feat(games): implement blackjack game plugin with manual start and custom payouts
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Adds a full blackjack game with dealer AI, hit/stand/double-down actions, and per-player payout multipliers (house-edge model). Extends the game framework with manualStart support and a START_GAME WebSocket message so hosts can begin when ready. Generalizes bet settlement transaction descriptions from chess-specific to game-agnostic. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
471
shared/games/blackjack/blackjack.plugin.test.ts
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471
shared/games/blackjack/blackjack.plugin.test.ts
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import { describe, it, expect } from "bun:test";
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import { blackjackPlugin } from "./blackjack.plugin";
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import { handValue } from "./blackjack.plugin";
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import type { BlackjackState, BlackjackPlayerView, BlackjackSpectatorView, Card, PlayerHand } from "./blackjack.types";
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// ── Helpers ──
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function makeCard(rank: string, suit: string = "spades"): Card {
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return { rank, suit } as Card;
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}
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/** Create a rigged multiplayer state for deterministic testing. */
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function riggedState(overrides: Partial<BlackjackState> & {
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hands: Record<string, PlayerHand>;
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dealerHand: Card[];
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turnOrder: string[];
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}): BlackjackState {
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return {
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deck: overrides.deck ?? [makeCard("5"), makeCard("6"), makeCard("7"), makeCard("8"), makeCard("9"), makeCard("10")],
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dealerHand: overrides.dealerHand,
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hands: overrides.hands,
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turnOrder: overrides.turnOrder,
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activePlayerIndex: overrides.activePlayerIndex ?? 0,
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phase: overrides.phase ?? "player_turns",
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};
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}
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function playingHand(cards: Card[]): PlayerHand {
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return { cards, status: "playing", result: null, resultReason: null };
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}
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function blackjackHand(cards: Card[]): PlayerHand {
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return { cards, status: "blackjack", result: null, resultReason: null };
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}
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// ── handValue tests ──
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describe("handValue", () => {
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it("calculates simple hand values", () => {
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expect(handValue([makeCard("5"), makeCard("10")])).toBe(15);
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expect(handValue([makeCard("K"), makeCard("Q")])).toBe(20);
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});
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it("treats ace as 11 when possible", () => {
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expect(handValue([makeCard("A"), makeCard("10")])).toBe(21);
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});
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it("treats ace as 1 when 11 would bust", () => {
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expect(handValue([makeCard("A"), makeCard("10"), makeCard("5")])).toBe(16);
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});
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it("handles multiple aces", () => {
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expect(handValue([makeCard("A"), makeCard("A")])).toBe(12);
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expect(handValue([makeCard("A"), makeCard("A"), makeCard("9")])).toBe(21);
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});
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});
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// ── Plugin metadata ──
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describe("blackjackPlugin metadata", () => {
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it("has correct slug and name", () => {
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expect(blackjackPlugin.slug).toBe("blackjack");
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expect(blackjackPlugin.name).toBe("Blackjack");
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});
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it("supports 1-6 players with manual start", () => {
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expect(blackjackPlugin.minPlayers).toBe(1);
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expect(blackjackPlugin.maxPlayers).toBe(6);
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expect(blackjackPlugin.manualStart).toBe(true);
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});
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});
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// ── createInitialState ──
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describe("createInitialState", () => {
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it("deals 2 cards to each player and dealer", () => {
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const state = blackjackPlugin.createInitialState(["p1", "p2", "p3"]);
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expect(state.hands["p1"]!.cards.length).toBe(2);
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expect(state.hands["p2"]!.cards.length).toBe(2);
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expect(state.hands["p3"]!.cards.length).toBe(2);
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expect(state.dealerHand.length).toBe(2);
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expect(state.turnOrder).toEqual(["p1", "p2", "p3"]);
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});
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it("removes dealt cards from deck", () => {
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const state = blackjackPlugin.createInitialState(["p1", "p2"]);
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// 52 - (2*2 players + 2 dealer) = 46
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expect(state.deck.length).toBe(46);
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});
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it("works with a single player", () => {
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const state = blackjackPlugin.createInitialState(["solo"]);
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expect(state.hands["solo"]!.cards.length).toBe(2);
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expect(state.turnOrder).toEqual(["solo"]);
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});
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});
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// ── Turn order ──
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describe("turn order", () => {
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it("active player is the first non-blackjack player", () => {
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const state = riggedState({
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hands: {
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"p1": blackjackHand([makeCard("A"), makeCard("K")]),
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"p2": playingHand([makeCard("5"), makeCard("6")]),
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"p3": playingHand([makeCard("7"), makeCard("8")]),
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},
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dealerHand: [makeCard("9"), makeCard("10")],
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turnOrder: ["p1", "p2", "p3"],
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activePlayerIndex: 1, // p1 skipped (blackjack)
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});
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// p1 is blackjack so active should be p2 (index 1)
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const view = blackjackPlugin.getPlayerView(state, "p2") as BlackjackPlayerView;
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expect(view.activePlayerId).toBe("p2");
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expect(view.canAct).toBe(true);
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});
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it("advances to next player on stand", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("K"), makeCard("9")]),
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"p2": playingHand([makeCard("5"), makeCard("6")]),
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},
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dealerHand: [makeCard("7"), makeCard("8")],
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turnOrder: ["p1", "p2"],
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activePlayerIndex: 0,
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});
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const result = blackjackPlugin.handleAction(state, { type: "stand" }, "p1");
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.state.activePlayerIndex).toBe(1);
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expect(result.state.phase).toBe("player_turns");
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});
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it("rejects action from non-active player", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("K"), makeCard("9")]),
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"p2": playingHand([makeCard("5"), makeCard("6")]),
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},
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dealerHand: [makeCard("7"), makeCard("8")],
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turnOrder: ["p1", "p2"],
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activePlayerIndex: 0,
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});
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const result = blackjackPlugin.handleAction(state, { type: "hit" }, "p2");
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expect(result.ok).toBe(false);
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});
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});
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// ── handleAction: hit ──
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describe("handleAction — hit", () => {
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it("adds a card to active player's hand", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("5"), makeCard("6")]),
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},
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dealerHand: [makeCard("K"), makeCard("7")],
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turnOrder: ["p1"],
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activePlayerIndex: 0,
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});
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const result = blackjackPlugin.handleAction(state, { type: "hit" }, "p1");
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.state.hands["p1"]!.cards.length).toBe(3);
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});
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it("busts player and advances turn", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("K"), makeCard("Q")]),
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"p2": playingHand([makeCard("5"), makeCard("6")]),
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},
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dealerHand: [makeCard("7"), makeCard("8")],
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turnOrder: ["p1", "p2"],
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activePlayerIndex: 0,
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deck: [makeCard("5")], // K+Q+5 = 25 → bust
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});
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const result = blackjackPlugin.handleAction(state, { type: "hit" }, "p1");
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.state.hands["p1"]!.status).toBe("bust");
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expect(result.state.hands["p1"]!.result).toBe("lose");
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expect(result.state.activePlayerIndex).toBe(1); // advanced to p2
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});
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it("auto-stands on 21 and advances turn", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("6"), makeCard("5")]),
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"p2": playingHand([makeCard("7"), makeCard("8")]),
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},
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dealerHand: [makeCard("9"), makeCard("10")],
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turnOrder: ["p1", "p2"],
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activePlayerIndex: 0,
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deck: [makeCard("10")], // 6+5+10 = 21
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});
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const result = blackjackPlugin.handleAction(state, { type: "hit" }, "p1");
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.state.hands["p1"]!.status).toBe("stood");
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expect(result.state.activePlayerIndex).toBe(1);
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});
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});
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// ── handleAction: stand ──
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describe("handleAction — stand", () => {
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it("resolves game when last player stands", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("K"), makeCard("9")]),
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},
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dealerHand: [makeCard("7"), makeCard("8")],
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turnOrder: ["p1"],
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activePlayerIndex: 0,
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deck: [makeCard("2")], // dealer: 15 + 2 = 17 → stands
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});
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const result = blackjackPlugin.handleAction(state, { type: "stand" }, "p1");
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.state.phase).toBe("resolved");
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expect(result.state.hands["p1"]!.result).toBe("win");
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});
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it("dealer busts — all standing players win", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("K"), makeCard("8")]),
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"p2": { ...playingHand([makeCard("7"), makeCard("9")]), status: "stood" as const },
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},
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dealerHand: [makeCard("6"), makeCard("9")],
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turnOrder: ["p1", "p2"],
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activePlayerIndex: 0,
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deck: [makeCard("K")], // dealer: 6+9+K = 25 → bust
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});
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const result = blackjackPlugin.handleAction(state, { type: "stand" }, "p1");
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.state.phase).toBe("resolved");
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expect(result.state.hands["p1"]!.result).toBe("win");
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expect(result.state.hands["p2"]!.result).toBe("win");
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});
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it("mixed results — one wins, one loses, one pushes", () => {
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const state = riggedState({
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hands: {
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"p1": { ...playingHand([makeCard("K"), makeCard("9")]), status: "stood" as const }, // 19
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"p2": { ...playingHand([makeCard("7"), makeCard("8")]), status: "stood" as const }, // 15
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"p3": playingHand([makeCard("Q"), makeCard("8")]), // 18 — active
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},
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dealerHand: [makeCard("K"), makeCard("8")], // 18 → stands
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turnOrder: ["p1", "p2", "p3"],
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activePlayerIndex: 2,
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});
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const result = blackjackPlugin.handleAction(state, { type: "stand" }, "p3");
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.state.hands["p1"]!.result).toBe("win"); // 19 > 18
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expect(result.state.hands["p2"]!.result).toBe("lose"); // 15 < 18
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expect(result.state.hands["p3"]!.result).toBe("push"); // 18 = 18
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});
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});
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// ── getPlayerView ──
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describe("getPlayerView", () => {
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it("hides dealer hole card during player turns", () => {
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const state = riggedState({
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hands: { "p1": playingHand([makeCard("K"), makeCard("5")]) },
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dealerHand: [makeCard("7"), makeCard("Q")],
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turnOrder: ["p1"],
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});
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const view = blackjackPlugin.getPlayerView(state, "p1") as BlackjackPlayerView;
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expect(view.dealerHand[0]!.rank).toBe("7");
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expect(view.dealerHand[1]!.rank as string).toBe("?");
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expect(view.dealerFullValue).toBeNull();
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});
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it("reveals dealer hand when resolved", () => {
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const state = riggedState({
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hands: { "p1": { ...playingHand([makeCard("K"), makeCard("5")]), status: "stood" as const, result: "lose" as const, resultReason: "Dealer wins" } },
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dealerHand: [makeCard("7"), makeCard("Q")],
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turnOrder: ["p1"],
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phase: "resolved",
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activePlayerIndex: -1,
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});
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const view = blackjackPlugin.getPlayerView(state, "p1") as BlackjackPlayerView;
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expect(view.dealerHand[1]!.rank).toBe("Q");
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expect(view.dealerFullValue).toBe(17);
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});
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it("canAct is true only for active player", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("5"), makeCard("6")]),
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"p2": playingHand([makeCard("7"), makeCard("8")]),
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},
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dealerHand: [makeCard("9"), makeCard("10")],
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turnOrder: ["p1", "p2"],
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activePlayerIndex: 0,
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});
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const view1 = blackjackPlugin.getPlayerView(state, "p1") as BlackjackPlayerView;
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expect(view1.canAct).toBe(true);
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expect(view1.myPlayerId).toBe("p1");
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const view2 = blackjackPlugin.getPlayerView(state, "p2") as BlackjackPlayerView;
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expect(view2.canAct).toBe(false);
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});
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it("includes all player hands in view", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("5"), makeCard("6")]),
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"p2": playingHand([makeCard("7"), makeCard("8")]),
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},
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dealerHand: [makeCard("9"), makeCard("10")],
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turnOrder: ["p1", "p2"],
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});
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const view = blackjackPlugin.getPlayerView(state, "p1") as BlackjackPlayerView;
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expect(Object.keys(view.hands).length).toBe(2);
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expect(view.hands["p1"]!.value).toBe(11);
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expect(view.hands["p2"]!.value).toBe(15);
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});
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});
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// ── getSpectatorView ──
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describe("getSpectatorView", () => {
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it("hides dealer hole card during player turns", () => {
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const state = riggedState({
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hands: { "p1": playingHand([makeCard("K"), makeCard("5")]) },
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dealerHand: [makeCard("7"), makeCard("Q")],
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turnOrder: ["p1"],
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});
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const view = blackjackPlugin.getSpectatorView(state) as BlackjackSpectatorView;
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expect(view.dealerHand[1]!.rank as string).toBe("?");
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});
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it("shows all player hands", () => {
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const state = riggedState({
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hands: {
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"p1": playingHand([makeCard("K"), makeCard("5")]),
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"p2": playingHand([makeCard("7"), makeCard("8")]),
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},
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dealerHand: [makeCard("9"), makeCard("10")],
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turnOrder: ["p1", "p2"],
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});
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const view = blackjackPlugin.getSpectatorView(state) as BlackjackSpectatorView;
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expect(Object.keys(view.hands).length).toBe(2);
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expect(view.turnOrder).toEqual(["p1", "p2"]);
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});
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});
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// ── isGameOver ──
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describe("isGameOver", () => {
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it("returns null when game is in progress", () => {
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const state = riggedState({
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hands: { "p1": playingHand([makeCard("5"), makeCard("6")]) },
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dealerHand: [makeCard("7"), makeCard("8")],
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turnOrder: ["p1"],
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});
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expect(blackjackPlugin.isGameOver!(state)).toBeNull();
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});
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it("returns per-player payouts for mixed results", () => {
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const state = riggedState({
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hands: {
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"p1": { cards: [makeCard("A"), makeCard("K")], status: "blackjack" as const, result: "blackjack" as const, resultReason: "Blackjack!" },
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"p2": { cards: [makeCard("K"), makeCard("9")], status: "stood" as const, result: "win" as const, resultReason: "Higher hand" },
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"p3": { cards: [makeCard("7"), makeCard("8")], status: "stood" as const, result: "lose" as const, resultReason: "Lower hand" },
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"p4": { cards: [makeCard("K"), makeCard("8")], status: "stood" as const, result: "push" as const, resultReason: "Push" },
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},
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dealerHand: [makeCard("K"), makeCard("8")],
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turnOrder: ["p1", "p2", "p3", "p4"],
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phase: "resolved",
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activePlayerIndex: -1,
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});
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const result = blackjackPlugin.isGameOver!(state)!;
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expect(result).not.toBeNull();
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expect(result.payouts?.["p1"]).toBe(2.5); // blackjack
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expect(result.payouts?.["p2"]).toBe(2); // win
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expect(result.payouts?.["p3"]).toBeUndefined(); // loss
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expect(result.payouts?.["p4"]).toBe(1); // push
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});
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it("generates a summary reason", () => {
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const state = riggedState({
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hands: {
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"p1": { cards: [makeCard("K"), makeCard("9")], status: "stood" as const, result: "win" as const, resultReason: "Win" },
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"p2": { cards: [makeCard("7"), makeCard("8")], status: "bust" as const, result: "lose" as const, resultReason: "Bust" },
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},
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dealerHand: [makeCard("K"), makeCard("8")],
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turnOrder: ["p1", "p2"],
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phase: "resolved",
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activePlayerIndex: -1,
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});
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const result = blackjackPlugin.isGameOver!(state)!;
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expect(result.reason).toContain("1 win");
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expect(result.reason).toContain("1 loss");
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});
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});
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// ── onPlayerDisconnect ──
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describe("onPlayerDisconnect", () => {
|
||||
it("marks disconnected player as bust and advances turn", () => {
|
||||
const state = riggedState({
|
||||
hands: {
|
||||
"p1": playingHand([makeCard("5"), makeCard("6")]),
|
||||
"p2": playingHand([makeCard("7"), makeCard("8")]),
|
||||
},
|
||||
dealerHand: [makeCard("9"), makeCard("10")],
|
||||
turnOrder: ["p1", "p2"],
|
||||
activePlayerIndex: 0,
|
||||
});
|
||||
|
||||
const newState = blackjackPlugin.onPlayerDisconnect!(state, "p1");
|
||||
expect(newState.hands["p1"]!.status).toBe("bust");
|
||||
expect(newState.hands["p1"]!.result).toBe("lose");
|
||||
expect(newState.activePlayerIndex).toBe(1); // advanced to p2
|
||||
});
|
||||
|
||||
it("resolves game if disconnected player was last active", () => {
|
||||
const state = riggedState({
|
||||
hands: {
|
||||
"p1": playingHand([makeCard("5"), makeCard("6")]),
|
||||
},
|
||||
dealerHand: [makeCard("9"), makeCard("10")],
|
||||
turnOrder: ["p1"],
|
||||
activePlayerIndex: 0,
|
||||
});
|
||||
|
||||
const newState = blackjackPlugin.onPlayerDisconnect!(state, "p1");
|
||||
expect(newState.phase).toBe("resolved");
|
||||
expect(newState.hands["p1"]!.result).toBe("lose");
|
||||
});
|
||||
|
||||
it("does nothing for already-resolved game", () => {
|
||||
const state = riggedState({
|
||||
hands: {
|
||||
"p1": { cards: [makeCard("K"), makeCard("9")], status: "stood" as const, result: "win" as const, resultReason: "Win" },
|
||||
},
|
||||
dealerHand: [makeCard("7"), makeCard("8")],
|
||||
turnOrder: ["p1"],
|
||||
phase: "resolved",
|
||||
activePlayerIndex: -1,
|
||||
});
|
||||
|
||||
const newState = blackjackPlugin.onPlayerDisconnect!(state, "p1");
|
||||
expect(newState.hands["p1"]!.result).toBe("win"); // unchanged
|
||||
});
|
||||
});
|
||||
395
shared/games/blackjack/blackjack.plugin.ts
Normal file
395
shared/games/blackjack/blackjack.plugin.ts
Normal file
@@ -0,0 +1,395 @@
|
||||
import type { GamePlugin, GameResult, GameOverResult } from "../types";
|
||||
import type {
|
||||
BlackjackState, BlackjackAction, BlackjackPlayerView,
|
||||
BlackjackSpectatorView, PlayerHandView, Card, Suit, Rank, PlayerHand,
|
||||
} from "./blackjack.types";
|
||||
|
||||
// ── Card helpers ──
|
||||
|
||||
const SUITS: Suit[] = ["hearts", "diamonds", "clubs", "spades"];
|
||||
const RANKS: Rank[] = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"];
|
||||
|
||||
function createDeck(): Card[] {
|
||||
const deck: Card[] = [];
|
||||
for (const suit of SUITS) {
|
||||
for (const rank of RANKS) {
|
||||
deck.push({ suit, rank });
|
||||
}
|
||||
}
|
||||
return deck;
|
||||
}
|
||||
|
||||
function shuffleDeck(deck: Card[]): Card[] {
|
||||
const shuffled = [...deck];
|
||||
for (let i = shuffled.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[shuffled[i]!, shuffled[j]!] = [shuffled[j]!, shuffled[i]!];
|
||||
}
|
||||
return shuffled;
|
||||
}
|
||||
|
||||
function cardValue(rank: Rank): number {
|
||||
if (rank === "A") return 11;
|
||||
if (["K", "Q", "J"].includes(rank)) return 10;
|
||||
return parseInt(rank);
|
||||
}
|
||||
|
||||
/** Calculate the best hand value (accounting for soft aces). */
|
||||
export function handValue(hand: Card[]): number {
|
||||
let total = 0;
|
||||
let aces = 0;
|
||||
for (const card of hand) {
|
||||
total += cardValue(card.rank);
|
||||
if (card.rank === "A") aces++;
|
||||
}
|
||||
while (total > 21 && aces > 0) {
|
||||
total -= 10;
|
||||
aces--;
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
function isBust(hand: Card[]): boolean {
|
||||
return handValue(hand) > 21;
|
||||
}
|
||||
|
||||
function isNaturalBlackjack(hand: Card[]): boolean {
|
||||
return hand.length === 2 && handValue(hand) === 21;
|
||||
}
|
||||
|
||||
function drawCard(deck: Card[]): [Card, Card[]] {
|
||||
return [deck[0]!, deck.slice(1)];
|
||||
}
|
||||
|
||||
/** Play dealer hand: hit until 17+. */
|
||||
function playDealerHand(dealerHand: Card[], deck: Card[]): { dealerHand: Card[]; deck: Card[] } {
|
||||
let hand = [...dealerHand];
|
||||
let remaining = [...deck];
|
||||
while (handValue(hand) < 17) {
|
||||
const [card, rest] = drawCard(remaining);
|
||||
hand = [...hand, card];
|
||||
remaining = rest;
|
||||
}
|
||||
return { dealerHand: hand, deck: remaining };
|
||||
}
|
||||
|
||||
/** Find the next player who still needs to act (skip blackjack/bust/stood). */
|
||||
function findNextActiveIndex(state: BlackjackState, afterIndex: number): number {
|
||||
for (let i = afterIndex + 1; i < state.turnOrder.length; i++) {
|
||||
const hand = state.hands[state.turnOrder[i]!];
|
||||
if (hand && hand.status === "playing") return i;
|
||||
}
|
||||
return -1; // no more active players
|
||||
}
|
||||
|
||||
/** Resolve all hands against the dealer, returning updated hands. */
|
||||
function resolveAllHands(
|
||||
hands: Record<string, PlayerHand>,
|
||||
dealerHand: Card[],
|
||||
): Record<string, PlayerHand> {
|
||||
const dealerVal = handValue(dealerHand);
|
||||
const dealerBust = isBust(dealerHand);
|
||||
const resolved: Record<string, PlayerHand> = {};
|
||||
|
||||
for (const [id, hand] of Object.entries(hands)) {
|
||||
// Already resolved (natural blackjack checked at deal time, bust on hit)
|
||||
if (hand.result) {
|
||||
resolved[id] = hand;
|
||||
continue;
|
||||
}
|
||||
|
||||
const playerVal = handValue(hand.cards);
|
||||
|
||||
if (hand.status === "bust") {
|
||||
resolved[id] = { ...hand, result: "lose", resultReason: "Player busts" };
|
||||
} else if (hand.status === "blackjack") {
|
||||
// Natural blackjack vs dealer blackjack
|
||||
if (isNaturalBlackjack(dealerHand)) {
|
||||
resolved[id] = { ...hand, result: "push", resultReason: "Both have Blackjack" };
|
||||
} else {
|
||||
resolved[id] = { ...hand, result: "blackjack", resultReason: "Blackjack!" };
|
||||
}
|
||||
} else if (dealerBust) {
|
||||
resolved[id] = { ...hand, result: "win", resultReason: "Dealer busts" };
|
||||
} else if (playerVal > dealerVal) {
|
||||
resolved[id] = { ...hand, result: "win", resultReason: "Higher hand" };
|
||||
} else if (playerVal < dealerVal) {
|
||||
resolved[id] = { ...hand, result: "lose", resultReason: "Dealer has higher hand" };
|
||||
} else {
|
||||
resolved[id] = { ...hand, result: "push", resultReason: "Push" };
|
||||
}
|
||||
}
|
||||
|
||||
return resolved;
|
||||
}
|
||||
|
||||
/** Build the dealer hand for views — hole card hidden during player_turns. */
|
||||
function dealerVisibleHand(state: BlackjackState): Card[] {
|
||||
if (state.phase === "resolved") return state.dealerHand;
|
||||
return [state.dealerHand[0]!, { suit: "spades", rank: "?" as Rank }];
|
||||
}
|
||||
|
||||
/** Convert internal PlayerHand to a view. */
|
||||
function toHandView(hand: PlayerHand): PlayerHandView {
|
||||
return {
|
||||
cards: hand.cards,
|
||||
value: handValue(hand.cards),
|
||||
status: hand.status,
|
||||
result: hand.result,
|
||||
resultReason: hand.resultReason,
|
||||
};
|
||||
}
|
||||
|
||||
/** Transition to dealer turn + resolve, or just resolve if all busted/blackjacked. */
|
||||
function finishPlayerTurns(state: BlackjackState): BlackjackState {
|
||||
// Check if any player stood (dealer needs to play)
|
||||
const anyStood = Object.values(state.hands).some(h => h.status === "stood");
|
||||
|
||||
let dealerHand = state.dealerHand;
|
||||
let deck = state.deck;
|
||||
|
||||
if (anyStood) {
|
||||
const dealer = playDealerHand(dealerHand, deck);
|
||||
dealerHand = dealer.dealerHand;
|
||||
deck = dealer.deck;
|
||||
}
|
||||
|
||||
const resolvedHands = resolveAllHands(state.hands, dealerHand);
|
||||
|
||||
return {
|
||||
...state,
|
||||
deck,
|
||||
dealerHand,
|
||||
hands: resolvedHands,
|
||||
activePlayerIndex: -1,
|
||||
phase: "resolved",
|
||||
};
|
||||
}
|
||||
|
||||
// ── Plugin ──
|
||||
|
||||
export const blackjackPlugin: GamePlugin<BlackjackState, BlackjackAction> = {
|
||||
slug: "blackjack",
|
||||
name: "Blackjack",
|
||||
minPlayers: 1,
|
||||
maxPlayers: 6,
|
||||
manualStart: true,
|
||||
|
||||
createInitialState(players: string[], _options?: Record<string, unknown>): BlackjackState {
|
||||
let deck = shuffleDeck(createDeck());
|
||||
const turnOrder = [...players];
|
||||
const hands: Record<string, PlayerHand> = {};
|
||||
|
||||
// Deal 2 cards to each player
|
||||
for (const pid of turnOrder) {
|
||||
const cards: Card[] = [];
|
||||
let card: Card;
|
||||
[card, deck] = drawCard(deck); cards.push(card);
|
||||
[card, deck] = drawCard(deck); cards.push(card);
|
||||
hands[pid] = {
|
||||
cards,
|
||||
status: isNaturalBlackjack(cards) ? "blackjack" : "playing",
|
||||
result: null,
|
||||
resultReason: null,
|
||||
};
|
||||
}
|
||||
|
||||
// Deal 2 cards to dealer
|
||||
const dealerHand: Card[] = [];
|
||||
let card: Card;
|
||||
[card, deck] = drawCard(deck); dealerHand.push(card);
|
||||
[card, deck] = drawCard(deck); dealerHand.push(card);
|
||||
|
||||
let state: BlackjackState = {
|
||||
deck,
|
||||
dealerHand,
|
||||
hands,
|
||||
turnOrder,
|
||||
activePlayerIndex: 0,
|
||||
phase: "player_turns",
|
||||
};
|
||||
|
||||
// Skip to first player that needs to act (skip natural blackjacks)
|
||||
const firstActive = findNextActiveIndex(state, -1);
|
||||
state.activePlayerIndex = firstActive;
|
||||
|
||||
// If no players need to act (all natural blackjacks), go straight to resolution
|
||||
if (firstActive === -1) {
|
||||
return finishPlayerTurns(state);
|
||||
}
|
||||
|
||||
return state;
|
||||
},
|
||||
|
||||
handleAction(state: BlackjackState, action: BlackjackAction, playerId: string): GameResult<BlackjackState> {
|
||||
if (state.phase === "resolved") return { ok: false, error: "Game is already over" };
|
||||
|
||||
const activeId = state.turnOrder[state.activePlayerIndex];
|
||||
if (playerId !== activeId) return { ok: false, error: "It's not your turn" };
|
||||
|
||||
const hand = state.hands[playerId];
|
||||
if (!hand || hand.status !== "playing") return { ok: false, error: "You cannot act" };
|
||||
|
||||
switch (action.type) {
|
||||
case "hit": {
|
||||
const [card, remaining] = drawCard(state.deck);
|
||||
const newCards = [...hand.cards, card];
|
||||
const bust = isBust(newCards);
|
||||
const got21 = handValue(newCards) === 21;
|
||||
|
||||
const newHand: PlayerHand = {
|
||||
...hand,
|
||||
cards: newCards,
|
||||
status: bust ? "bust" : got21 ? "stood" : "playing",
|
||||
result: bust ? "lose" : null,
|
||||
resultReason: bust ? "Player busts" : null,
|
||||
};
|
||||
|
||||
const newHands = { ...state.hands, [playerId]: newHand };
|
||||
let newState: BlackjackState = { ...state, deck: remaining, hands: newHands };
|
||||
|
||||
// Advance turn if bust or auto-stood on 21
|
||||
if (bust || got21) {
|
||||
const nextIdx = findNextActiveIndex(newState, state.activePlayerIndex);
|
||||
if (nextIdx === -1) {
|
||||
return { ok: true, state: finishPlayerTurns(newState) };
|
||||
}
|
||||
newState = { ...newState, activePlayerIndex: nextIdx };
|
||||
}
|
||||
|
||||
return { ok: true, state: newState };
|
||||
}
|
||||
|
||||
case "stand": {
|
||||
const newHand: PlayerHand = { ...hand, status: "stood" };
|
||||
const newHands = { ...state.hands, [playerId]: newHand };
|
||||
let newState: BlackjackState = { ...state, hands: newHands };
|
||||
|
||||
const nextIdx = findNextActiveIndex(newState, state.activePlayerIndex);
|
||||
if (nextIdx === -1) {
|
||||
return { ok: true, state: finishPlayerTurns(newState) };
|
||||
}
|
||||
newState = { ...newState, activePlayerIndex: nextIdx };
|
||||
|
||||
return { ok: true, state: newState };
|
||||
}
|
||||
|
||||
default:
|
||||
return { ok: false, error: "Unknown action type" };
|
||||
}
|
||||
},
|
||||
|
||||
getPlayerView(state: BlackjackState, playerId: string): BlackjackPlayerView {
|
||||
const visibleDealer = dealerVisibleHand(state);
|
||||
const handsView: Record<string, PlayerHandView> = {};
|
||||
for (const [id, hand] of Object.entries(state.hands)) {
|
||||
handsView[id] = toHandView(hand);
|
||||
}
|
||||
|
||||
const activeId = state.activePlayerIndex >= 0 ? state.turnOrder[state.activePlayerIndex] ?? null : null;
|
||||
|
||||
return {
|
||||
dealerHand: visibleDealer,
|
||||
dealerVisibleValue: cardValue(state.dealerHand[0]!.rank),
|
||||
dealerFullValue: state.phase === "resolved" ? handValue(state.dealerHand) : null,
|
||||
hands: handsView,
|
||||
turnOrder: state.turnOrder,
|
||||
activePlayerId: activeId,
|
||||
myPlayerId: playerId,
|
||||
phase: state.phase,
|
||||
canAct: activeId === playerId && state.phase === "player_turns",
|
||||
};
|
||||
},
|
||||
|
||||
getSpectatorView(state: BlackjackState): BlackjackSpectatorView {
|
||||
const visibleDealer = dealerVisibleHand(state);
|
||||
const handsView: Record<string, PlayerHandView> = {};
|
||||
for (const [id, hand] of Object.entries(state.hands)) {
|
||||
handsView[id] = toHandView(hand);
|
||||
}
|
||||
|
||||
const activeId = state.activePlayerIndex >= 0 ? state.turnOrder[state.activePlayerIndex] ?? null : null;
|
||||
|
||||
return {
|
||||
dealerHand: visibleDealer,
|
||||
dealerVisibleValue: cardValue(state.dealerHand[0]!.rank),
|
||||
dealerFullValue: state.phase === "resolved" ? handValue(state.dealerHand) : null,
|
||||
hands: handsView,
|
||||
turnOrder: state.turnOrder,
|
||||
activePlayerId: activeId,
|
||||
phase: state.phase,
|
||||
};
|
||||
},
|
||||
|
||||
isGameOver(state: BlackjackState): GameOverResult | null {
|
||||
if (state.phase !== "resolved") return null;
|
||||
|
||||
const payouts: Record<string, number> = {};
|
||||
|
||||
for (const [id, hand] of Object.entries(state.hands)) {
|
||||
switch (hand.result) {
|
||||
case "blackjack":
|
||||
payouts[id] = 2.5; // 3:2 payout
|
||||
break;
|
||||
case "win":
|
||||
payouts[id] = 2; // 1:1 payout
|
||||
break;
|
||||
case "push":
|
||||
payouts[id] = 1; // refund
|
||||
break;
|
||||
// "lose" / null → no payout
|
||||
}
|
||||
}
|
||||
|
||||
// Find a "winner" for the room summary — pick any winning player, or null
|
||||
const winner = Object.entries(state.hands).find(
|
||||
([, h]) => h.result === "blackjack" || h.result === "win"
|
||||
)?.[0] ?? null;
|
||||
|
||||
const wins = Object.values(state.hands).filter(h => h.result === "win" || h.result === "blackjack").length;
|
||||
const losses = Object.values(state.hands).filter(h => h.result === "lose").length;
|
||||
const pushes = Object.values(state.hands).filter(h => h.result === "push").length;
|
||||
const parts: string[] = [];
|
||||
if (wins > 0) parts.push(`${wins} win${wins > 1 ? "s" : ""}`);
|
||||
if (losses > 0) parts.push(`${losses} loss${losses > 1 ? "es" : ""}`);
|
||||
if (pushes > 0) parts.push(`${pushes} push${pushes > 1 ? "es" : ""}`);
|
||||
|
||||
return {
|
||||
winner,
|
||||
reason: parts.join(", ") || "Game over",
|
||||
payouts,
|
||||
};
|
||||
},
|
||||
|
||||
onPlayerDisconnect(state: BlackjackState, playerId: string): BlackjackState {
|
||||
if (state.phase === "resolved") return state;
|
||||
|
||||
const hand = state.hands[playerId];
|
||||
if (!hand || hand.status !== "playing") return state;
|
||||
|
||||
// Mark disconnected player as bust
|
||||
const newHands = {
|
||||
...state.hands,
|
||||
[playerId]: { ...hand, status: "bust" as const, result: "lose" as const, resultReason: "Disconnected" },
|
||||
};
|
||||
let newState: BlackjackState = { ...state, hands: newHands };
|
||||
|
||||
// Check if the disconnected player was the active player
|
||||
const activeId = state.turnOrder[state.activePlayerIndex];
|
||||
if (activeId === playerId) {
|
||||
const nextIdx = findNextActiveIndex(newState, state.activePlayerIndex);
|
||||
if (nextIdx === -1) {
|
||||
return finishPlayerTurns(newState);
|
||||
}
|
||||
newState = { ...newState, activePlayerIndex: nextIdx };
|
||||
}
|
||||
|
||||
// Check if all players are now done
|
||||
const anyPlaying = Object.values(newState.hands).some(h => h.status === "playing");
|
||||
if (!anyPlaying && newState.phase === "player_turns") {
|
||||
return finishPlayerTurns(newState);
|
||||
}
|
||||
|
||||
return newState;
|
||||
},
|
||||
};
|
||||
65
shared/games/blackjack/blackjack.types.ts
Normal file
65
shared/games/blackjack/blackjack.types.ts
Normal file
@@ -0,0 +1,65 @@
|
||||
export type Suit = "hearts" | "diamonds" | "clubs" | "spades";
|
||||
export type Rank = "A" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" | "10" | "J" | "Q" | "K";
|
||||
|
||||
export interface Card {
|
||||
suit: Suit;
|
||||
rank: Rank;
|
||||
}
|
||||
|
||||
// ── Per-player hand state ──
|
||||
|
||||
export interface PlayerHand {
|
||||
cards: Card[];
|
||||
status: "playing" | "stood" | "bust" | "blackjack";
|
||||
result: "win" | "blackjack" | "push" | "lose" | null;
|
||||
resultReason: string | null;
|
||||
}
|
||||
|
||||
// ── Game state ──
|
||||
|
||||
export interface BlackjackState {
|
||||
deck: Card[];
|
||||
dealerHand: Card[];
|
||||
hands: Record<string, PlayerHand>;
|
||||
turnOrder: string[];
|
||||
activePlayerIndex: number; // index into turnOrder, -1 when no active player
|
||||
phase: "player_turns" | "resolved";
|
||||
}
|
||||
|
||||
// ── Actions ──
|
||||
|
||||
export type BlackjackAction =
|
||||
| { type: "hit" }
|
||||
| { type: "stand" };
|
||||
|
||||
// ── Views ──
|
||||
|
||||
export interface PlayerHandView {
|
||||
cards: Card[];
|
||||
value: number;
|
||||
status: "playing" | "stood" | "bust" | "blackjack";
|
||||
result: "win" | "blackjack" | "push" | "lose" | null;
|
||||
resultReason: string | null;
|
||||
}
|
||||
|
||||
export interface BlackjackPlayerView {
|
||||
dealerHand: Card[];
|
||||
dealerVisibleValue: number;
|
||||
dealerFullValue: number | null;
|
||||
hands: Record<string, PlayerHandView>;
|
||||
turnOrder: string[];
|
||||
activePlayerId: string | null;
|
||||
myPlayerId: string;
|
||||
phase: "player_turns" | "resolved";
|
||||
canAct: boolean;
|
||||
}
|
||||
|
||||
export interface BlackjackSpectatorView {
|
||||
dealerHand: Card[];
|
||||
dealerVisibleValue: number;
|
||||
dealerFullValue: number | null;
|
||||
hands: Record<string, PlayerHandView>;
|
||||
turnOrder: string[];
|
||||
activePlayerId: string | null;
|
||||
phase: "player_turns" | "resolved";
|
||||
}
|
||||
Reference in New Issue
Block a user