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|
use super::traits::{Game, GamePhase, GameState};
use crate::slots::{paytable_line, REELS, ROWS};
/// Height of the game board. It must never depend on the spin result.
pub const SLOT_BOARD_LINES: usize = 9;
pub struct SlotsGame;
impl SlotsGame {
pub fn new() -> Self {
Self
}
fn cell(chars: &[char], row: usize, col: usize, winning: &[usize]) -> String {
let symbol = if chars.len() == REELS * ROWS {
chars.get(col * ROWS + row).copied().unwrap_or('?')
} else if chars.len() == 3 && row == 0 {
// Legacy 3-symbol server: degrade to the first row.
chars.get(col).copied().unwrap_or('?')
} else {
'?'
};
if winning.contains(&(col * ROWS + row)) {
format!("{{ {} }}", symbol)
} else {
format!("[ {} ]", symbol)
}
}
fn highlighted_cells(state: &GameState) -> Vec<usize> {
state
.data
.get("win_cells")
.map(|raw| {
raw.split(',')
.filter_map(|value| value.trim().parse::<usize>().ok())
.collect()
})
.unwrap_or_default()
}
fn render_grid(&self, reels: &str, winning: &[usize]) -> [String; ROWS] {
let chars: Vec<char> = reels.chars().collect();
std::array::from_fn(|row| {
(0..REELS)
.map(|col| Self::cell(&chars, row, col, winning))
.collect::<Vec<_>>()
.join(" ")
})
}
fn render_status(&self, state: &GameState) -> String {
if let Some(error) = state.data.get("error") {
return format!("ERROR: {error}");
}
if state.phase == GamePhase::Playing {
return "Spinning...".to_string();
}
if state.phase == GamePhase::Finished {
let winnings = state
.data
.get("winnings")
.map(String::as_str)
.unwrap_or("0");
if winnings != "0" {
return match state.data.get("win_type").map(String::as_str) {
Some("mega") => format!("MEGA WIN! {winnings} PLN"),
Some("big") => format!("BIG WIN! {winnings} PLN"),
_ => format!("Won {winnings} PLN"),
};
}
return "No win.".to_string();
}
"Press [SPACE] to spin!".to_string()
}
fn render_win_lines(&self, state: &GameState) -> String {
if state.phase != GamePhase::Finished {
return String::new();
}
match state.data.get("win_lines").map(String::as_str) {
Some(lines) if !lines.is_empty() && lines != "-" => {
format!("Winning lines: {lines}")
}
_ => String::new(),
}
}
}
impl Game for SlotsGame {
fn get_name(&self) -> &'static str {
"Slots"
}
fn render(&self, state: &GameState) -> String {
let reels = state.data.get("reels").cloned().unwrap_or_default();
let balance = state
.data
.get("balance")
.map(String::as_str)
.unwrap_or("?");
let winning = Self::highlighted_cells(state);
let grid = self.render_grid(&reels, &winning);
format!(
"=== SLOTS ===\r\nBet: {} PLN Balance: {} PLN\r\n{}\r\n{}\r\n{}\r\n{}\r\n{}\r\n{}\r\n[+/-] Bet [SPACE] Spin [Q] Quit",
state.bet_amount,
balance,
grid[0],
grid[1],
grid[2],
paytable_line(),
self.render_status(state),
self.render_win_lines(state)
)
}
fn render_lines(&self, _state: &GameState) -> usize {
SLOT_BOARD_LINES
}
fn get_help(&self) -> String {
"SLOTS GAME\n\
=========\n\
5 reels x 3 rows, 5 paylines.\n\
Match 3, 4 or 5 symbols from the left on a payline.\n\
\n\
Payouts (x total bet, 3/4/5 of a kind):\n\
C: 2 / 5 / 15\n\
L: 3 / 7 / 20\n\
O: 3 / 8 / 25\n\
G: 4 / 12 / 40\n\
D: 6 / 18 / 70\n\
S: 9 / 30 / 150\n\
\n\
Symbols: C=Cherry, L=Lemon, O=Orange, G=Grapes, D=Diamond, S=Seven\n\
\n\
Controls:\n\
SPACE - Spin the reels\n\
+/- - Adjust total bet\n\
Q - Exit the game"
.to_string()
}
}
|