULL ||
(hand[idx_b] != NULL && hand[idx_a]->card->rank > hand[idx_b]->card->rank))
{
swap_cards_in_hand(idx_a, idx_b);
}
}
}
}
static inline bool shift_null_card_to_end(int null_card_idx)
{
// Start by searching any non NULL cards after the NULL one
// don't start at null_card_idx+1 to avoid potential illegal array access
int non_null_card_idx = null_card_idx;
for (; non_null_card_idx <= hand_top; non_null_card_idx++)
{
if (hand[non_null_card_idx] != NULL)
{
break;
}
}
// return false if there are no non-NULL cards left/there are no more sprites to destroy
if (non_null_card_idx > hand_top)
{
return false;
}
// If there is one, shift it and all the cards that follow forward
// This way we close the gap and ensure the next card is not NULL
// Iterating up to `hand_top - non_null_card_idx + 1` should end up out of bounds
// but for some reason it doesn't pose any issue, and taking out the +1 breaks
// the code, so I'll be elaving it here until someone figures it out ^^'
for (int j = 0; j <= hand_top - non_null_card_idx + 1; j++)
{
hand[null_card_idx + j] = hand[non_null_card_idx + j];
}
return true;
}
static void reorder_card_sprites_layers(void)
{
// Update the sprites in the hand by destroying them and creating new ones in the correct order
// (This feels like a diabolical solution but like literally how else would you do this)
for (int i = 0; i <= hand_top; i++)
{
// a NULL card will only happen if we rearrange the sprites without having sorted them
// before. Any NULL CardObject will be sent to the end by shifting all elements forward
if (hand[i] == NULL)
{
if (!shift_null_card_to_end(i))
{
break;
}
}
// card_object_get_sprite() will not work here since we need the address
sprite_destroy(&(hand[i]->sprite_object->sprite));
}
// Recreate the sprites for the remaining non NULL cards, in order
for (int i = 0; i <= hand_top; i++)
{
if (hand[i] != NULL)
{
// Set the sprite for the card object
card_object_set_sprite(hand[i], i);
sprite_position(
card_object_get_sprite(hand[i]),
fx2int(hand[i]->sprite_object->x),
fx2int(hand[i]->sprite_object->y)
);
}
}
}
static void sort_cards(void)
{
if (sort_by_suit)
{
sort_hand_by_suit();
}
else
{
sort_hand_by_rank();
}
reorder_card_sprites_layers();
}
static ContainedHandTypes compute_contained_hand_types(void)
{
ContainedHandTypes hand_types = {0};
// Idk if this is how Balatro does it but this is how I'm doing it
if (hand_selections == 0 || hand_state == HAND_DISCARD)
{
return hand_types;
}
hand_types.HIGH_CARD = 1;
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_hand_distribution(ranks, suits);
// The following can be optimized better but not sure how much it matters
u8 n_of_a_kind = hand_contains_n_of_a_kind(ranks);
// Pair and 2 Pair
if (n_of_a_kind >= 2)
{
hand_types.PAIR = 1;
if (hand_contains_two_pair(ranks))
{
hand_types.TWO_PAIR = 1;
}
}
// 3 OAK
if (n_of_a_kind >= 3)
{
hand_types.THREE_OF_A_KIND = 1;
}
// Straight
if (hand_contains_straight(ranks))
{
hand_types.STRAIGHT = 1;
}
// Flush
if (hand_contains_flush(suits))
{
hand_types.FLUSH = 1;
}
// Full House
if (n_of_a_kind >= 3 && hand_contains_full_house(ranks))
{
hand_types.FULL_HOUSE = 1;
}
// 4 OAK
if (n_of_a_kind >= 4)
{
hand_types.FOUR_OF_A_KIND = 1;
}
// Straight Flush
if (hand_types.STRAIGHT && hand_types.FLUSH)
{
hand_types.STRAIGHT_FLUSH = 1;
}
// Royal Flush
if (hand_types.STRAIGHT_FLUSH)
{
if (ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
{
hand_types.ROYAL_FLUSH = 1;
}
}
// 5 OAK
if (n_of_a_kind >= 5)
{
hand_types.FIVE_OF_A_KIND = 1;
}
// Flush House and Five
if (hand_types.FLUSH)
{
if (hand_types.FULL_HOUSE)
{
hand_types.FLUSH_HOUSE = 1;
}
if (hand_types.FIVE_OF_A_KIND)
{
hand_types.FLUSH_FIVE = 1;
}
}
return hand_types;
}
ContainedHandTypes* get_contained_hands(void)
{
return &_contained_hands;
}
enum HandType compute_hand_type(struct ContainedHandTypes contained_types)
{
enum HandType ret;
// test each pit see if it's set to 1, and return the first one
for (ret = FLUSH_FIVE; ret > NONE; ret--)
{
// Shift the bit we want to check to the front and mask it with 1 to keep only that
// Since the ContainedHandTypes is ordered the same way as the HandType enum, we
// can shift right by ret-1 to have the bit we want at the front
if ((contained_types.value >> (ret - 1)) & 0x1)
{
break;
}
}
// If we broke early, ret contains the value of the HandType enum corresponding to
// the position of the highest bit set to 1 in contained_types.value, which is the
// most powerful poker hand contained in the current Hand
// If not, then it contains NONE, which is what we're supposed to return when there
// are no Hands contained in what we played
return ret;
}
enum HandType* get_hand_type(void)
{
return &hand_type;
}
// Returns true if the card is *considered* a face card
bool card_is_face(Card* card)
{
@@ -1375,43 +1062,6 @@ void display_discards(void)
);
}
static void print_hand_type(const char* hand_type_str)
{
if (hand_type_str == NULL)
return; // NULL-checking paranoia
Rect hand_type_rect = HAND_TYPE_RECT;
update_text_rect_to_center_str(&hand_type_rect, hand_type_str, SCREEN_LEFT);
tte_printf(
"#{P:%d,%d; cx:0x%X000}%s",
hand_type_rect.left,
hand_type_rect.top,
TTE_WHITE_PB,
hand_type_str
);
}
static void set_hand(void)
{
tte_erase_rect_wrapper(HAND_TYPE_RECT);
_contained_hands = compute_contained_hand_types();
hand_type = compute_hand_type(_contained_hands);
HandValues hand = hand_base_values[hand_type];
chips = hand.chips;
mult = hand.mult;
print_hand_type(hand.display_name);
display_chips();
display_mult();
}
static bool can_discard_hand(void)
{
return (g_game_vars.discards > 0 && hand_state == HAND_SELECT && hand_selections > 0);
}
static int deck_get_size(void)
{
return deck_top + 1;
@@ -1420,7 +1070,7 @@ static int deck_get_size(void)
static int deck_get_max_size(void)
{
// This is the max amount of cards that the player currently has in their possession
return hand_top + played_top + deck_top + discard_top + 4;
return get_hand_top() + played_top + deck_top + discard_top + 4;
}
static inline void deck_shuffle(void)
@@ -1436,9 +1086,9 @@ static inline void deck_shuffle(void)
static void game_round_on_init(void)
{
hand_state = HAND_DRAW;
set_hand_state(HAND_DRAW);
hand_set_nb_selected_cards(0);
cards_drawn = 0;
hand_selections = 0;
sprite_destroy(&g_game_vars.playing_blind_token);
g_game_vars.playing_blind_token = blind_token_new(
@@ -1504,6 +1154,14 @@ static void game_round_on_init(void)
}
// Playing state functions
static bool can_discard_hand(void)
{
return (
g_game_vars.discards > 0 && get_hand_state() == HAND_SELECT &&
hand_get_nb_selected_cards() > 0
);
}
static void game_playing_discard_on_pressed(void)
{
if (!can_discard_hand())
@@ -1520,10 +1178,10 @@ static void game_playing_execute_discard(void)
if (!can_discard_hand())
return;
hand_state = HAND_DISCARD;
set_hand_state(HAND_DISCARD);
--g_game_vars.discards;
display_discards();
set_hand();
compute_hand_value_info();
}
static void game_playing_sort_by_rank_on_pressed(void)
@@ -1536,40 +1194,6 @@ static void game_playing_sort_by_suit_on_pressed(void)
hand_change_sort(true);
}
static void hand_deselect_all_cards(void)
{
bool any_cards_deselected = false;
for (int i = 0; i <= get_hand_top(); i++)
{
if (card_object_is_selected(hand[i]))
{
card_object_set_selected(hand[i], false);
hand_selections--;
any_cards_deselected = true;
}
}
if (any_cards_deselected)
{
play_sfx(SFX_CARD_DESELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
}
}
static inline void hand_toggle_sort(void)
{
sort_by_suit = !sort_by_suit;
sort_cards();
}
static inline void hand_change_sort(bool to_sort_by_suit)
{
if (to_sort_by_suit != sort_by_suit)
{
sort_by_suit = to_sort_by_suit;
sort_cards();
}
}
static void game_playing_play_hand_on_pressed(void)
{
if (!can_play_hand())
@@ -1586,14 +1210,14 @@ static void game_playing_execute_play_hand(void)
if (!can_play_hand())
return;
hand_state = HAND_PLAY;
set_hand_state(HAND_PLAY);
--g_game_vars.hands;
display_hands();
}
static int game_playing_hand_row_get_size(void)
{
return hand_get_size();
return hand_nb_held_cards();
}
// card moving logic
@@ -1712,7 +1336,7 @@ static void game_playing_hand_row_on_key_transit(
else if (key_hit(DESELECT_CARDS))
{
hand_deselect_all_cards();
set_hand();
compute_hand_value_info();
}
else if (key_hit(PLAY_HAND_KEY))
{
@@ -1769,7 +1393,7 @@ static void game_playing_button_row_on_key_hit(SelectionGrid* selection_grid, Se
static bool can_play_hand(void)
{
if (hand_state != HAND_SELECT || hand_selections == 0)
if (get_hand_state() != HAND_SELECT || hand_get_nb_selected_cards() == 0)
return false;
return true;
}
@@ -1785,27 +1409,7 @@ static inline int hand_sel_idx_to_card_idx(int selection_index)
// This is because the hand is drawn from right to left.
// There is no particular reason for why that was done, it's just how it was done.
// Maybe one day it can be reverted and made consistent so this conversion is not needed.
return hand_get_size() - selection_index - 1;
}
static void hand_select_card(int index)
{
if (index < 0 || index >= hand_get_size() || hand_state != HAND_SELECT || hand[index] == NULL)
return;
if (card_object_is_selected(hand[index]))
{
card_object_set_selected(hand[index], false);
hand_selections--;
play_sfx(SFX_CARD_DESELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
}
else if (hand_selections < MAX_SELECTION_SIZE)
{
card_object_set_selected(hand[index], true);
hand_selections++;
play_sfx(SFX_CARD_SELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
}
set_hand();
return hand_nb_held_cards() - selection_index - 1;
}
static inline void game_playing_process_hand_select_input(void)
@@ -1815,7 +1419,8 @@ static inline void game_playing_process_hand_select_input(void)
static inline void card_draw(void)
{
if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1)
if (deck_top < 0 || get_hand_top() >= g_game_vars.hand_size - 1 ||
get_hand_top() >= MAX_HAND_SIZE - 1)
return;
CardObject* card_object = card_object_new(deck_pop());
@@ -1827,7 +1432,8 @@ static inline void card_draw(void)
card_object->sprite_object->y = deck_y;
sprite_position(card_object->sprite_object->sprite, fx2int(deck_x), fx2int(deck_y));
hand[++hand_top] = card_object;
set_hand_top(get_hand_top() + 1);
get_hand_array()[get_hand_top()] = card_object;
// Sort the hand after drawing a card
sort_cards();
@@ -1875,14 +1481,16 @@ static inline void card_in_hand_loop_handle_discard_and_shuffling(
bool* break_loop
)
{
if (hand_state != HAND_DISCARD && hand_state != HAND_SHUFFLING)
if (get_hand_state() != HAND_DISCARD && get_hand_state() != HAND_SHUFFLING)
{
// Assumes hand_state is one of these
return;
}
CardObject** hand = get_hand_array();
*break_loop = false;
if (card_object_is_selected(hand[card_idx]) || hand_state == HAND_SHUFFLING)
if (card_object_is_selected(hand[card_idx]) || get_hand_state() == HAND_SHUFFLING)
{
if (!discarded_card)
{
@@ -1905,7 +1513,7 @@ static inline void card_in_hand_loop_handle_discard_and_shuffling(
card_object_destroy(&hand[card_idx]);
reorder_card_sprites_layers();
hand_top--;
set_hand_top(get_hand_top() - 1);
// This technically isn't drawing cards, I'm just reusing the variable
cards_drawn++;
sound_played = false;
@@ -1919,7 +1527,7 @@ static inline void card_in_hand_loop_handle_discard_and_shuffling(
}
else
{
if (hand_state == HAND_DISCARD)
if (get_hand_state() == HAND_DISCARD)
{
// Don't raise the card if we're mass discarding, it looks stupid.
*hand_y -= int2fx(15);
@@ -1928,23 +1536,24 @@ static inline void card_in_hand_loop_handle_discard_and_shuffling(
{
*hand_y += int2fx(24);
}
*hand_x =
*hand_x + (int2fx(card_idx) - int2fx(hand_top) / 2) * -HAND_SPACING_LUT[hand_top];
*hand_x = *hand_x + (int2fx(card_idx) - int2fx(get_hand_top()) / 2) *
-HAND_SPACING_LUT[get_hand_top()];
}
}
else
{
*hand_x = *hand_x + (int2fx(card_idx) - int2fx(hand_top) / 2) * -HAND_SPACING_LUT[hand_top];
*hand_x = *hand_x + (int2fx(card_idx) - int2fx(get_hand_top()) / 2) *
-HAND_SPACING_LUT[get_hand_top()];
}
if (card_idx == 0 && discarded_card == false && g_game_vars.timer % FRAMES(10) == 0)
{
// This is never reached in the case of HAND_SHUFFLING. Not sure why but that's how it's
// supposed to be.
hand_state = HAND_DRAW;
set_hand_state(HAND_DRAW);
sound_played = false;
cards_drawn = 0;
hand_selections = 0;
hand_set_nb_selected_cards(0);
g_game_vars.timer = TM_ZERO;
*break_loop = true;
return;
@@ -1960,7 +1569,8 @@ static inline void select_flush_and_straight_cards_in_played_hand(void)
int min_len = get_straight_and_flush_size();
// if we have a flush in our hand
if (hand_type == FLUSH || hand_type == STRAIGHT_FLUSH || hand_type == ROYAL_FLUSH)
if (get_hand_type() == FLUSH || get_hand_type() == STRAIGHT_FLUSH ||
get_hand_type() == ROYAL_FLUSH)
{
bool flush_selection[MAX_HAND_SIZE] = {false};
find_flush_in_played_cards(played, played_top, min_len, flush_selection);
@@ -1972,7 +1582,8 @@ static inline void select_flush_and_straight_cards_in_played_hand(void)
}
// If we have a straight in our hand
if (hand_type == STRAIGHT || hand_type == STRAIGHT_FLUSH || hand_type == ROYAL_FLUSH)
if (get_hand_type() == STRAIGHT || get_hand_type() == STRAIGHT_FLUSH ||
get_hand_type() == ROYAL_FLUSH)
{
bool straight_selection[MAX_HAND_SIZE] = {false};
find_straight_in_played_cards(
@@ -2207,16 +1818,16 @@ static bool play_ended_played_cards_update(int played_idx)
{
if (game_round_is_over())
{
hand_state = HAND_SHUFFLING;
set_hand_state(HAND_SHUFFLING);
}
else
{
hand_state = HAND_DRAW;
set_hand_state(HAND_DRAW);
}
play_state = PLAY_STARTING;
cards_drawn = 0;
hand_selections = 0;
hand_set_nb_selected_cards(0);
played_top = -1; // Reset the played stack
scored_card_index = 0;
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
@@ -2293,7 +1904,7 @@ static inline bool play_scoring_cards_update(void)
{
// reuse these variables for held cards
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
scored_card_index = hand_top;
scored_card_index = get_hand_top();
play_state = PLAY_SCORING_HELD_CARDS;
@@ -2393,6 +2004,8 @@ static inline bool play_scoring_held_cards_update(int played_idx)
{
tte_erase_rect_wrapper(HELD_CARDS_SCORES_RECT);
CardObject** hand = get_hand_array();
// Go through all held cards and see if they activate Jokers
for (; scored_card_index >= 0; scored_card_index--)
{
@@ -2594,14 +2207,9 @@ static inline void played_cards_update_loop(void)
}
}
static inline int hand_get_max_size(void)
{
return hand_size;
}
static inline void game_playing_process_input_and_state(void)
{
if (hand_state == HAND_SELECT)
if (get_hand_state() == HAND_SELECT)
{
game_playing_process_hand_select_input();
}
@@ -2666,7 +2274,7 @@ static inline void game_playing_process_input_and_state(void)
static inline void game_playing_process_card_draw()
{
if (hand_state == HAND_DRAW && cards_drawn < hand_size)
if (get_hand_state() == HAND_DRAW && cards_drawn < g_game_vars.hand_size)
{
if (g_game_vars.timer % FRAMES(10) == 0) // Draw a card every 10 frames
{
@@ -2674,9 +2282,9 @@ static inline void game_playing_process_card_draw()
card_draw();
}
}
else if (hand_state == HAND_DRAW)
else if (get_hand_state() == HAND_DRAW)
{
hand_state = HAND_SELECT; // Change the hand state to select after drawing all the cards
set_hand_state(HAND_SELECT); // Change the hand state to select after drawing all the cards
cards_drawn = 0;
g_game_vars.timer = TM_ZERO;
}
@@ -2685,7 +2293,7 @@ static inline void game_playing_process_card_draw()
static inline void game_playing_discarded_cards_loop(void)
{
// Discarded cards loop (mainly for shuffling)
if (hand_get_size() == 0 && hand_state == HAND_SHUFFLING && discard_top >= -1 &&
if (hand_nb_held_cards() == 0 && get_hand_state() == HAND_SHUFFLING && discard_top >= -1 &&
g_game_vars.timer > FRAMES(10))
{
// Change the background to the round end background. This is how it works in Balatro, so
@@ -2740,7 +2348,7 @@ static inline void game_playing_discarded_cards_loop(void)
static inline void select_cards_in_played_hand()
{
switch (hand_type) // select the cards that apply to the hand type
switch (get_hand_type()) // select the cards that apply to the hand type
{
case NONE:
break;
@@ -2786,18 +2394,20 @@ static inline void cards_in_hand_update_loop(void)
// TODO: Break this function up into smaller ones, Gods be good
// Start from the end of the hand and work backwards because that's how Balatro does it
for (int i = hand_top + 1; i >= 0; i--)
CardObject** hand = get_hand_array();
for (int i = get_hand_top(); i >= 0; i--)
{
if (hand[i] != NULL)
{
FIXED hand_x = int2fx(HAND_START_POS.x);
FIXED hand_y = int2fx(HAND_START_POS.y);
switch (hand_state)
switch (get_hand_state())
{
case HAND_DRAW:
hand_x =
hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -HAND_SPACING_LUT[hand_top];
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
-HAND_SPACING_LUT[get_hand_top()];
break;
case HAND_SELECT:
bool is_focused =
@@ -2830,10 +2440,10 @@ static inline void cards_in_hand_update_loop(void)
hand[i]->sprite_object->vy = 0;
}
hand_x =
hand_x + (int2fx(i) - int2fx(hand_top) / 2) *
-HAND_SPACING_LUT[hand_top]; // TODO: Change this later to
// reference a 2D LUT of positions
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
-HAND_SPACING_LUT[get_hand_top()]; // TODO: Change this
// later to reference a
// 2D LUT of positions
break;
case HAND_SHUFFLING:
/* FALL THROUGH */
@@ -2850,8 +2460,8 @@ static inline void cards_in_hand_update_loop(void)
break;
case HAND_PLAY:
hand_x =
hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -HAND_SPACING_LUT[hand_top];
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
-HAND_SPACING_LUT[get_hand_top()];
hand_y += int2fx(24);
if (card_object_is_selected(hand[i]) && discarded_card == false &&
@@ -2869,8 +2479,8 @@ static inline void cards_in_hand_update_loop(void)
SFX_DEFAULT_VOLUME
);
hand_top--;
hand_selections--;
set_hand_top(get_hand_top() - 1);
hand_set_nb_selected_cards(hand_get_nb_selected_cards() - 1);
cards_drawn++;
discarded_card = true;
@@ -2878,9 +2488,9 @@ static inline void cards_in_hand_update_loop(void)
if (i == 0 && discarded_card == false && g_game_vars.timer % FRAMES(10) == 0)
{
hand_state = HAND_PLAYING;
set_hand_state(HAND_PLAYING);
cards_drawn = 0;
hand_selections = 0;
hand_set_nb_selected_cards(0);
g_game_vars.timer = TM_ZERO;
scored_card_index = played_top + 1;
@@ -2890,8 +2500,8 @@ static inline void cards_in_hand_update_loop(void)
break;
// Don't need to do anything here, just wait for the player to select cards
case HAND_PLAYING:
hand_x =
hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -HAND_SPACING_LUT[hand_top];
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
-HAND_SPACING_LUT[get_hand_top()];
hand_y += int2fx(24);
break;
}
@@ -2908,30 +2518,30 @@ static inline void game_playing_ui_text_update(void)
static int last_hand_size = 0;
static int last_deck_size = 0;
if (last_hand_size != hand_get_size() || last_deck_size != deck_get_size())
if (last_hand_size != hand_nb_held_cards() || last_deck_size != deck_get_size())
{
if (background_legacy == BG_CARD_SELECTING)
{
// Hand size/max size
tte_printf(
"#{P:%d,%d; cx:0x%X000}%d/%d",
"#{P:%d,%d; cx:0x%X000}%2d/%-2ld",
HAND_SIZE_RECT_SELECT.left,
HAND_SIZE_RECT_SELECT.top,
TTE_WHITE_PB,
hand_get_size(),
hand_get_max_size()
hand_nb_held_cards(),
g_game_vars.hand_size
);
}
else if (background_legacy == BG_CARD_PLAYING)
{
// Hand size/max size
tte_printf(
"#{P:%d,%d; cx:0x%X000}%d/%d",
"#{P:%d,%d; cx:0x%X000}%2d/%-2ld",
HAND_SIZE_RECT_PLAYING.left,
HAND_SIZE_RECT_PLAYING.top,
TTE_WHITE_PB,
hand_get_size(),
hand_get_max_size()
hand_nb_held_cards(),
g_game_vars.hand_size
);
}
@@ -2948,7 +2558,7 @@ static inline void game_playing_ui_text_update(void)
deck_get_max_size()
);
last_hand_size = hand_get_size();
last_hand_size = hand_nb_held_cards();
last_deck_size = deck_get_size();
}
}
@@ -2980,11 +2590,12 @@ static inline void game_playing_process_flaming_score(void)
static void game_playing_on_update(void)
{
// Background logic (thissss might be moved to the card'ssss logic later. I'm a sssssnake)
if (hand_state == HAND_DRAW || hand_state == HAND_DISCARD || hand_state == HAND_SELECT)
if (get_hand_state() == HAND_DRAW || get_hand_state() == HAND_DISCARD ||
get_hand_state() == HAND_SELECT)
{
change_background(BG_CARD_SELECTING, false);
}
else if (hand_state != HAND_SHUFFLING)
else if (get_hand_state() != HAND_SHUFFLING)
{
change_background(BG_CARD_PLAYING, false);
}
+909
View File
@@ -0,0 +1,909 @@
/**
* @file hand.c
*
* @brief Implementation of functions relative to manipulating and analyzing the
* contents of the Hand.
*/
#include "hand.h"
#include "audio_utils.h"
#include "card.h"
#include "game.h"
#include "game_variables.h"
#include "graphic_utils.h"
#include "soundbank.h"
#include "util.h"
#include <tonc.h>
typedef struct
{
u32 chips;
u32 mult;
char* display_name;
} HandValues;
static const HandValues hand_base_values[] = {
{.chips = 0, .mult = 0, .display_name = NULL }, // NONE
{.chips = 5, .mult = 1, .display_name = "Hi-Card"}, // HIGH_CARD
{.chips = 10, .mult = 2, .display_name = "Pair" }, // PAIR
{.chips = 20, .mult = 2, .display_name = "2 Pair" }, // TWO_PAIR
{.chips = 30, .mult = 3, .display_name = "3 OAK" }, // THREE_OF_A_KIND
{.chips = 30, .mult = 4, .display_name = "Strt" }, // STRAIGHT
{.chips = 35, .mult = 4, .display_name = "Flush" }, // FLUSH
{.chips = 40, .mult = 4, .display_name = "Full H" }, // FULL_HOUSE
{.chips = 60, .mult = 7, .display_name = "4 OAK" }, // FOUR_OF_A_KIND
{.chips = 100, .mult = 8, .display_name = "Strt F" }, // STRAIGHT_FLUSH
{.chips = 100, .mult = 8, .display_name = "Royal F"}, // ROYAL_FLUSH
{.chips = 120, .mult = 12, .display_name = "5 OAK" }, // FIVE_OF_A_KIND
{.chips = 140, .mult = 14, .display_name = "Flush H"}, // FLUSH_HOUSE
{.chips = 160, .mult = 16, .display_name = "Flush 5"} // FLUSH_FIVE
};
// clang-format off
// Rects for TTE (in pixels) left top right bottom
static const Rect HAND_TYPE_RECT = {8, 64, 64, 72};
// clang-format on
typedef struct Hand
{
// Hand stack
CardObject* cards[MAX_HAND_SIZE];
s32 hand_top; // Position of the last card in hand array, -1 when no card in hand
s32 hand_selections; // Number of selected Cards.
// Hand Type
enum HandType hand_type;
ContainedHandTypes contained_hands;
enum HandState state;
bool sort_by_suit;
} Hand;
static Hand hand = {
.cards = {NULL},
.hand_top = -1,
.hand_selections = 0,
.hand_type = NONE,
.contained_hands = {{{0}}},
.state = HAND_DRAW,
.sort_by_suit = false
};
// Forward declarations
static ContainedHandTypes compute_contained_hand_types(void);
static enum HandType compute_hand_type(struct ContainedHandTypes contained_types);
// Hand Struct Manipulation
enum HandState get_hand_state(void)
{
return hand.state;
}
void set_hand_state(enum HandState new_hand_state)
{
hand.state = new_hand_state;
}
CardObject** get_hand_array(void)
{
return hand.cards;
}
int get_hand_top(void)
{
return hand.hand_top;
}
void set_hand_top(int new_hand_top)
{
hand.hand_top = new_hand_top;
}
int hand_nb_held_cards(void)
{
return hand.hand_top + 1;
}
int hand_get_nb_selected_cards(void)
{
return hand.hand_selections;
}
void hand_set_nb_selected_cards(int new_selections)
{
hand.hand_selections = new_selections;
}
enum HandType get_hand_type(void)
{
return hand.hand_type;
}
ContainedHandTypes* get_contained_hands(void)
{
return &hand.contained_hands;
}
static void print_hand_type(const char* hand_type_str)
{
if (hand_type_str == NULL)
return; // NULL-checking paranoia
Rect hand_type_rect = HAND_TYPE_RECT;
update_text_rect_to_center_str(&hand_type_rect, hand_type_str, SCREEN_LEFT);
tte_printf(
"#{P:%d,%d; cx:0x%X000}%s",
hand_type_rect.left,
hand_type_rect.top,
TTE_WHITE_PB,
hand_type_str
);
}
void compute_hand_value_info(void)
{
tte_erase_rect_wrapper(HAND_TYPE_RECT);
hand.contained_hands = compute_contained_hand_types();
hand.hand_type = compute_hand_type(hand.contained_hands);
HandValues hand_values = hand_base_values[hand.hand_type];
set_chips(hand_values.chips);
set_mult(hand_values.mult);
print_hand_type(hand_values.display_name);
display_chips();
display_mult();
}
// idx_a and idx_b are assumed to be valid indexes within the hand array
// no checks will be performed here for performance's sake
void swap_cards_in_hand(int idx_a, int idx_b)
{
CardObject* temp = hand.cards[idx_a];
hand.cards[idx_a] = hand.cards[idx_b];
hand.cards[idx_b] = temp;
}
static inline void sort_hand_by_suit(void)
{
for (int idx_a = 0; idx_a < hand.hand_top; idx_a++)
{
for (int idx_b = idx_a + 1; idx_b <= hand.hand_top; idx_b++)
{
if (hand.cards[idx_a] == NULL ||
(hand.cards[idx_b] != NULL &&
(hand.cards[idx_a]->card->suit > hand.cards[idx_b]->card->suit ||
(hand.cards[idx_a]->card->suit == hand.cards[idx_b]->card->suit &&
hand.cards[idx_a]->card->rank > hand.cards[idx_b]->card->rank))))
{
swap_cards_in_hand(idx_a, idx_b);
}
}
}
}
static inline void sort_hand_by_rank(void)
{
for (int idx_a = 0; idx_a < hand.hand_top; idx_a++)
{
for (int idx_b = idx_a + 1; idx_b <= hand.hand_top; idx_b++)
{
if (hand.cards[idx_a] == NULL ||
(hand.cards[idx_b] != NULL &&
hand.cards[idx_a]->card->rank > hand.cards[idx_b]->card->rank))
{
swap_cards_in_hand(idx_a, idx_b);
}
}
}
}
static inline bool shift_null_card_to_end(int null_card_idx)
{
// Start by searching any non NULL cards after the NULL one
// don't start at null_card_idx+1 to avoid potential illegal array access
int non_null_card_idx = null_card_idx;
for (; non_null_card_idx <= hand.hand_top; non_null_card_idx++)
{
if (hand.cards[non_null_card_idx] != NULL)
{
break;
}
}
// return false if there are no non-NULL cards left/there are no more sprites to destroy
if (non_null_card_idx > hand.hand_top)
{
return false;
}
// If there is one, shift it and all the cards that follow forward
// This way we close the gap and ensure the next card is not NULL
for (int j = 0; j <= hand.hand_top - non_null_card_idx; j++)
{
hand.cards[null_card_idx + j] = hand.cards[non_null_card_idx + j];
}
return true;
}
void reorder_card_sprites_layers(void)
{
// Update the sprites in the hand by destroying them and creating new ones in the correct order
// (This feels like a diabolical solution but like literally how else would you do this)
for (int i = 0; i <= hand.hand_top; i++)
{
// a NULL card will only happen if we rearrange the sprites without having sorted them
// before. Any NULL CardObject will be sent to the end by shifting all elements forward
if (hand.cards[i] == NULL)
{
if (!shift_null_card_to_end(i))
{
break;
}
}
// card_object_get_sprite() will not work here since we need the address
sprite_destroy(&(hand.cards[i]->sprite_object->sprite));
}
// Recreate the sprites for the remaining non NULL cards, in order
for (int i = 0; i <= hand.hand_top; i++)
{
if (hand.cards[i] != NULL)
{
// Set the sprite for the card object
card_object_set_sprite(hand.cards[i], i);
sprite_position(
card_object_get_sprite(hand.cards[i]),
fx2int(hand.cards[i]->sprite_object->x),
fx2int(hand.cards[i]->sprite_object->y)
);
}
}
}
void sort_cards(void)
{
if (hand.sort_by_suit)
{
sort_hand_by_suit();
}
else
{
sort_hand_by_rank();
}
reorder_card_sprites_layers();
}
void hand_change_sort(bool to_sort_by_suit)
{
if (to_sort_by_suit != hand.sort_by_suit)
{
hand.sort_by_suit = to_sort_by_suit;
sort_cards();
}
}
void hand_select_card(int index)
{
if (index < 0 || index >= hand_nb_held_cards() || hand.state != HAND_SELECT ||
hand.cards[index] == NULL)
return;
if (card_object_is_selected(hand.cards[index]))
{
card_object_set_selected(hand.cards[index], false);
hand.hand_selections--;
play_sfx(SFX_CARD_DESELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
}
else if (hand.hand_selections < MAX_SELECTION_SIZE)
{
card_object_set_selected(hand.cards[index], true);
hand.hand_selections++;
play_sfx(SFX_CARD_SELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
}
compute_hand_value_info();
}
void hand_deselect_all_cards(void)
{
bool any_cards_deselected = false;
for (int i = 0; i <= hand.hand_top; i++)
{
if (card_object_is_selected(hand.cards[i]))
{
card_object_set_selected(hand.cards[i], false);
hand.hand_selections--;
any_cards_deselected = true;
}
}
if (any_cards_deselected)
{
play_sfx(SFX_CARD_DESELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
}
}
// Hand Analysis
/**
* @brief Outputs the distribution of ranks and suits in the hand
* @param ranks_out output - updated such as ranks_out[rank] is the number of cards of rank in the
* hand. Must be of size NUM_RANKS.
* @param suits_out output - updated such as suits_out[suit] is the number of cards if suit in the
* hand Must be of size NUM_SUITS
*/
static void get_hand_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUITS])
{
for (int i = 0; i < NUM_RANKS; i++)
ranks_out[i] = 0;
for (int i = 0; i < NUM_SUITS; i++)
suits_out[i] = 0;
int top = hand.hand_top;
for (int i = 0; i <= top; i++)
{
if (hand.cards[i] && card_object_is_selected(hand.cards[i]))
{
ranks_out[hand.cards[i]->card->rank]++;
suits_out[hand.cards[i]->card->suit]++;
}
}
}
/**
* @brief Outputs the distribution of ranks and suits in the played stack
* @param ranks_out output - updated such as ranks_out[rank] is the number of cards of rank in the
* played stack. Must be of size NUM_RANKS.
* @param suits_out output - updated such as suits_out[suit] is the number of cards if suit in the
* played stack. Must be of size NUM_SUITS
*/
GBAL_UNUSED
static void get_played_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUITS])
{
for (int i = 0; i < NUM_RANKS; i++)
ranks_out[i] = 0;
for (int i = 0; i < NUM_SUITS; i++)
suits_out[i] = 0;
CardObject** played = get_played_array();
int top = get_played_top();
for (int i = 0; i <= top; i++)
{
/* The difference from get_hand_distribution() (not checking if card is selected)
* is in line Balatro behavior,
* see https://github.com/GBALATRO/balatro-gba/issues/341#issuecomment-3691363488
*/
if (!played[i])
continue;
ranks_out[played[i]->card->rank]++;
suits_out[played[i]->card->suit]++;
}
}
// Returns the highest N of a kind. So a full-house would return 3.
static u8 hand_contains_n_of_a_kind(u8* ranks)
{
u8 highest_n = 0;
for (int i = 0; i < NUM_RANKS; i++)
{
if (ranks[i] > highest_n)
highest_n = ranks[i];
}
return highest_n;
}
static bool hand_contains_two_pair(u8* ranks)
{
bool contains_other_pair = false;
for (int i = 0; i < NUM_RANKS; i++)
{
if (ranks[i] >= 2)
{
if (contains_other_pair)
return true;
contains_other_pair = true;
}
}
return false;
}
static bool hand_contains_full_house(u8* ranks)
{
int count_three = 0;
int count_pair = 0;
for (int i = 0; i < NUM_RANKS; i++)
{
if (ranks[i] >= 3)
{
count_three++;
}
else if (ranks[i] >= 2)
{
count_pair++;
}
}
// Full house if there is:
// - at least one three-of-a-kind and at least one other pair,
// - OR at least two three-of-a-kinds (second "three" acts as pair).
// This accounts for hands with 6 or more cards even though
// they are currently not possible and probably never will be.
return (count_three >= 2 || (count_three && count_pair));
}
// This is mostly from Google Gemini
static bool hand_contains_straight(u8* ranks)
{
if (!is_shortcut_joker_active())
{
int straight_size = get_straight_and_flush_size();
// This is the regular case of detecting straights
int run = 0;
for (int i = 0; i < NUM_RANKS; ++i)
{
if (ranks[i])
{
if (++run >= straight_size)
return true;
}
else
{
run = 0;
}
}
// Check for ace low straight
if (straight_size >= 2 && ranks[ACE])
{
// With A as low, the highest rank you can use is FIVE.
// -1 for inclusive integer distance and another -1 for the Ace e.g. need=5 -> need 2..5
int last_needed = TWO + (straight_size - 2);
if (last_needed <= FIVE)
{
bool ok = true;
for (int r = TWO; r <= last_needed; ++r)
{
if (!ranks[r])
{
ok = false;
break;
}
}
if (ok)
return true;
}
}
return false;
}
else
{
// Shortcut Joker is active, we have to detect straights where any card may "skip" 1 rank
// We do this with a dynamic programming algorithm that calculates
// the longest possible straight that can end on each rank
// and stopping when we find one that is {straight-size} cards long
u8 longest_short_cut_at[NUM_RANKS] = {0};
// A low ace can start a sequence. 'ace_low_len' is 1 if an ace is present,
// acting as a potential predecessor for TWO and THREE.
int ace_low_len = ranks[ACE] ? 1 : 0;
// Iterate through all ranks from TWO up to ACE.
for (int i = 0; i < NUM_RANKS; i++)
{
// No cards in this rank, no straight can end here, continue
if (ranks[i] == 0)
{
longest_short_cut_at[i] = 0;
continue;
}
int prev_len1 = 0;
int prev_len2 = 0;
// This logic handles the special connections for ace-low straights.
if (i == TWO)
{
// A TWO can be preceded by a low ACE (no skip).
prev_len1 = ace_low_len;
}
else if (i == THREE)
{
// A THREE can be preceded by a TWO (no skip) or a low ACE (skip).
prev_len1 = longest_short_cut_at[TWO];
prev_len2 = ace_low_len;
}
else if (i == ACE)
{
// An ACE (as the highest card) can be preceded by a KING or a QUEEN.
prev_len1 = longest_short_cut_at[KING];
prev_len2 = longest_short_cut_at[QUEEN];
}
else // For all other cards (FOUR through KING).
{
// A card can be preceded by the rank directly below or two ranks below.
prev_len1 = longest_short_cut_at[i - 1];
prev_len2 = longest_short_cut_at[i - 2];
}
// The length of the straight ending at rank 'i' is 1 (for the card itself)
// plus the length of the longest valid preceding straight.
longest_short_cut_at[i] = 1 + max(prev_len1, prev_len2);
// If we've formed a sequence of {straight-size} or more cards, we have a straight.
if (longest_short_cut_at[i] >= get_straight_and_flush_size())
{
return true;
}
}
}
return false;
}
static bool hand_contains_flush(u8* suits)
{
for (int i = 0; i < NUM_SUITS; i++)
{
if (suits[i] >= get_straight_and_flush_size())
{
return true;
}
}
return false;
}
// Returns the number of cards in the best flush found
// or 0 if no flush of min_len is found, and marks them in out_selection.
int find_flush_in_played_cards(CardObject** played, int top, int min_len, bool* out_selection)
{
if (top < 0)
return 0;
for (int i = 0; i <= top; i++)
out_selection[i] = false;
int suit_counts[NUM_SUITS] = {0};
for (int i = 0; i <= top; i++)
{
if (played[i] && played[i]->card)
{
suit_counts[played[i]->card->suit]++;
}
}
int best_suit = -1;
int best_count = 0;
for (int i = 0; i < NUM_SUITS; i++)
{
if (suit_counts[i] > best_count)
{
best_count = suit_counts[i];
best_suit = i;
}
}
if (best_count >= min_len)
{
for (int i = 0; i <= top; i++)
{
if (played[i] && played[i]->card && played[i]->card->suit == best_suit)
{
out_selection[i] = true;
}
}
return best_count;
}
return 0;
}
// Returns the number of cards in the best straight or 0 if no straight of min_len is found, marks
// as true them in out_selection[]. This is mostly from Google Gemini
int find_straight_in_played_cards(
CardObject** played,
int top,
bool shortcut_active,
int min_len,
bool* out_selection
)
{
if (top < 0)
return 0;
for (int i = 0; i <= top; i++)
out_selection[i] = false;
// --- Setup for Backtracking DP ---
u8 longest_straight_at[NUM_RANKS] = {0};
int parent[NUM_RANKS];
for (int i = 0; i < NUM_RANKS; i++)
parent[i] = -1;
u8 ranks[NUM_RANKS] = {0};
for (int i = 0; i <= top; i++)
{
if (played[i] && played[i]->card)
{
ranks[played[i]->card->rank]++;
}
}
// --- Run DP to find longest straight ---
// This is nearly identical to hand_contains_straight() logic
// TODO: Consolidate functions to avoid code duplication?
// Might cost performance because this does a little more
int ace_low_len = ranks[ACE] ? 1 : 0;
for (int i = 0; i < NUM_RANKS; i++)
{
if (ranks[i] > 0)
{
int prev1 = 0, prev2 = 0;
int parent1 = -1, parent2 = -1;
if (shortcut_active)
{
if (i == TWO)
{
prev1 = ace_low_len;
parent1 = ACE;
}
else if (i == THREE)
{
prev1 = longest_straight_at[TWO];
parent1 = TWO;
prev2 = ace_low_len;
parent2 = ACE;
}
else if (i == ACE)
{
prev1 = longest_straight_at[KING];
parent1 = KING;
prev2 = longest_straight_at[QUEEN];
parent2 = QUEEN;
}
else
{
prev1 = longest_straight_at[i - 1];
parent1 = i - 1;
if (i > 1)
{
prev2 = longest_straight_at[i - 2];
parent2 = i - 2;
}
}
}
else
{
if (i == TWO)
{
prev1 = ace_low_len;
parent1 = ACE;
}
else if (i == ACE)
{
prev1 = longest_straight_at[KING];
parent1 = KING;
}
else
{
prev1 = longest_straight_at[i - 1];
parent1 = i - 1;
}
}
// Parallels longest_short_cut_at[i] = 1 + max(prev_len1, prev_len2);
// in hand_contains_straight()
if (prev1 >= prev2)
{
longest_straight_at[i] = 1 + prev1;
parent[i] = parent1;
}
else
{
longest_straight_at[i] = 1 + prev2;
parent[i] = parent2;
}
}
}
// --- Find best straight and backtrack ---
int best_len = 0;
int end_rank = -1;
for (int i = 0; i < NUM_RANKS; i++)
{
if (longest_straight_at[i] >= best_len)
{
best_len = longest_straight_at[i];
end_rank = i;
}
}
if (best_len >= min_len)
{
u8 needed_ranks[NUM_RANKS] = {0};
int current_rank = end_rank;
while (current_rank != -1 && best_len > 0)
{
needed_ranks[current_rank]++;
current_rank = parent[current_rank];
best_len--;
}
for (int i = 0; i <= top; i++)
{
if (played[i] && played[i]->card && needed_ranks[played[i]->card->rank] > 0)
{
out_selection[i] = true;
needed_ranks[played[i]->card->rank]--;
}
}
int final_card_count = 0;
for (int i = 0; i <= top; i++)
{
if (out_selection[i])
final_card_count++;
}
return final_card_count;
}
return 0;
}
// This is used for the special case in "Four Fingers" where you can add a pair into a straight
// (e.g. AA234 should score all 5 cards)
void select_paired_cards_in_hand(CardObject** played, int played_top, bool* selection)
{
// Build a set of ranks that are already selected
bool rank_selected[NUM_RANKS] = {0};
bool any_selected_rank = false;
for (int i = 0; i <= played_top; i++)
{
if (selection[i] && played[i] && played[i]->card)
{
rank_selected[played[i]->card->rank] = true;
any_selected_rank = true;
}
}
// If no ranks were selected initially, nothing to do
if (!any_selected_rank)
return;
// Add any unselected card to the selection if if shares a rank with the selected ranks
for (int i = 0; i <= played_top; i++)
{
if (played[i] && played[i]->card && !selection[i])
{
if (rank_selected[played[i]->card->rank])
{
selection[i] = true;
}
}
}
}
static ContainedHandTypes compute_contained_hand_types(void)
{
ContainedHandTypes hand_types = {0};
// Idk if this is how Balatro does it but this is how I'm doing it
if (hand.hand_selections == 0 || hand.state == HAND_DISCARD)
{
return hand_types;
}
hand_types.HIGH_CARD = 1;
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_hand_distribution(ranks, suits);
// The following can be optimized better but not sure how much it matters
u8 n_of_a_kind = hand_contains_n_of_a_kind(ranks);
// Pair and 2 Pair
if (n_of_a_kind >= 2)
{
hand_types.PAIR = 1;
if (hand_contains_two_pair(ranks))
{
hand_types.TWO_PAIR = 1;
}
}
// 3 OAK
if (n_of_a_kind >= 3)
{
hand_types.THREE_OF_A_KIND = 1;
}
// Straight
if (hand_contains_straight(ranks))
{
hand_types.STRAIGHT = 1;
}
// Flush
if (hand_contains_flush(suits))
{
hand_types.FLUSH = 1;
}
// Full House
if (n_of_a_kind >= 3 && hand_contains_full_house(ranks))
{
hand_types.FULL_HOUSE = 1;
}
// 4 OAK
if (n_of_a_kind >= 4)
{
hand_types.FOUR_OF_A_KIND = 1;
}
// Straight Flush
if (hand_types.STRAIGHT && hand_types.FLUSH)
{
hand_types.STRAIGHT_FLUSH = 1;
}
// Royal Flush
if (hand_types.STRAIGHT_FLUSH)
{
if (ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
{
hand_types.ROYAL_FLUSH = 1;
}
}
// 5 OAK
if (n_of_a_kind >= 5)
{
hand_types.FIVE_OF_A_KIND = 1;
}
// Flush House and Five
if (hand_types.FLUSH)
{
if (hand_types.FULL_HOUSE)
{
hand_types.FLUSH_HOUSE = 1;
}
if (hand_types.FIVE_OF_A_KIND)
{
hand_types.FLUSH_FIVE = 1;
}
}
return hand_types;
}
static enum HandType compute_hand_type(struct ContainedHandTypes contained_types)
{
enum HandType ret;
// test each pit see if it's set to 1, and return the first one
for (ret = FLUSH_FIVE; ret > NONE; ret--)
{
// Shift the bit we want to check to the front and mask it with 1 to keep only that
// Since the ContainedHandTypes is ordered the same way as the HandType enum, we
// can shift right by ret-1 to have the bit we want at the front
if ((contained_types.value >> (ret - 1)) & 0x1)
{
break;
}
}
// If we broke early, ret contains the value of the HandType enum corresponding to
// the position of the highest bit set to 1 in contained_types.value, which is the
// most powerful poker hand contained in the current Hand
// If not, then it contains NONE, which is what we're supposed to return when there
// are no Hands contained in what we played
return ret;
}
-456
View File
@@ -1,456 +0,0 @@
#include "hand_analysis.h"
#include "card.h"
#include "game.h"
void get_hand_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUITS])
{
for (int i = 0; i < NUM_RANKS; i++)
ranks_out[i] = 0;
for (int i = 0; i < NUM_SUITS; i++)
suits_out[i] = 0;
CardObject** cards = get_hand_array();
int top = get_hand_top();
for (int i = 0; i <= top; i++)
{
if (cards[i] && card_object_is_selected(cards[i]))
{
ranks_out[cards[i]->card->rank]++;
suits_out[cards[i]->card->suit]++;
}
}
}
void get_played_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUITS])
{
for (int i = 0; i < NUM_RANKS; i++)
ranks_out[i] = 0;
for (int i = 0; i < NUM_SUITS; i++)
suits_out[i] = 0;
CardObject** played = get_played_array();
int top = get_played_top();
for (int i = 0; i <= top; i++)
{
/* The difference from get_hand_distribution() (not checking if card is selected)
* is in line Balatro behavior,
* see https://github.com/GBALATRO/balatro-gba/issues/341#issuecomment-3691363488
*/
if (!played[i])
continue;
ranks_out[played[i]->card->rank]++;
suits_out[played[i]->card->suit]++;
}
}
// Returns the highest N of a kind. So a full-house would return 3.
u8 hand_contains_n_of_a_kind(u8* ranks)
{
u8 highest_n = 0;
for (int i = 0; i < NUM_RANKS; i++)
{
if (ranks[i] > highest_n)
highest_n = ranks[i];
}
return highest_n;
}
bool hand_contains_two_pair(u8* ranks)
{
bool contains_other_pair = false;
for (int i = 0; i < NUM_RANKS; i++)
{
if (ranks[i] >= 2)
{
if (contains_other_pair)
return true;
contains_other_pair = true;
}
}
return false;
}
bool hand_contains_full_house(u8* ranks)
{
int count_three = 0;
int count_pair = 0;
for (int i = 0; i < NUM_RANKS; i++)
{
if (ranks[i] >= 3)
{
count_three++;
}
else if (ranks[i] >= 2)
{
count_pair++;
}
}
// Full house if there is:
// - at least one three-of-a-kind and at least one other pair,
// - OR at least two three-of-a-kinds (second "three" acts as pair).
// This accounts for hands with 6 or more cards even though
// they are currently not possible and probably never will be.
return (count_three >= 2 || (count_three && count_pair));
}
// This is mostly from Google Gemini
bool hand_contains_straight(u8* ranks)
{
if (!is_shortcut_joker_active())
{
int straight_size = get_straight_and_flush_size();
// This is the regular case of detecting straights
int run = 0;
for (int i = 0; i < NUM_RANKS; ++i)
{
if (ranks[i])
{
if (++run >= straight_size)
return true;
}
else
{
run = 0;
}
}
// Check for ace low straight
if (straight_size >= 2 && ranks[ACE])
{
// With A as low, the highest rank you can use is FIVE.
// -1 for inclusive integer distance and another -1 for the Ace e.g. need=5 -> need 2..5
int last_needed = TWO + (straight_size - 2);
if (last_needed <= FIVE)
{
bool ok = true;
for (int r = TWO; r <= last_needed; ++r)
{
if (!ranks[r])
{
ok = false;
break;
}
}
if (ok)
return true;
}
}
return false;
}
else
{
// Shortcut Joker is active, we have to detect straights where any card may "skip" 1 rank
// We do this with a dynamic programming algorithm that calculates
// the longest possible straight that can end on each rank
// and stopping when we find one that is {straight-size} cards long
u8 longest_short_cut_at[NUM_RANKS] = {0};
// A low ace can start a sequence. 'ace_low_len' is 1 if an ace is present,
// acting as a potential predecessor for TWO and THREE.
int ace_low_len = ranks[ACE] ? 1 : 0;
// Iterate through all ranks from TWO up to ACE.
for (int i = 0; i < NUM_RANKS; i++)
{
// No cards in this rank, no straight can end here, continue
if (ranks[i] == 0)
{
longest_short_cut_at[i] = 0;
continue;
}
int prev_len1 = 0;
int prev_len2 = 0;
// This logic handles the special connections for ace-low straights.
if (i == TWO)
{
// A TWO can be preceded by a low ACE (no skip).
prev_len1 = ace_low_len;
}
else if (i == THREE)
{
// A THREE can be preceded by a TWO (no skip) or a low ACE (skip).
prev_len1 = longest_short_cut_at[TWO];
prev_len2 = ace_low_len;
}
else if (i == ACE)
{
// An ACE (as the highest card) can be preceded by a KING or a QUEEN.
prev_len1 = longest_short_cut_at[KING];
prev_len2 = longest_short_cut_at[QUEEN];
}
else // For all other cards (FOUR through KING).
{
// A card can be preceded by the rank directly below or two ranks below.
prev_len1 = longest_short_cut_at[i - 1];
prev_len2 = longest_short_cut_at[i - 2];
}
// The length of the straight ending at rank 'i' is 1 (for the card itself)
// plus the length of the longest valid preceding straight.
longest_short_cut_at[i] = 1 + max(prev_len1, prev_len2);
// If we've formed a sequence of {straight-size} or more cards, we have a straight.
if (longest_short_cut_at[i] >= get_straight_and_flush_size())
{
return true;
}
}
}
return false;
}
bool hand_contains_flush(u8* suits)
{
for (int i = 0; i < NUM_SUITS; i++)
{
if (suits[i] >= get_straight_and_flush_size())
{
return true;
}
}
return false;
}
// Returns the number of cards in the best flush found
// or 0 if no flush of min_len is found, and marks them in out_selection.
/**
* Finds the largest flush (set of cards with the same suit) in the given array of played cards.
* Marks the cards belonging to the best flush in the out_selection array.
*
* @param played Array of pointers to CardObject representing played cards.
* @param top Index of the top of the played stack.
* @param min_len Minimum number of cards required for a flush.
* @param out_selection Output array of bools; set to true for cards in the best flush, false
* otherwise.
* @return The number of cards in the best flush found, or 0 if no flush meets min_len.
*/
int find_flush_in_played_cards(CardObject** played, int top, int min_len, bool* out_selection)
{
if (top < 0)
return 0;
for (int i = 0; i <= top; i++)
out_selection[i] = false;
int suit_counts[NUM_SUITS] = {0};
for (int i = 0; i <= top; i++)
{
if (played[i] && played[i]->card)
{
suit_counts[played[i]->card->suit]++;
}
}
int best_suit = -1;
int best_count = 0;
for (int i = 0; i < NUM_SUITS; i++)
{
if (suit_counts[i] > best_count)
{
best_count = suit_counts[i];
best_suit = i;
}
}
if (best_count >= min_len)
{
for (int i = 0; i <= top; i++)
{
if (played[i] && played[i]->card && played[i]->card->suit == best_suit)
{
out_selection[i] = true;
}
}
return best_count;
}
return 0;
}
// Returns the number of cards in the best straight or 0 if no straight of min_len is found, marks
// as true them in out_selection[]. This is mostly from Google Gemini
int find_straight_in_played_cards(
CardObject** played,
int top,
bool shortcut_active,
int min_len,
bool* out_selection
)
{
if (top < 0)
return 0;
for (int i = 0; i <= top; i++)
out_selection[i] = false;
// --- Setup for Backtracking DP ---
u8 longest_straight_at[NUM_RANKS] = {0};
int parent[NUM_RANKS];
for (int i = 0; i < NUM_RANKS; i++)
parent[i] = -1;
u8 ranks[NUM_RANKS] = {0};
for (int i = 0; i <= top; i++)
{
if (played[i] && played[i]->card)
{
ranks[played[i]->card->rank]++;
}
}
// --- Run DP to find longest straight ---
// This is nearly identical to hand_contains_straight() logic
// TODO: Consolidate functions to avoid code duplication?
// Might cost performance because this does a little more
int ace_low_len = ranks[ACE] ? 1 : 0;
for (int i = 0; i < NUM_RANKS; i++)
{
if (ranks[i] > 0)
{
int prev1 = 0, prev2 = 0;
int parent1 = -1, parent2 = -1;
if (shortcut_active)
{
if (i == TWO)
{
prev1 = ace_low_len;
parent1 = ACE;
}
else if (i == THREE)
{
prev1 = longest_straight_at[TWO];
parent1 = TWO;
prev2 = ace_low_len;
parent2 = ACE;
}
else if (i == ACE)
{
prev1 = longest_straight_at[KING];
parent1 = KING;
prev2 = longest_straight_at[QUEEN];
parent2 = QUEEN;
}
else
{
prev1 = longest_straight_at[i - 1];
parent1 = i - 1;
if (i > 1)
{
prev2 = longest_straight_at[i - 2];
parent2 = i - 2;
}
}
}
else
{
if (i == TWO)
{
prev1 = ace_low_len;
parent1 = ACE;
}
else if (i == ACE)
{
prev1 = longest_straight_at[KING];
parent1 = KING;
}
else
{
prev1 = longest_straight_at[i - 1];
parent1 = i - 1;
}
}
// Parallels longest_short_cut_at[i] = 1 + max(prev_len1, prev_len2);
// in hand_contains_straight()
if (prev1 >= prev2)
{
longest_straight_at[i] = 1 + prev1;
parent[i] = parent1;
}
else
{
longest_straight_at[i] = 1 + prev2;
parent[i] = parent2;
}
}
}
// --- Find best straight and backtrack ---
int best_len = 0;
int end_rank = -1;
for (int i = 0; i < NUM_RANKS; i++)
{
if (longest_straight_at[i] >= best_len)
{
best_len = longest_straight_at[i];
end_rank = i;
}
}
if (best_len >= min_len)
{
u8 needed_ranks[NUM_RANKS] = {0};
int current_rank = end_rank;
while (current_rank != -1 && best_len > 0)
{
needed_ranks[current_rank]++;
current_rank = parent[current_rank];
best_len--;
}
for (int i = 0; i <= top; i++)
{
if (played[i] && played[i]->card && needed_ranks[played[i]->card->rank] > 0)
{
out_selection[i] = true;
needed_ranks[played[i]->card->rank]--;
}
}
int final_card_count = 0;
for (int i = 0; i <= top; i++)
{
if (out_selection[i])
final_card_count++;
}
return final_card_count;
}
return 0;
}
// This is used for the special case in "Four Fingers" where you can add a pair into a straight
// (e.g. AA234 should score all 5 cards)
void select_paired_cards_in_hand(CardObject** played, int played_top, bool* selection)
{
// Build a set of ranks that are already selected
bool rank_selected[NUM_RANKS] = {0};
bool any_selected_rank = false;
for (int i = 0; i <= played_top; i++)
{
if (selection[i] && played[i] && played[i]->card)
{
rank_selected[played[i]->card->rank] = true;
any_selected_rank = true;
}
}
// If no ranks were selected initially, nothing to do
if (!any_selected_rank)
return;
// Add any unselected card to the selection if if shares a rank with the selected ranks
for (int i = 0; i <= played_top; i++)
{
if (played[i] && played[i]->card && !selection[i])
{
if (rank_selected[played[i]->card->rank])
{
selection[i] = true;
}
}
}
}
+3 -5
View File
@@ -1,6 +1,6 @@
#include "game.h"
#include "game_variables.h"
#include "hand_analysis.h"
#include "hand.h"
#include "joker.h"
#include "list.h"
#include "pool.h"
@@ -678,8 +678,7 @@ static u32 blackboard_joker_effect(
bool all_cards_are_spades_or_clubs = true;
CardObject** hand = get_hand_array();
int hand_size = hand_get_size();
for (int i = 0; i < hand_size; i++)
for (int i = 0; i < g_game_vars.hand_size; i++)
{
u8 suit = hand[i]->card->suit;
if (suit == HEARTS || suit == DIAMONDS)
@@ -737,8 +736,7 @@ static u32 raised_fist_joker_effect(
*p_lowest_value_index = 0;
u8 lowest_value = IMPOSSIBLY_HIGH_CARD_VALUE;
CardObject** hand = get_hand_array();
int hand_size = hand_get_size();
for (int i = 0; i < hand_size; i++)
for (int i = 0; i < g_game_vars.hand_size; i++)
{
u8 value = card_get_value(hand[i]->card);
if (lowest_value > value)