2329c4c681
* 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 * remove outdated comment * fix rebase issue * fix rng_info missing from g_game_vars init --------- Co-authored-by: MathisMartin31 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>
910 lines
25 KiB
C
910 lines
25 KiB
C
/**
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* @file hand.c
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*
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* @brief Implementation of functions relative to manipulating and analyzing the
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* contents of the Hand.
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*/
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#include "hand.h"
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#include "audio_utils.h"
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#include "card.h"
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#include "game.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "soundbank.h"
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#include "util.h"
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#include <tonc.h>
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typedef struct
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{
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u32 chips;
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u32 mult;
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char* display_name;
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} HandValues;
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static const HandValues hand_base_values[] = {
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{.chips = 0, .mult = 0, .display_name = NULL }, // NONE
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{.chips = 5, .mult = 1, .display_name = "Hi-Card"}, // HIGH_CARD
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{.chips = 10, .mult = 2, .display_name = "Pair" }, // PAIR
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{.chips = 20, .mult = 2, .display_name = "2 Pair" }, // TWO_PAIR
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{.chips = 30, .mult = 3, .display_name = "3 OAK" }, // THREE_OF_A_KIND
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{.chips = 30, .mult = 4, .display_name = "Strt" }, // STRAIGHT
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{.chips = 35, .mult = 4, .display_name = "Flush" }, // FLUSH
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{.chips = 40, .mult = 4, .display_name = "Full H" }, // FULL_HOUSE
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{.chips = 60, .mult = 7, .display_name = "4 OAK" }, // FOUR_OF_A_KIND
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{.chips = 100, .mult = 8, .display_name = "Strt F" }, // STRAIGHT_FLUSH
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{.chips = 100, .mult = 8, .display_name = "Royal F"}, // ROYAL_FLUSH
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{.chips = 120, .mult = 12, .display_name = "5 OAK" }, // FIVE_OF_A_KIND
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{.chips = 140, .mult = 14, .display_name = "Flush H"}, // FLUSH_HOUSE
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{.chips = 160, .mult = 16, .display_name = "Flush 5"} // FLUSH_FIVE
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};
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// clang-format off
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// Rects for TTE (in pixels) left top right bottom
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static const Rect HAND_TYPE_RECT = {8, 64, 64, 72};
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// clang-format on
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typedef struct Hand
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{
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// Hand stack
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CardObject* cards[MAX_HAND_SIZE];
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s32 hand_top; // Position of the last card in hand array, -1 when no card in hand
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s32 hand_selections; // Number of selected Cards.
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// Hand Type
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enum HandType hand_type;
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ContainedHandTypes contained_hands;
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enum HandState state;
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bool sort_by_suit;
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} Hand;
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static Hand hand = {
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.cards = {NULL},
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.hand_top = -1,
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.hand_selections = 0,
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.hand_type = NONE,
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.contained_hands = {{{0}}},
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.state = HAND_DRAW,
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.sort_by_suit = false
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};
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// Forward declarations
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static ContainedHandTypes compute_contained_hand_types(void);
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static enum HandType compute_hand_type(struct ContainedHandTypes contained_types);
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// Hand Struct Manipulation
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enum HandState get_hand_state(void)
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{
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return hand.state;
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}
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void set_hand_state(enum HandState new_hand_state)
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{
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hand.state = new_hand_state;
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}
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CardObject** get_hand_array(void)
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{
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return hand.cards;
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}
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int get_hand_top(void)
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{
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return hand.hand_top;
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}
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void set_hand_top(int new_hand_top)
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{
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hand.hand_top = new_hand_top;
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}
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int hand_nb_held_cards(void)
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{
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return hand.hand_top + 1;
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}
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int hand_get_nb_selected_cards(void)
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{
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return hand.hand_selections;
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}
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void hand_set_nb_selected_cards(int new_selections)
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{
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hand.hand_selections = new_selections;
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}
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enum HandType get_hand_type(void)
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{
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return hand.hand_type;
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}
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ContainedHandTypes* get_contained_hands(void)
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{
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return &hand.contained_hands;
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}
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static void print_hand_type(const char* hand_type_str)
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{
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if (hand_type_str == NULL)
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return; // NULL-checking paranoia
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Rect hand_type_rect = HAND_TYPE_RECT;
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update_text_rect_to_center_str(&hand_type_rect, hand_type_str, SCREEN_LEFT);
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}%s",
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hand_type_rect.left,
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hand_type_rect.top,
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TTE_WHITE_PB,
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hand_type_str
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);
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}
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void compute_hand_value_info(void)
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{
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tte_erase_rect_wrapper(HAND_TYPE_RECT);
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hand.contained_hands = compute_contained_hand_types();
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hand.hand_type = compute_hand_type(hand.contained_hands);
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HandValues hand_values = hand_base_values[hand.hand_type];
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set_chips(hand_values.chips);
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set_mult(hand_values.mult);
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print_hand_type(hand_values.display_name);
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display_chips();
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display_mult();
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}
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// idx_a and idx_b are assumed to be valid indexes within the hand array
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// no checks will be performed here for performance's sake
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void swap_cards_in_hand(int idx_a, int idx_b)
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{
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CardObject* temp = hand.cards[idx_a];
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hand.cards[idx_a] = hand.cards[idx_b];
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hand.cards[idx_b] = temp;
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}
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static inline void sort_hand_by_suit(void)
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{
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for (int idx_a = 0; idx_a < hand.hand_top; idx_a++)
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{
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for (int idx_b = idx_a + 1; idx_b <= hand.hand_top; idx_b++)
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{
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if (hand.cards[idx_a] == NULL ||
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(hand.cards[idx_b] != NULL &&
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(hand.cards[idx_a]->card->suit > hand.cards[idx_b]->card->suit ||
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(hand.cards[idx_a]->card->suit == hand.cards[idx_b]->card->suit &&
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hand.cards[idx_a]->card->rank > hand.cards[idx_b]->card->rank))))
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{
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swap_cards_in_hand(idx_a, idx_b);
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}
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}
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}
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}
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static inline void sort_hand_by_rank(void)
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{
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for (int idx_a = 0; idx_a < hand.hand_top; idx_a++)
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{
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for (int idx_b = idx_a + 1; idx_b <= hand.hand_top; idx_b++)
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{
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if (hand.cards[idx_a] == NULL ||
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(hand.cards[idx_b] != NULL &&
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hand.cards[idx_a]->card->rank > hand.cards[idx_b]->card->rank))
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{
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swap_cards_in_hand(idx_a, idx_b);
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}
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}
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}
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}
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static inline bool shift_null_card_to_end(int null_card_idx)
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{
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// Start by searching any non NULL cards after the NULL one
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// don't start at null_card_idx+1 to avoid potential illegal array access
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int non_null_card_idx = null_card_idx;
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for (; non_null_card_idx <= hand.hand_top; non_null_card_idx++)
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{
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if (hand.cards[non_null_card_idx] != NULL)
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{
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break;
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}
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}
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// return false if there are no non-NULL cards left/there are no more sprites to destroy
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if (non_null_card_idx > hand.hand_top)
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{
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return false;
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}
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// If there is one, shift it and all the cards that follow forward
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// This way we close the gap and ensure the next card is not NULL
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for (int j = 0; j <= hand.hand_top - non_null_card_idx; j++)
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{
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hand.cards[null_card_idx + j] = hand.cards[non_null_card_idx + j];
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}
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return true;
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}
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void reorder_card_sprites_layers(void)
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{
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// Update the sprites in the hand by destroying them and creating new ones in the correct order
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// (This feels like a diabolical solution but like literally how else would you do this)
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for (int i = 0; i <= hand.hand_top; i++)
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{
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// a NULL card will only happen if we rearrange the sprites without having sorted them
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// before. Any NULL CardObject will be sent to the end by shifting all elements forward
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if (hand.cards[i] == NULL)
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{
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if (!shift_null_card_to_end(i))
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{
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break;
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}
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}
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// card_object_get_sprite() will not work here since we need the address
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sprite_destroy(&(hand.cards[i]->sprite_object->sprite));
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}
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// Recreate the sprites for the remaining non NULL cards, in order
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for (int i = 0; i <= hand.hand_top; i++)
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{
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if (hand.cards[i] != NULL)
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{
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// Set the sprite for the card object
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card_object_set_sprite(hand.cards[i], i);
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sprite_position(
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card_object_get_sprite(hand.cards[i]),
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fx2int(hand.cards[i]->sprite_object->x),
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fx2int(hand.cards[i]->sprite_object->y)
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);
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}
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}
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}
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void sort_cards(void)
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{
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if (hand.sort_by_suit)
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{
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sort_hand_by_suit();
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}
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else
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{
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sort_hand_by_rank();
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}
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reorder_card_sprites_layers();
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}
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void hand_change_sort(bool to_sort_by_suit)
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{
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if (to_sort_by_suit != hand.sort_by_suit)
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{
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hand.sort_by_suit = to_sort_by_suit;
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sort_cards();
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}
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}
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void hand_select_card(int index)
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{
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if (index < 0 || index >= hand_nb_held_cards() || hand.state != HAND_SELECT ||
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hand.cards[index] == NULL)
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return;
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if (card_object_is_selected(hand.cards[index]))
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{
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card_object_set_selected(hand.cards[index], false);
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hand.hand_selections--;
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play_sfx(SFX_CARD_DESELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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}
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else if (hand.hand_selections < MAX_SELECTION_SIZE)
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{
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card_object_set_selected(hand.cards[index], true);
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hand.hand_selections++;
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play_sfx(SFX_CARD_SELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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}
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compute_hand_value_info();
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}
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void hand_deselect_all_cards(void)
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{
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bool any_cards_deselected = false;
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for (int i = 0; i <= hand.hand_top; i++)
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{
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if (card_object_is_selected(hand.cards[i]))
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{
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card_object_set_selected(hand.cards[i], false);
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hand.hand_selections--;
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any_cards_deselected = true;
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}
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}
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if (any_cards_deselected)
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{
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play_sfx(SFX_CARD_DESELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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}
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}
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// Hand Analysis
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/**
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* @brief Outputs the distribution of ranks and suits in the hand
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* @param ranks_out output - updated such as ranks_out[rank] is the number of cards of rank in the
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* hand. Must be of size NUM_RANKS.
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* @param suits_out output - updated such as suits_out[suit] is the number of cards if suit in the
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* hand Must be of size NUM_SUITS
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*/
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static void get_hand_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUITS])
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{
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for (int i = 0; i < NUM_RANKS; i++)
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ranks_out[i] = 0;
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for (int i = 0; i < NUM_SUITS; i++)
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suits_out[i] = 0;
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int top = hand.hand_top;
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for (int i = 0; i <= top; i++)
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{
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if (hand.cards[i] && card_object_is_selected(hand.cards[i]))
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{
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ranks_out[hand.cards[i]->card->rank]++;
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suits_out[hand.cards[i]->card->suit]++;
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}
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}
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}
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/**
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* @brief Outputs the distribution of ranks and suits in the played stack
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* @param ranks_out output - updated such as ranks_out[rank] is the number of cards of rank in the
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* played stack. Must be of size NUM_RANKS.
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* @param suits_out output - updated such as suits_out[suit] is the number of cards if suit in the
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* played stack. Must be of size NUM_SUITS
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*/
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GBAL_UNUSED
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static void get_played_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUITS])
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{
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for (int i = 0; i < NUM_RANKS; i++)
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ranks_out[i] = 0;
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for (int i = 0; i < NUM_SUITS; i++)
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suits_out[i] = 0;
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CardObject** played = get_played_array();
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int top = get_played_top();
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for (int i = 0; i <= top; i++)
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{
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/* The difference from get_hand_distribution() (not checking if card is selected)
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* is in line Balatro behavior,
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* see https://github.com/GBALATRO/balatro-gba/issues/341#issuecomment-3691363488
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*/
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if (!played[i])
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continue;
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ranks_out[played[i]->card->rank]++;
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suits_out[played[i]->card->suit]++;
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}
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}
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// Returns the highest N of a kind. So a full-house would return 3.
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static u8 hand_contains_n_of_a_kind(u8* ranks)
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{
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u8 highest_n = 0;
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for (int i = 0; i < NUM_RANKS; i++)
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{
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if (ranks[i] > highest_n)
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highest_n = ranks[i];
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}
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return highest_n;
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}
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static bool hand_contains_two_pair(u8* ranks)
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{
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bool contains_other_pair = false;
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for (int i = 0; i < NUM_RANKS; i++)
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{
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if (ranks[i] >= 2)
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{
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if (contains_other_pair)
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return true;
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contains_other_pair = true;
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}
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}
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return false;
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}
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static bool hand_contains_full_house(u8* ranks)
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{
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int count_three = 0;
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int count_pair = 0;
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for (int i = 0; i < NUM_RANKS; i++)
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{
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if (ranks[i] >= 3)
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{
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count_three++;
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}
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else if (ranks[i] >= 2)
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{
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count_pair++;
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}
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}
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// Full house if there is:
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// - at least one three-of-a-kind and at least one other pair,
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// - OR at least two three-of-a-kinds (second "three" acts as pair).
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// This accounts for hands with 6 or more cards even though
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// they are currently not possible and probably never will be.
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return (count_three >= 2 || (count_three && count_pair));
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}
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// This is mostly from Google Gemini
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static bool hand_contains_straight(u8* ranks)
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{
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if (!is_shortcut_joker_active())
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{
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int straight_size = get_straight_and_flush_size();
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// This is the regular case of detecting straights
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int run = 0;
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for (int i = 0; i < NUM_RANKS; ++i)
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{
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if (ranks[i])
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{
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if (++run >= straight_size)
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return true;
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}
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else
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{
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run = 0;
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}
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}
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// Check for ace low straight
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if (straight_size >= 2 && ranks[ACE])
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{
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// With A as low, the highest rank you can use is FIVE.
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// -1 for inclusive integer distance and another -1 for the Ace e.g. need=5 -> need 2..5
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int last_needed = TWO + (straight_size - 2);
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if (last_needed <= FIVE)
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{
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bool ok = true;
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for (int r = TWO; r <= last_needed; ++r)
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{
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if (!ranks[r])
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{
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ok = false;
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break;
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}
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}
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if (ok)
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return true;
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}
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}
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return false;
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}
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else
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{
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// Shortcut Joker is active, we have to detect straights where any card may "skip" 1 rank
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// We do this with a dynamic programming algorithm that calculates
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// the longest possible straight that can end on each rank
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// and stopping when we find one that is {straight-size} cards long
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u8 longest_short_cut_at[NUM_RANKS] = {0};
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// A low ace can start a sequence. 'ace_low_len' is 1 if an ace is present,
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// acting as a potential predecessor for TWO and THREE.
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int ace_low_len = ranks[ACE] ? 1 : 0;
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// Iterate through all ranks from TWO up to ACE.
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for (int i = 0; i < NUM_RANKS; i++)
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{
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// No cards in this rank, no straight can end here, continue
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if (ranks[i] == 0)
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{
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longest_short_cut_at[i] = 0;
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continue;
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}
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int prev_len1 = 0;
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int prev_len2 = 0;
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|
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// 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;
|
|
}
|