Reorganise classes

This commit is contained in:
Andrew Cooper
2022-06-18 22:15:05 +10:00
parent ac079fff75
commit fc65452ae6
10 changed files with 307 additions and 288 deletions

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@@ -0,0 +1,11 @@
namespace Poker.Cards;
internal record struct Card (Rank Rank, Suit Suit)
{
public override string ToString() => $"{Rank} of {Suit}";
public static bool operator <(Card x, Card y) => x.Rank < y.Rank;
public static bool operator >(Card x, Card y) => x.Rank > y.Rank;
public static int operator -(Card x, Card y) => x.Rank - y.Rank;
}

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@@ -0,0 +1,28 @@
using static Poker.Cards.Rank;
namespace Poker.Cards;
internal class Deck
{
private readonly Card[] _cards;
private int _nextCard;
public Deck()
{
_cards = Ranks.SelectMany(r => Enum.GetValues<Suit>().Select(s => new Card(r, s))).ToArray();
}
public void Shuffle(IRandom _random)
{
for (int i = 0; i < _cards.Length; i++)
{
var j = _random.Next(_cards.Length);
(_cards[i], _cards[j]) = (_cards[j], _cards[i]);
}
_nextCard = 0;
}
public Card DealCard() => _cards[_nextCard++];
public Hand DealHand() => new Hand(Enumerable.Range(0, 5).Select(_ => DealCard()));
}

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@@ -0,0 +1,151 @@
using System.Text;
namespace Poker.Cards;
internal class Hand
{
public static readonly Hand Empty = new Hand();
private readonly Card[] _cards;
private readonly string _name1;
private readonly string _name2;
private Hand()
{
_cards = Array.Empty<Card>();
_name1 = "";
_name2 = "";
Name = "";
}
public Hand(IEnumerable<Card> cards)
: this(cards, isAfterDraw: false)
{
}
private Hand(IEnumerable<Card> cards, bool isAfterDraw)
{
_cards = cards.ToArray();
(Rank, _name1, _name2, HighCard, KeepMask) = Analyze();
Name = GetHandName();
IsWeak = Rank < 10
|| Rank == 10 && isAfterDraw
|| Rank <= 12 && HighCard.Rank <= 6;
}
public string Name { get; }
public int Rank { get; }
public Card HighCard { get; }
public int KeepMask { get; set; }
public bool IsWeak { get; }
public Hand Replace(int cardNumber, Card newCard)
{
if (cardNumber < 1 || cardNumber > _cards.Length) { return this; }
_cards[cardNumber - 1] = newCard;
return new Hand(_cards, isAfterDraw: true);
}
private (int, string, string, Card, int) Analyze()
{
var suitMatchCount = 0;
for (var i = 0; i < _cards.Length; i++)
{
if (i < _cards.Length-1 && _cards[i].Suit == _cards[i+1].Suit)
{
suitMatchCount++;
}
}
if (suitMatchCount == 4)
{
return (15, "A Flus", "h in", _cards[0], 0b11111);
}
var sortedCards = _cards.OrderBy(c => c.Rank).ToArray();
var handRank = 0;
var keepMask = 0;
Card highCard = default;
var handName1 = "";
var handName2 = "";
for (var i = 0; i < sortedCards.Length - 1; i++)
{
if (sortedCards[i].Rank == sortedCards[i+1].Rank)
{
keepMask |= 0b11 << i;
highCard = sortedCards[i];
(handRank, handName1, handName2) =
(handRank, i > 0 && sortedCards[i].Rank == sortedCards[i - 1].Rank) switch
{
(<11, _) => (11, "A Pair", " of "),
(11, true) => (13, "Three", " "),
(11, _) => (12, "Two P", "air, "),
(12, _) => (16, "Full H", "ouse, "),
(_, true) => (17, "Four", " "),
_ => (16, "Full H", "ouse, ")
};
}
}
if (keepMask == 0)
{
if (sortedCards[3] - sortedCards[0] == 3)
{
keepMask=0b1111;
handRank=10;
}
if (sortedCards[4] - sortedCards[1] == 3)
{
if (handRank == 10)
{
return (14, "Straig", "ht", sortedCards[4], 0b11111);
}
handRank=10;
keepMask=0b11110;
}
}
return handRank < 10
? (9, "Schmal", "tz, ", sortedCards[4], 0b11000)
: (handRank, handName1, handName2, highCard, keepMask);
}
private string GetHandName()
{
var sb = new StringBuilder(_name1).Append(_name2);
if (_name1 == "A Flus")
{
sb.Append(HighCard.Suit).AppendLine();
}
else
{
sb.Append(HighCard.Rank)
.AppendLine(_name1 == "Schmal" || _name1 == "Straig" ? " High" : "'s");
}
return sb.ToString();
}
public override string ToString()
{
var sb = new StringBuilder();
for (var i = 0; i < _cards.Length; i++)
{
var cardDisplay = $" {i+1} -- {_cards[i]}";
// Emulates the effect of the BASIC PRINT statement using the ',' to align text to 14-char print zones
sb.Append(cardDisplay.PadRight(cardDisplay.Length + 14 - cardDisplay.Length % 14));
if (i % 2 == 1)
{
sb.AppendLine();
}
}
sb.AppendLine();
return sb.ToString();
}
public static bool operator >(Hand x, Hand y) =>
x.Rank > y.Rank ||
x.Rank == y.Rank && x.HighCard > y.HighCard;
public static bool operator <(Hand x, Hand y) =>
x.Rank < y.Rank ||
x.Rank == y.Rank && x.HighCard < y.HighCard;
}

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@@ -0,0 +1,50 @@
namespace Poker.Cards;
internal struct Rank : IComparable<Rank>
{
public static IEnumerable<Rank> Ranks => new[]
{
Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King, Ace
};
public static Rank Two = new(2);
public static Rank Three = new(3);
public static Rank Four = new(4);
public static Rank Five = new(5);
public static Rank Six = new(6);
public static Rank Seven = new(7);
public static Rank Eight = new(8);
public static Rank Nine = new(9);
public static Rank Ten = new(10);
public static Rank Jack = new(11, "Jack");
public static Rank Queen = new(12, "Queen");
public static Rank King = new(13, "King");
public static Rank Ace = new(14, "Ace");
private readonly int _value;
private readonly string _name;
private Rank(int value, string? name = null)
{
_value = value;
_name = name ?? $" {value} ";
}
public override string ToString() => _name;
public int CompareTo(Rank other) => this - other;
public static bool operator <(Rank x, Rank y) => x._value < y._value;
public static bool operator >(Rank x, Rank y) => x._value > y._value;
public static bool operator ==(Rank x, Rank y) => x._value == y._value;
public static bool operator !=(Rank x, Rank y) => x._value != y._value;
public static int operator -(Rank x, Rank y) => x._value - y._value;
public static bool operator <=(Rank rank, int value) => rank._value <= value;
public static bool operator >=(Rank rank, int value) => rank._value >= value;
public override bool Equals(object? obj) => obj is Rank other && this == other;
public override int GetHashCode() => _value.GetHashCode();
}

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@@ -0,0 +1,9 @@
namespace Poker.Cards;
internal enum Suit
{
Clubs,
Diamonds,
Hearts,
Spades
}