* adds shortcut joker * adds Four Fingers joker, and combination support for Four Fingers + Shortcut --------- Co-authored-by: MeirGavish <meir.gavish@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
335 lines
12 KiB
C
335 lines
12 KiB
C
#include "hand_analysis.h"
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#include "card.h"
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#include "game.h"
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void get_hand_distribution(u8 *ranks_out, u8 *suits_out) {
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for (int i = 0; i < NUM_RANKS; i++) ranks_out[i] = 0;
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for (int i = 0; i < NUM_SUITS; i++) suits_out[i] = 0;
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CardObject **cards = get_hand_array();
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int top = get_hand_top();
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for (int i = 0; i <= top; i++) {
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if (cards[i] && card_object_is_selected(cards[i])) {
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ranks_out[cards[i]->card->rank]++;
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suits_out[cards[i]->card->suit]++;
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}
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}
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}
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void get_played_distribution(u8 *ranks_out, u8 *suits_out) {
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for (int i = 0; i < NUM_RANKS; i++) ranks_out[i] = 0;
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for (int i = 0; i < NUM_SUITS; i++) 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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if (!played[i]) 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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u8 hand_contains_n_of_a_kind(u8 *ranks) {
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u8 highest_n = 0;
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for (int i = 0; i < NUM_RANKS; i++) {
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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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bool hand_contains_two_pair(u8 *ranks) {
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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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if (ranks[i] >= 2) {
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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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bool hand_contains_full_house(u8* ranks) {
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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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if (ranks[i] >= 3) {
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count_three++;
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}
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else if (ranks[i] >= 2) {
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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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bool hand_contains_straight(u8 *ranks) {
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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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if (++run >= straight_size)
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return true;
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} else {
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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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// With A as low, the highest rank you can use is FIVE.
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int last_needed = TWO + (straight_size - 2); // -1 for inclusive integer distance and another -1 for the Ace e.g. need=5 -> need 2..5
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if (last_needed <= FIVE) {
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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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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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} 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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// This logic handles the special connections for ace-low straights.
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if (i == TWO)
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{
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// A TWO can be preceded by a low ACE (no skip).
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prev_len1 = ace_low_len;
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}
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else if (i == THREE)
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{
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// A THREE can be preceded by a TWO (no skip) or a low ACE (skip).
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prev_len1 = longest_short_cut_at[TWO];
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prev_len2 = ace_low_len;
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}
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else if (i == ACE)
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{
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// An ACE (as the highest card) can be preceded by a KING or a QUEEN.
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prev_len1 = longest_short_cut_at[KING];
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prev_len2 = longest_short_cut_at[QUEEN];
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}
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else // For all other cards (FOUR through KING).
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{
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// A card can be preceded by the rank directly below or two ranks below.
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prev_len1 = longest_short_cut_at[i - 1];
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prev_len2 = longest_short_cut_at[i - 2];
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}
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// The length of the straight ending at rank 'i' is 1 (for the card itself)
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// plus the length of the longest valid preceding straight.
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longest_short_cut_at[i] = 1 + max(prev_len1, prev_len2);
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// If we've formed a sequence of {straight-size} or more cards, we have a straight.
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if (longest_short_cut_at[i] >= get_straight_and_flush_size())
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{
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return true;
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}
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}
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}
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return false;
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}
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bool hand_contains_flush(u8 *suits) {
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for (int i = 0; i < NUM_SUITS; i++)
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{
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if (suits[i] >= get_straight_and_flush_size())
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{
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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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// 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.
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/**
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* Finds the largest flush (set of cards with the same suit) in the given array of played cards.
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* Marks the cards belonging to the best flush in the out_selection array.
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*
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* @param played Array of pointers to CardObject representing played cards.
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* @param top Index of the top of the played stack.
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* @param min_len Minimum number of cards required for a flush.
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* @param out_selection Output array of bools; set to true for cards in the best flush, false otherwise.
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* @return The number of cards in the best flush found, or 0 if no flush meets min_len.
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*/
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int find_flush_in_played_cards(CardObject** played, int top, int min_len, bool* out_selection) {
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if (top < 0) return 0;
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for (int i = 0; i <= top; i++) out_selection[i] = false;
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int suit_counts[NUM_SUITS] = {0};
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for (int i = 0; i <= top; i++) {
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if (played[i] && played[i]->card) {
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suit_counts[played[i]->card->suit]++;
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}
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}
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int best_suit = -1;
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int best_count = 0;
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for (int i = 0; i < NUM_SUITS; i++) {
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if (suit_counts[i] > best_count) {
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best_count = suit_counts[i];
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best_suit = i;
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}
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}
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if (best_count >= min_len) {
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for (int i = 0; i <= top; i++) {
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if (played[i] && played[i]->card && played[i]->card->suit == best_suit) {
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out_selection[i] = true;
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}
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}
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return best_count;
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}
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return 0;
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}
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// 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[].
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// This is mostly from Google Gemini
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int find_straight_in_played_cards(CardObject** played, int top, bool shortcut_active, int min_len, bool* out_selection) {
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if (top < 0) return 0;
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for (int i = 0; i <= top; i++) out_selection[i] = false;
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// --- Setup for Backtracking DP ---
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u8 longest_straight_at[NUM_RANKS] = {0};
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int parent[NUM_RANKS];
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for(int i=0; i<NUM_RANKS; i++) parent[i] = -1;
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u8 ranks[NUM_RANKS] = {0};
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for (int i = 0; i <= top; i++) {
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if (played[i] && played[i]->card) {
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ranks[played[i]->card->rank]++;
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}
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}
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// --- Run DP to find longest straight ---
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// This is nearly identical to hand_contains_straight() logic
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// TODO: Consolidate functions to avoid code duplication?
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// Might cost performance because this does a little more
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int ace_low_len = ranks[ACE] ? 1 : 0;
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for (int i = 0; i < NUM_RANKS; i++) {
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if (ranks[i] > 0) {
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int prev1 = 0, prev2 = 0;
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int parent1 = -1, parent2 = -1;
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if (shortcut_active) {
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if (i == TWO) { prev1 = ace_low_len; parent1 = ACE; }
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else if (i == THREE) { prev1 = longest_straight_at[TWO]; parent1 = TWO; prev2 = ace_low_len; parent2 = ACE; }
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else if (i == ACE) { prev1 = longest_straight_at[KING]; parent1 = KING; prev2 = longest_straight_at[QUEEN]; parent2 = QUEEN; }
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else { prev1 = longest_straight_at[i-1]; parent1 = i-1; if (i > 1) { prev2 = longest_straight_at[i-2]; parent2 = i-2; }}
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} else {
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if (i == TWO) { prev1 = ace_low_len; parent1 = ACE; }
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else if (i == ACE) { prev1 = longest_straight_at[KING]; parent1 = KING; }
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else { prev1 = longest_straight_at[i-1]; parent1 = i-1; }
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}
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// Parallels longest_short_cut_at[i] = 1 + max(prev_len1, prev_len2);
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// in hand_contains_straight()
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if(prev1 >= prev2) { longest_straight_at[i] = 1 + prev1; parent[i] = parent1; }
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else { longest_straight_at[i] = 1 + prev2; parent[i] = parent2; }
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}
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}
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// --- Find best straight and backtrack ---
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int best_len = 0;
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int end_rank = -1;
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for (int i = 0; i < NUM_RANKS; i++) {
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if (longest_straight_at[i] >= best_len) {
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best_len = longest_straight_at[i];
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end_rank = i;
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}
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}
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if (best_len >= min_len) {
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u8 needed_ranks[NUM_RANKS] = {0};
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int current_rank = end_rank;
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while (current_rank != -1 && best_len > 0) {
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needed_ranks[current_rank]++;
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current_rank = parent[current_rank];
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best_len--;
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}
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for (int i = 0; i <= top; i++) {
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if (played[i] && played[i]->card && needed_ranks[played[i]->card->rank] > 0) {
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out_selection[i] = true;
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needed_ranks[played[i]->card->rank]--;
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}
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}
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int final_card_count = 0;
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for(int i=0; i<=top; i++) {
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if(out_selection[i]) final_card_count++;
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}
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return final_card_count;
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}
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return 0;
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}
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// This is used for the special case in "Four Fingers" where you can add a pair into a straight
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// (e.g. AA234 should score all 5 cards)
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void select_paired_cards_in_hand(CardObject** played, int played_top, bool* selection) {
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// Build a set of ranks that are already selected
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bool rank_selected[NUM_RANKS] = {0};
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bool any_selected_rank = false;
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for (int i = 0; i <= played_top; i++) {
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if (selection[i] && played[i] && played[i]->card) {
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rank_selected[played[i]->card->rank] = true;
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any_selected_rank = true;
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}
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}
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// If no ranks were selected initially, nothing to do
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if (!any_selected_rank) return;
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// Add any unselected card to the selection if if shares a rank with the selected ranks
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for (int i = 0; i <= played_top; i++) {
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if (played[i] && played[i]->card && !selection[i]) {
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if (rank_selected[played[i]->card->rank]) {
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selection[i] = true;
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}
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}
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}
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}
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