Fix: improve round management, betting validation and game engine test coverage #290

Merged
j.kropff merged 13 commits from fix/game-turn-and-action-bugs into main 2026-04-19 20:31:45 +02:00
7 changed files with 1206 additions and 131 deletions
@@ -633,12 +633,13 @@ public class CasinoGameController {
*/ */
private void updateTaskbar(GameState s) { private void updateTaskbar(GameState s) {
TaskbarController controller = resolveTaskbarController(); TaskbarController controller = resolveTaskbarController();
if (controller != null) { if (controller == null || myPlayerId == null) {
if (gameService != null && myPlayerId != null) { return;
controller.setGameService(gameService, myPlayerId);
}
controller.update(s, myPlayerId);
} }
if (gameService != null) {
controller.setGameService(gameService, myPlayerId);
}
controller.update(s, myPlayerId);
} }
/** /**
@@ -7,6 +7,7 @@ import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerState; import ch.unibas.dmi.dbis.cs108.casono.client.game.PlayerState;
import ch.unibas.dmi.dbis.cs108.casono.client.ui.lobbyui.Casinomainui; import ch.unibas.dmi.dbis.cs108.casono.client.ui.lobbyui.Casinomainui;
import javafx.fxml.FXML; import javafx.fxml.FXML;
import javafx.scene.control.Alert;
import javafx.scene.control.Button; import javafx.scene.control.Button;
import javafx.scene.control.Label; import javafx.scene.control.Label;
import javafx.scene.control.TextField; import javafx.scene.control.TextField;
@@ -25,7 +26,7 @@ import org.apache.logging.log4j.Logger;
*/ */
public class TaskbarController { public class TaskbarController {
private static final Logger LOGGER = LogManager.getLogger(CasinoBrowserController.class); private static final Logger LOGGER = LogManager.getLogger(TaskbarController.class);
@FXML private HBox taskbar; @FXML private HBox taskbar;
@FXML private TextField taskbarInput; @FXML private TextField taskbarInput;
@@ -41,9 +42,13 @@ public class TaskbarController {
private double xOffset = 0; private double xOffset = 0;
private double yOffset = 0; private double yOffset = 0;
private static final double TASKBAR_SCALE = 0.95; private static final double TASKBAR_SCALE = 0.95;
private static final int MIN_CREDITS = 5; private static final double PREFLOP_BLOCK_RATIO = 0.50;
private static final int MAX_CREDITS = 100000; private static final double FLOP_WARN_RATIO = 0.50;
private static final int CREDIT_STEP = 5; private static final double FLOP_BLOCK_RATIO = 0.80;
private static final double TURN_RIVER_WARN_RATIO = 0.80;
private static final double TURN_RIVER_BLOCK_RATIO = 1.00;
private static final int SMALL_BLIND = 100;
private static final int BIG_BLIND = 200;
private static final String STYLE_YELLOW_BUTTON = "yellow-button"; private static final String STYLE_YELLOW_BUTTON = "yellow-button";
private static final String STYLE_GRAY_BUTTON = "gray-button"; private static final String STYLE_GRAY_BUTTON = "gray-button";
private static final String STYLE_RED_BUTTON = "red-button"; private static final String STYLE_RED_BUTTON = "red-button";
@@ -51,6 +56,9 @@ public class TaskbarController {
private static final String STYLE_GRAY_INPUT = "gray-input-field"; private static final String STYLE_GRAY_INPUT = "gray-input-field";
private static final String STYLE_RED_INPUT = "red-input-field"; private static final String STYLE_RED_INPUT = "red-input-field";
private static final double SCALE_NORMAL = 1.0; private static final double SCALE_NORMAL = 1.0;
private static final int DEALER_OFFSET = 3;
private boolean inputActionAllowed;
private int lastReferenceBet = BIG_BLIND;
/** Standard constructor. Used by FXML. */ /** Standard constructor. Used by FXML. */
public TaskbarController() { public TaskbarController() {
@@ -58,7 +66,7 @@ public class TaskbarController {
} }
/** /**
* Updates the state of the basic action buttons (Bet, Call, Fold, Raise) and the input field * Updates the state of the basic action buttons (Bet, Call, Fold, Raise) and the input field.
* *
* @param isMyTurn Indicates whether it is currently the player's turn. * @param isMyTurn Indicates whether it is currently the player's turn.
* @param isOut Indicates whether the player is currently out of the game (folded or all-in). * @param isOut Indicates whether the player is currently out of the game (folded or all-in).
@@ -90,9 +98,10 @@ public class TaskbarController {
} }
/** /**
* Sets the given button to a disabled state with red styling, indicating that the player is out * Sets the given button to a disabled state with red styling, indicating that the player is
* out.
* *
* @param b The button to be styled as red and disabled * @param b The button to be styled as red and disabled.
*/ */
private void setRedButton(Button b) { private void setRedButton(Button b) {
b.setDisable(true); b.setDisable(true);
@@ -107,9 +116,9 @@ public class TaskbarController {
/** /**
* Sets the given input field to a disabled state with red styling, indicating that the player * Sets the given input field to a disabled state with red styling, indicating that the player
* is out * is out.
* *
* @param t The text field to be styled as red and disabled * @param t The text field to be styled as red and disabled.
*/ */
private void setRedInputField(TextField t) { private void setRedInputField(TextField t) {
t.setDisable(true); t.setDisable(true);
@@ -124,9 +133,9 @@ public class TaskbarController {
/** /**
* Activates the given button by enabling it and applying yellow styling, indicating that it is * Activates the given button by enabling it and applying yellow styling, indicating that it is
* the player's turn * the player's turn.
* *
* @param b The button to be activated and styled for the player's turn * @param b The button to be activated and styled for the player's turn.
*/ */
private void activateButton(Button b) { private void activateButton(Button b) {
b.setDisable(false); b.setDisable(false);
@@ -140,9 +149,9 @@ public class TaskbarController {
/** /**
* Activates the given input field by enabling it and applying yellow styling, indicating that * Activates the given input field by enabling it and applying yellow styling, indicating that
* it is the player's turn * it is the player's turn.
* *
* @param t The text field to be activated and styled for the player's turn * @param t The text field to be activated and styled for the player's turn.
*/ */
private void activateInputField(TextField t) { private void activateInputField(TextField t) {
t.setDisable(false); t.setDisable(false);
@@ -156,9 +165,9 @@ public class TaskbarController {
/** /**
* Deactivates the given button by disabling it and applying gray styling, indicating that it is * Deactivates the given button by disabling it and applying gray styling, indicating that it is
* not the player's turn * not the player's turn.
* *
* @param b The button to be deactivated and styled for non-active state * @param b The button to be deactivated and styled for non-active state.
*/ */
private void deactivateButton(Button b) { private void deactivateButton(Button b) {
b.setDisable(true); b.setDisable(true);
@@ -173,9 +182,9 @@ public class TaskbarController {
/** /**
* Deactivates the given input field by disabling it and applying gray styling, indicating that * Deactivates the given input field by disabling it and applying gray styling, indicating that
* it is not the player's turn * it is not the player's turn.
* *
* @param t The text field to be deactivated and styled for non-active state * @param t The text field to be deactivated and styled for non-active state.
*/ */
private void deactivateInputField(TextField t) { private void deactivateInputField(TextField t) {
t.setDisable(true); t.setDisable(true);
@@ -209,15 +218,25 @@ public class TaskbarController {
@FXML @FXML
public void initialize() { public void initialize() {
updateBasicButtons(false, false); updateBasicButtons(false, false);
if (taskbarInput != null) {
taskbarInput
.textProperty()
.addListener((obs, oldValue, newValue) -> refreshBetInputUi());
}
setBetButtonVisible(false);
} }
/** /**
* Updates the taskbar based on the current game state and the player's status. It checks if * Updates the taskbar based on the current game state and the player's status.
* it's the player's turn and whether they are out of the game (folded or all-in) to adjust the
* button states and displayed money accordingly.
* *
* @param state * @param state The current GameState object representing the state of the game, which includes
* @param myPlayerId * information about the players, their bets, the current phase and other relevant details
* needed to update the taskbar UI accurately based on the player's status and the game
* context.
* @param myPlayerId The PlayerId object representing the current player, used to identify the
* player's status and update the taskbar UI accordingly based on whether it is their turn
* and whether they are out of the game.
*/ */
public void update(GameState state, PlayerId myPlayerId) { public void update(GameState state, PlayerId myPlayerId) {
@@ -227,6 +246,9 @@ public class TaskbarController {
} }
this.lastState = state; this.lastState = state;
if (state.currentBet > 0) {
lastReferenceBet = state.currentBet;
}
Player me = Player me =
state.players.stream() state.players.stream()
@@ -243,9 +265,594 @@ public class TaskbarController {
boolean isMyTurn = state.activePlayer == myIndex; boolean isMyTurn = state.activePlayer == myIndex;
boolean isOut = me.getState() == PlayerState.FOLDED; boolean isOut = me.getState() == PlayerState.FOLDED;
boolean isGameFinished = isHandFinished(state);
updateBasicButtons(isMyTurn, isOut); updateBasicButtons(isMyTurn, isOut || isGameFinished);
applyActionAvailability(state, me, isMyTurn, isOut || isGameFinished);
setMoney(me.getChips()); setMoney(me.getChips());
refreshBetInputUi();
}
/**
* Applies the availability of actions (Bet, Call, Raise, Fold) based on the current game state.
*
* @param state The current game state to evaluate action availability.
* @param me The player object representing the current player, used to determine their chips
* and bet status.
* @param isMyTurn Indicates whether it is currently the player's turn, which affects whether
* actions can be taken.
* @param isOutOrFinished Indicates whether the player is out of the game (folded or all-in) or
* if the game is finished, which disables actions.
*/
private void applyActionAvailability(
GameState state, Player me, boolean isMyTurn, boolean isOutOrFinished) {
inputActionAllowed = false;
if (!isMyTurn || isOutOrFinished || state == null || me == null) {
setBetButtonVisible(false);
return;
}
int chips = Math.max(0, me.getChips());
int toCall = getToCall(state, me);
boolean forcedFoldOnly = chips <= 0 || toCall > chips;
if (forcedFoldOnly) {
setActionEnabled(betButton, false);
setActionEnabled(callButton, false);
setActionEnabled(raiseButton, false);
setActionEnabled(foldButton, true);
deactivateInputField(taskbarInput);
setBetButtonVisible(false);
return;
}
if (isFirstPreflopPlayerInputOnly(state, me)) {
setActionEnabled(betButton, true);
setActionEnabled(callButton, false);
setActionEnabled(foldButton, false);
setActionEnabled(raiseButton, false);
activateInputField(taskbarInput);
inputActionAllowed = true;
return;
}
int callTarget = effectiveCallTarget(state);
int raiseTarget = safeDouble(callTarget);
ValidationResult callValidation = validateTarget(state, me, callTarget);
ValidationResult raiseValidation = validateTarget(state, me, raiseTarget);
boolean canCall = callValidation.valid;
boolean canRaise = raiseValidation.valid;
boolean canInput = canCall || canRaise;
setActionEnabled(betButton, canInput);
setActionEnabled(callButton, canCall);
setActionEnabled(raiseButton, canRaise);
setActionEnabled(foldButton, true);
if (canInput) {
activateInputField(taskbarInput);
inputActionAllowed = true;
} else {
deactivateInputField(taskbarInput);
}
}
/**
* Safely doubles the given value while preventing integer overflow.
*
* @param value The integer value to be safely doubled.
* @return The safely doubled value, or 0 if the input is non-positive, or Integer.MAX_VALUE if
* doubling would overflow.
*/
private int safeDouble(int value) {
if (value <= 0) {
return 0;
}
if (value > Integer.MAX_VALUE / 2) {
return Integer.MAX_VALUE;
}
return value * 2;
}
/**
* Sets the visibility of the Bet button in the taskbar.
*
* @param visible A boolean indicating whether the Bet button should be visible (true) or hidden
* (false).
*/
private void setBetButtonVisible(boolean visible) {
if (betButton == null) {
return;
}
betButton.setVisible(visible);
betButton.setManaged(visible);
}
/**
* Refreshes the user interface of the bet input field and the Bet button based on the current
* game state and the validity of the input.
*/
private void refreshBetInputUi() {
if (!inputActionAllowed || taskbarInput == null || taskbarInput.isDisabled()) {
setBetButtonVisible(false);
return;
}
ValidationResult validation = validateTypedAmount(lastState, taskbarInput.getText());
boolean valid = validation.valid;
setBetButtonVisible(valid);
if (valid) {
activateButton(betButton);
} else {
deactivateButton(betButton);
}
}
/**
* Enables or disables the given button based on the provided boolean value.
*
* @param button The Button object to be enabled or disabled based on the provided boolean
* value.
* @param enabled A boolean value indicating whether the button should be enabled (true) or
* disabled (false).
*/
private void setActionEnabled(Button button, boolean enabled) {
if (enabled) {
activateButton(button);
} else {
deactivateButton(button);
}
}
/**
* Calculates the amount needed to call the current bet in the game.
*
* @param state The current GameState object representing the state of the game, which includes
* information about the current bet and the player's bet status.
* @param me The Player object representing the current player, used to determine how much they
* have already invested in the current bet.
* @return An integer representing the amount needed for the player to call the current bet.
*/
private int getToCall(GameState state, Player me) {
int current = effectiveCallTarget(state);
int alreadyInvested = Math.max(0, me.getBet());
return Math.max(0, current - alreadyInvested);
}
/**
* Determines the effective call target for the current game state. If there is an active
* current bet, it returns that as the call target.
*
* @param state The current GameState object representing the state of the game, which includes
* information about the current bet and the last reference bet.
* @return An integer representing the effective call target for the current game state.
*/
private int effectiveCallTarget(GameState state) {
if (state != null && state.currentBet > 0) {
return state.currentBet;
}
return Math.max(0, lastReferenceBet);
}
/**
* Checks if the current player is the first to act in the pre-flop phase and if the initial
* blind layout is still in place.
*
* @param state The current GameState object representing the state of the game, which includes
* information about the phase of the game, the players, the dealer position, and the active
* player.
* @param me The Player object representing the current player, used to determine their position
* in the player list and whether they are the active player.
* @return A boolean value indicating whether the current player is the first to act in the
* pre-flop phase with only the initial blind layout in place.
*/
private boolean isFirstPreflopPlayerInputOnly(GameState state, Player me) {
if (state == null || me == null || !isPreflop(state.phase) || state.players == null) {
return false;
}
int size = state.players.size();
if (size < 2) {
return false;
}
int myIndex = state.players.indexOf(me);
if (myIndex < 0) {
return false;
}
int dealer = state.dealer;
int firstIndex = (size == 2) ? dealer : (dealer + DEALER_OFFSET) % size;
if (state.activePlayer != firstIndex || myIndex != firstIndex) {
return false;
}
return isInitialPreflopBlindLayout(state);
}
/**
* Checks if the initial blind layout is still in place during the pre-flop phase.
*
* @param state The current GameState object representing the state of the game, which includes
* information about the players and their bets.
* @return A boolean value indicating whether the initial blind layout is still in place during
* the pre-flop phase.
*/
private boolean isInitialPreflopBlindLayout(GameState state) {
int sbCount = 0;
int bbCount = 0;
int zeroCount = 0;
for (Player player : state.players) {
if (player == null) {
continue;
}
int bet = Math.max(0, player.getBet());
if (bet == SMALL_BLIND) {
sbCount++;
} else if (bet == BIG_BLIND) {
bbCount++;
} else if (bet == 0) {
zeroCount++;
}
}
int playerCount = state.players.size();
return playerCount >= 2 && sbCount == 1 && bbCount == 1 && zeroCount == playerCount - 2;
}
/**
* Checks if the given phase string corresponds to the pre-flop phase of the game.
*
* @param phase The string representing the current phase of the game, which is expected to be
* compared against "PREFLOP" to determine if it is the pre-flop phase.
* @return A boolean value indicating whether the given phase string corresponds to the pre-flop
* phase.
*/
private boolean isPreflop(String phase) {
return "PREFLOP".equalsIgnoreCase(phase);
}
/**
* Checks if the given phase string corresponds to the flop phase of the game.
*
* @param phase The string representing the current phase of the game, which is expected to be
* compared against "FLOP" to determine if it is the flop phase.
* @return A boolean value indicating whether the given phase string corresponds to the flop
* phase.
*/
private boolean isFlop(String phase) {
return "FLOP".equalsIgnoreCase(phase);
}
/**
* Checks if the given phase string corresponds to either the turn or river phase of the game.
*
* @param phase The string representing the current phase of the game, which is expected to be
* compared against "TURN" and "RIVER" to determine if it is either the turn or river phase.
* @return A boolean value indicating whether the given phase string corresponds to either the
* turn or river phase.
*/
private boolean isTurnOrRiver(String phase) {
return "TURN".equalsIgnoreCase(phase) || "RIVER".equalsIgnoreCase(phase);
}
/**
* Checks if the hand is finished based on the current game state.
*
* @param state The current GameState object representing the state of the game, which includes
* information
* @return A boolean value indicating whether the hand is finished, which can be determined by
* checking if the phase is "FINISHED" or "SHOWDOWN",
*/
private boolean isHandFinished(GameState state) {
if (state == null) {
return false;
}
if ("FINISHED".equalsIgnoreCase(state.phase) || "SHOWDOWN".equalsIgnoreCase(state.phase)) {
return true;
}
return state.players != null
&& state.winnerIndex >= 0
&& state.winnerIndex < state.players.size();
}
/**
* Evaluates the risk level of a proposed bet based on the current game state, the amount of the
* bet and the player's available chips.
*/
private enum BetRisk {
ALLOWED,
WARNING,
BLOCKED
}
/** Enum representing the types of actions that can be submitted from the taskbar. */
private enum ActionType {
INPUT,
CALL_BUTTON,
RAISE_BUTTON
}
/** Class representing the result of validating a proposed bet or action. */
private static final class ValidationResult {
private final boolean valid;
private final boolean warning;
private final String message;
private ValidationResult(boolean valid, boolean warning, String message) {
this.valid = valid;
this.warning = warning;
this.message = message;
}
private static ValidationResult ok() {
return new ValidationResult(true, false, null);
}
private static ValidationResult warning(String message) {
return new ValidationResult(true, true, message);
}
private static ValidationResult blocked(String message) {
return new ValidationResult(false, false, message);
}
}
/**
* Submits a player action based on the specified ActionType.
*
* @param actionType The type of action being submitted, which can be an input-based action
* (where the player types an amount) or a specific button action for calling or raising.
*/
private void submitAction(ActionType actionType) {
if (gameService == null) {
LOGGER.error("GameService not initialized");
return;
}
GameState state = ensureLatestStateForAction(actionType.name().toLowerCase());
if (state == null) {
return;
}
if (isHandFinished(state)) {
LOGGER.info("Action {} ignored: hand is already finished", actionType);
update(state, myPlayerId);
return;
}
Player me = findCurrentPlayer(state);
if (me == null) {
LOGGER.error("Action {} blocked: player missing in state", actionType);
return;
}
int callTarget = effectiveCallTarget(state);
int targetBet;
if (actionType == ActionType.CALL_BUTTON) {
targetBet = callTarget;
} else if (actionType == ActionType.RAISE_BUTTON) {
targetBet = safeDouble(callTarget);
} else {
Integer fromInput = parseInputTarget(taskbarInput.getText());
if (fromInput == null) {
return;
}
targetBet = fromInput;
}
ValidationResult validation = validateTarget(state, me, targetBet);
if (!validation.valid) {
refreshBetInputUi();
return;
}
if (validation.warning) {
showWarningDialog("WARNING", validation.message);
}
if (state.currentBet <= 0) {
gameService.bet(targetBet);
LOGGER.info("Player BET (target={})", targetBet);
} else if (targetBet == callTarget) {
gameService.call();
LOGGER.info("Player CALL (target={})", targetBet);
} else {
int raiseBy = Math.max(0, targetBet - state.currentBet);
gameService.raise(raiseBy);
LOGGER.info("Player RAISE by {} (target={})", raiseBy, targetBet);
}
if (targetBet > 0) {
lastReferenceBet = targetBet;
}
taskbarInput.clear();
refreshGame();
}
/**
* Ensures that the latest game state is available for processing a player action. If the last
* known state is null, it attempts to fetch the current state from the GameService.
*
* @param text The text associated with the action being processed, used for logging purposes to
* indicate which action is being attempted when the state is not available.
* @return The latest GameState object if available, or null if the state cannot be retrieved,
* indicating that the action cannot be processed.
*/
private Integer parseInputTarget(String text) {
if (text == null || text.trim().isEmpty()) {
return null;
}
try {
return Integer.parseInt(text.trim());
} catch (NumberFormatException e) {
return null;
}
}
/**
* Finds the current player in the given game state based on the player's ID.
*
* @param state The current GameState object representing the state of the game, which includes
* a list of players.
* @param text The text associated with the action being processed, used for logging purposes to
* indicate which action is being attempted when the player cannot be found in the state.
* @return The Player object representing the current player if found in the game state, or null
* if no matching player is found, indicating that the player cannot be identified in the
* current game state.
*/
private ValidationResult validateTypedAmount(GameState state, String text) {
Integer target = parseInputTarget(text);
if (target == null || state == null) {
return ValidationResult.blocked("Invalid input");
}
Player me = findCurrentPlayer(state);
if (me == null) {
return ValidationResult.blocked("Player not found");
}
return validateTarget(state, me, target);
}
/**
* Validates a proposed target bet against the current game state and the player's status. It
* checks if the target bet is either a valid call or a valid raise (specifically, exactly
* double the call target).
*
* @param state The current GameState object representing the state of the game, which includes
* information about the current bet, the phase of the game, and the players.
* @param me The Player object representing the current player, used to determine their current
* bet, available chips, and to evaluate whether the proposed target bet is valid for this
* player based on their status in the game.
* @param targetBet The integer value representing the proposed target bet that the player
* intends to make.
* @return A ValidationResult object indicating whether the proposed target bet is valid, if it
* triggers a warning, or if it is blocked due to being invalid or too risky.
*/
private ValidationResult validateTarget(GameState state, Player me, int targetBet) {
if (state == null || me == null) {
return ValidationResult.blocked("Invalid game state");
}
int callTarget = effectiveCallTarget(state);
int raiseTarget = safeDouble(callTarget);
if (targetBet != callTarget && targetBet != raiseTarget) {
return ValidationResult.blocked("Only calls or exactly two raises allowed");
}
int alreadyInvested = Math.max(0, me.getBet());
int required = Math.max(0, targetBet - alreadyInvested);
int chips = Math.max(0, me.getChips());
if (targetBet == callTarget && required == 0) {
return ValidationResult.ok();
}
if (required <= 0) {
return ValidationResult.blocked("Invalid bet");
}
if (required > chips) {
return ValidationResult.blocked("Not enough chips for the next bet");
}
BetRisk risk = evaluateBetRisk(state, required, chips);
if (risk == BetRisk.BLOCKED) {
return ValidationResult.blocked("Assignment for this phase is blocked");
}
if (risk == BetRisk.WARNING) {
return ValidationResult.warning(warningTextForPhase(state));
}
return ValidationResult.ok();
}
/**
* Generates a warning message based on the current phase of the game.
*
* @param state The current GameState object representing the state of the game, which includes
* information about the phase of the game.
* @return A string containing the warning message appropriate for the current phase of the game
* when a player's bet triggers a warning due to being at least 50% of their stack.
*/
private String warningTextForPhase(GameState state) {
String phase = state != null ? state.phase : null;
if (isFlop(phase)) {
return "WARNING: On the flop, you're betting at least 50% of your stack.";
}
if (isTurnOrRiver(phase)) {
return "WARNING: On the flop, you're betting at least 50% of your stack.";
}
return "WARNING: High stakes.";
}
/**
* Evaluates the risk level of a proposed bet based on the current game state, the amount of the
* bet, and the player's available chips.
*
* @param state The current GameState object representing the state of the game, which includes
* information about the phase of the game.
* @param amount The integer value representing the amount of the proposed bet that the player
* intends to make.
* @param chips The integer value representing the player's available chips.
* @return A BetRisk enum value indicating the risk level of the proposed bet.
*/
private BetRisk evaluateBetRisk(GameState state, int amount, int chips) {
if (chips <= 0 || amount <= 0) {
return BetRisk.BLOCKED;
}
double ratio = (double) amount / chips;
String phase = state != null ? state.phase : null;
if (isPreflop(phase)) {
if (ratio > PREFLOP_BLOCK_RATIO) {
return BetRisk.BLOCKED;
}
return BetRisk.ALLOWED;
}
if (isFlop(phase)) {
if (ratio > FLOP_BLOCK_RATIO) {
return BetRisk.BLOCKED;
}
if (ratio >= FLOP_WARN_RATIO) {
return BetRisk.WARNING;
}
return BetRisk.ALLOWED;
}
if (isTurnOrRiver(phase)) {
if (ratio >= TURN_RIVER_BLOCK_RATIO) {
return BetRisk.BLOCKED;
}
if (ratio > TURN_RIVER_WARN_RATIO) {
return BetRisk.WARNING;
}
return BetRisk.ALLOWED;
}
return BetRisk.ALLOWED;
}
/**
* Displays a warning dialog with the specified title and content.
*
* @param title The string representing the title of the warning dialog, which is displayed in
* the title bar of the dialog window.
* @param content The string representing the content of the warning message, which is displayed
* in the body of the dialog.
*/
private void showWarningDialog(String title, String content) {
Alert alert = new Alert(Alert.AlertType.WARNING);
alert.setTitle(title);
alert.setHeaderText(null);
alert.setContentText(content);
alert.showAndWait();
} }
/** /**
@@ -297,6 +904,12 @@ public class TaskbarController {
@FXML @FXML
private void onInputSubmitted(KeyEvent event) { private void onInputSubmitted(KeyEvent event) {
if (event.getCode() == KeyCode.ENTER) { if (event.getCode() == KeyCode.ENTER) {
ValidationResult validation = validateTypedAmount(lastState, taskbarInput.getText());
if (!validation.valid) {
event.consume();
setBetButtonVisible(false);
return;
}
processBet(); processBet();
} }
} }
@@ -313,16 +926,7 @@ public class TaskbarController {
/** Called when the Call button is clicked. */ /** Called when the Call button is clicked. */
@FXML @FXML
private void onInputPlayerCall() { private void onInputPlayerCall() {
submitPresetInputAndProcess("call");
if (gameService == null) {
LOGGER.error("GameService not initialized");
return;
}
gameService.call();
LOGGER.info("Player CALL");
refreshGame();
} }
/** Called when the Fold button is clicked. */ /** Called when the Fold button is clicked. */
@@ -334,6 +938,13 @@ public class TaskbarController {
return; return;
} }
GameState state = ensureLatestStateForAction("fold");
if (isHandFinished(state)) {
LOGGER.info("Fold ignored: hand is already finished");
update(state, myPlayerId);
return;
}
gameService.fold(); gameService.fold();
LOGGER.info("Player FOLD"); LOGGER.info("Player FOLD");
@@ -343,36 +954,25 @@ public class TaskbarController {
/** Called when the Raise button is clicked. */ /** Called when the Raise button is clicked. */
@FXML @FXML
private void onInputPlayerRaise() { private void onInputPlayerRaise() {
submitPresetInputAndProcess("raise");
}
if (gameService == null) { /**
LOGGER.error("GameService not initialized"); * Submits a preset input for either calling or raising based on the specified mode.
*
* @param mode A string indicating the mode of the action, which can be "call" for calling the
* current bet or "raise" for raising to double the current bet.
*/
private void submitPresetInputAndProcess(String mode) {
GameState state = ensureLatestStateForAction(mode);
if (state == null || taskbarInput == null) {
return; return;
} }
GameState state = lastState; int callTarget = effectiveCallTarget(state);
if (state == null) { int target = "raise".equals(mode) ? safeDouble(callTarget) : callTarget;
try { taskbarInput.setText(String.valueOf(target));
state = gameService.refresh(); processBet();
lastState = state;
} catch (Exception e) {
LOGGER.error("Failed to refresh game state for raise: {}", e.getMessage());
return;
}
}
if (state == null || state.currentBet <= 0) {
LOGGER.warn(
"Raise not possible: current bet is {}",
state != null ? state.currentBet : null);
return;
}
int raiseAmount = state.currentBet;
gameService.raise(raiseAmount);
LOGGER.info("Player RAISE by {} (target: double table bet)", raiseAmount);
taskbarInput.clear();
refreshGame();
} }
/** /**
@@ -433,35 +1033,40 @@ public class TaskbarController {
* displayed on the console. * displayed on the console.
*/ */
private void processBet() { private void processBet() {
submitAction(ActionType.INPUT);
}
if (gameService == null) { private Player findCurrentPlayer(GameState state) {
LOGGER.error("Error: GameService not initialized"); if (state == null || state.players == null || myPlayerId == null) {
return; return null;
} }
String input = taskbarInput.getText(); return state.players.stream()
.filter(player -> player != null && myPlayerId.equals(player.getId()))
.findFirst()
.orElse(null);
}
/**
* Ensures that the latest game state is available for processing a player action.
*
* @param actionName The name of the action being processed, used for logging purposes to
* indicate which action is being attempted when the state is not available.
* @return The latest GameState object if available, or null if the state cannot be retrieved,
* indicating that the action cannot be processed due to the lack of a valid game state.
*/
private GameState ensureLatestStateForAction(String actionName) {
try { try {
GameState refreshed = gameService.refresh();
int credits = Integer.parseInt(input.trim()); if (refreshed != null) {
lastState = refreshed;
if (credits >= MIN_CREDITS && credits <= MAX_CREDITS && credits % CREDIT_STEP == 0) { return refreshed;
gameService.bet(credits);
LOGGER.info("Bet placed: {}", credits);
taskbarInput.clear();
refreshGame();
} else {
LOGGER.error("Error: Bet must be between 5 and 100000 and multiple of 5");
} }
} catch (Exception e) {
} catch (NumberFormatException e) { LOGGER.error("Failed to refresh game state for {}: {}", actionName, e.getMessage());
LOGGER.error("Error: Invalid number entered");
} }
return lastState;
} }
/** /**
@@ -10,6 +10,7 @@ import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Deck;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.engine.GameEngine; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.engine.GameEngine;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.evaluator.HandEvaluator; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.evaluator.HandEvaluator;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.evaluator.HandRank; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.evaluator.HandRank;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.Player;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GamePhase; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GamePhase;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState;
@@ -183,9 +184,22 @@ public class GameController {
* *
* @param playerId The ID of the player who is folding. * @param playerId The ID of the player who is folding.
*/ */
public void playerFold(PlayerId playerId) { public PlayerId playerFold(PlayerId playerId) {
// engine.processAction(new FoldAction(PlayerId.of(playerId)));
engine.processAction(new FoldAction(playerId)); engine.processAction(new FoldAction(playerId));
GameState state = engine.getState();
if (state.countNonFoldedPlayers() == 1) {
for (Player p : state.getPlayers()) {
if (!p.isFolded()) {
return p.getId();
}
}
}
return null;
} }
/** /**
@@ -1,6 +1,9 @@
package ch.unibas.dmi.dbis.cs108.casono.server.domain.game.engine; package ch.unibas.dmi.dbis.cs108.casono.server.domain.game.engine;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.action.Action; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.action.Action;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.action.ActionType;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.Player;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.rules.RuleEngine; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.rules.RuleEngine;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState;
@@ -80,12 +83,38 @@ public class GameEngine {
*/ */
public void handleAction(GameState state, Action action) { public void handleAction(GameState state, Action action) {
if (action.getType() != ActionType.BLIND) {
Player currentPlayer = state.getCurrentPlayer();
PlayerId actingPlayerId = action.getPlayerId();
if (currentPlayer == null || actingPlayerId == null) {
throw new RuntimeException("Invalid turn state");
}
if (!state.isAllowOutOfTurn() && !currentPlayer.getId().equals(actingPlayerId)) {
throw new RuntimeException("Not your turn");
}
Player actingPlayer = state.getPlayer(actingPlayerId);
if (actingPlayer.isFolded()) {
throw new RuntimeException("Player already folded");
}
if (actingPlayer.isAllIn()) {
throw new RuntimeException("Player is all-in");
}
}
// 1.Check the rules // 1.Check the rules
ruleEngine.validate(state, action); ruleEngine.validate(state, action);
// 2. Perform action // 2. Perform action
action.execute(state); action.execute(state);
if (action.getType() != ActionType.BLIND) {
state.markActedThisRound(action.getPlayerId());
}
// 3. Next turn // 3. Next turn
turnManager.nextPlayer(state); turnManager.nextPlayer(state);
@@ -4,7 +4,6 @@ import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Card;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Deck; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.deck.Deck;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.Player; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.Player;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerStatus;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GamePhase; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GamePhase;
import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState; import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.state.GameState;
import java.util.ArrayList; import java.util.ArrayList;
@@ -27,6 +26,13 @@ public class RoundManager {
public static final int SMALL_BLIND = 100; public static final int SMALL_BLIND = 100;
public static final int BIG_BLIND = 200; public static final int BIG_BLIND = 200;
/**
* Starts a new hand by resetting the game state, ensuring a deck is available, dealing hole
* cards to players, posting blinds, and setting the first player to act for the preflop phase.
*
* @param state The GameState object representing the current state of the game, which will be
* modified to
*/
public void startNewHand(GameState state) { public void startNewHand(GameState state) {
// Use GameState's canonical reset // Use GameState's canonical reset
state.startNewHand(); state.startNewHand();
@@ -44,12 +50,19 @@ public class RoundManager {
state.setCurrentPlayerToPreflopFirstToAct(); state.setCurrentPlayerToPreflopFirstToAct();
} }
/**
* Checks if the current betting round is finished and advances the game phase if necessary.
*
* @param state The GameState object representing the current state of the game, which may be
* modified to advance the phase or end the hand.
*/
public void progressIfNeeded(GameState state) { public void progressIfNeeded(GameState state) {
if (state.getPhase() == null) { if (state.getPhase() == null) {
state.setPhase(GamePhase.PREFLOP); state.setPhase(GamePhase.PREFLOP);
} }
if (state.countNonFoldedPlayers() == 1) { if (state.countNonFoldedPlayers() == 1) {
state.setHandActive(false);
state.setPhase(GamePhase.FINISHED); state.setPhase(GamePhase.FINISHED);
return; return;
} }
@@ -59,27 +72,51 @@ public class RoundManager {
} }
} }
/**
* Determines if the current betting round is finished by checking if all active players have
* met the current bet or are all-in and by handling special cases for preflop betting rounds.
*
* @param state The GameState object representing the current state of the game, which is used
* to evaluate the betting round status.
* @return true if the betting round is finished and the game can progress to the next phase,
* false otherwise.
*/
private boolean isBettingRoundFinished(GameState state) { private boolean isBettingRoundFinished(GameState state) {
int target = state.getTableState().getCurrentBet(); // A betting round only ends after every active player had at least one chance to act.
return allActivePlayersActedThisRound(state);
}
/**
* Helper method to check if all active players have acted in the current betting round. This is
* used to handle the special case of preflop rounds where no bets have been made yet, but
* players still need to have the opportunity to act.
*
* @param state The GameState object representing the current state of the game, which is used
* to check if all active players have acted in the current round.
* @return true if all active players have acted in the current round, false if there are still
* active players who have not acted yet.
*/
private boolean allActivePlayersActedThisRound(GameState state) {
for (Player p : state.getPlayers()) { for (Player p : state.getPlayers()) {
if (p == null) { if (p == null || p.isFolded() || p.isAllIn()) {
continue; continue;
} }
// be tolerant if codebase mixes status + boolean flags if (!state.hasActedThisRound(p.getId())) {
if (p.getStatus() == PlayerStatus.FOLDED || p.isFolded()) {
continue;
}
int bet = state.getCurrentBet(p.getId());
if (bet < target && !p.isAllIn()) {
return false; return false;
} }
} }
return true; return true;
} }
/**
* Advances the game phase to the next stage (FLOP, TURN, RIVER, SHOWDOWN) based on the current
* phase.
*
* @param state The GameState object representing the current state of the game, which will be
* modified to advance the phase and deal community cards as needed when progressing to the
* next stage of the hand.
*/
private void advancePhase(GameState state) { private void advancePhase(GameState state) {
switch (state.getPhase()) { switch (state.getPhase()) {
case PREFLOP -> dealFlop(state); case PREFLOP -> dealFlop(state);
@@ -93,6 +130,12 @@ public class RoundManager {
} }
} }
/**
* Ensures that a deck of cards is available in the game state.
*
* @param state The GameState object representing the current state of the game, which will be
* modified to include a new shuffled deck if one does not already exist.
*/
private void ensureDeck(GameState state) { private void ensureDeck(GameState state) {
Deck deck = state.getDeck(); Deck deck = state.getDeck();
if (deck == null) { if (deck == null) {
@@ -102,6 +145,13 @@ public class RoundManager {
} }
} }
/**
* Deals hole cards to each player in the game state by drawing two cards from the deck for each
* player and assigning them as their hole cards.
*
* @param state The GameState object representing the current state of the game, which will be
* modified to assign hole cards to each active player.
*/
private void dealHoleCards(GameState state) { private void dealHoleCards(GameState state) {
Deck deck = state.getDeck(); Deck deck = state.getDeck();
@@ -165,6 +215,14 @@ public class RoundManager {
state.getTableState().setCurrentBet(BIG_BLIND); state.getTableState().setCurrentBet(BIG_BLIND);
} }
/**
* Deals the flop by drawing three community cards from the deck and adding them to the game
* state, then setting the game phase to FLOP and resetting bets for the new betting round.
*
* @param state The GameState object representing the current state of the game, which will be
* modified to add three community cards for the flop, set the phase to FLOP, and reset bets
* for the new betting round.
*/
private void dealFlop(GameState state) { private void dealFlop(GameState state) {
ensureDeck(state); ensureDeck(state);
Deck deck = state.getDeck(); Deck deck = state.getDeck();
@@ -180,6 +238,14 @@ public class RoundManager {
state.setCurrentPlayerToPostflopFirstToAct(); state.setCurrentPlayerToPostflopFirstToAct();
} }
/**
* Deals the turn by drawing one community card from the deck and adding it to the game state,
* then setting the game phase to TURN and resetting bets for the new betting round.
*
* @param state The GameState object representing the current state of the game, which will be
* modified to add one community card for the turn, set the phase to TURN, and reset bets
* for the new betting round.
*/
private void dealTurn(GameState state) { private void dealTurn(GameState state) {
ensureDeck(state); ensureDeck(state);
Deck deck = state.getDeck(); Deck deck = state.getDeck();
@@ -193,6 +259,14 @@ public class RoundManager {
state.setCurrentPlayerToPostflopFirstToAct(); state.setCurrentPlayerToPostflopFirstToAct();
} }
/**
* Deals the river by drawing one community card from the deck and adding it to the game state,
* then setting the game phase to RIVER and resetting bets for the new betting round.
*
* @param state The GameState object representing the current state of the game, which will be
* modified to add one community card for the river, set the phase to RIVER, and reset bets
* for the new betting round.
*/
private void dealRiver(GameState state) { private void dealRiver(GameState state) {
ensureDeck(state); ensureDeck(state);
Deck deck = state.getDeck(); Deck deck = state.getDeck();
@@ -206,6 +280,12 @@ public class RoundManager {
state.setCurrentPlayerToPostflopFirstToAct(); state.setCurrentPlayerToPostflopFirstToAct();
} }
/**
* Handles the showdown phase by setting the game phase to SHOWDOWN.
*
* @param state The GameState object representing the current state of the game, which will be
* modified to set the phase to SHOWDOWN.
*/
private void showdown(GameState state) { private void showdown(GameState state) {
state.setPhase(GamePhase.SHOWDOWN); state.setPhase(GamePhase.SHOWDOWN);
@@ -7,8 +7,10 @@ import ch.unibas.dmi.dbis.cs108.casono.server.domain.game.player.PlayerId;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.Collection; import java.util.Collection;
import java.util.HashMap; import java.util.HashMap;
import java.util.HashSet;
import java.util.List; import java.util.List;
import java.util.Map; import java.util.Map;
import java.util.Set;
/** /**
* The GameState class encapsulates the entire state of a poker game at any given moment. * The GameState class encapsulates the entire state of a poker game at any given moment.
@@ -38,6 +40,7 @@ public class GameState {
private final Map<PlayerId, Integer> currentBets = new HashMap<>(); private final Map<PlayerId, Integer> currentBets = new HashMap<>();
private final Map<PlayerId, Integer> playerBetCommitments = new HashMap<>(); private final Map<PlayerId, Integer> playerBetCommitments = new HashMap<>();
private final Set<PlayerId> actedThisRound = new HashSet<>();
private final Map<PlayerId, List<Card>> holeCards = new HashMap<>(); private final Map<PlayerId, List<Card>> holeCards = new HashMap<>();
private final List<Card> communityCards = new ArrayList<>(); private final List<Card> communityCards = new ArrayList<>();
@@ -46,7 +49,11 @@ public class GameState {
private static final int DEALER_OFFSET = 3; private static final int DEALER_OFFSET = 3;
// Getters /**
* Returns the players in seating/turn order.
*
* @return a collection of players in the order they are seated/act.
*/
public Collection<Player> getPlayers() { public Collection<Player> getPlayers() {
List<Player> ordered = new ArrayList<>(playerOrder.size()); List<Player> ordered = new ArrayList<>(playerOrder.size());
for (PlayerId id : playerOrder) { for (PlayerId id : playerOrder) {
@@ -58,57 +65,123 @@ public class GameState {
return ordered; return ordered;
} }
/**
* Returns the current player whose turn it is to act.
*
* @return the current player, or null if there are no players or the index is out of bounds.
*/
public Player getCurrentPlayer() { public Player getCurrentPlayer() {
PlayerId id = playerOrder.get(currentPlayerIndex); PlayerId id = playerOrder.get(currentPlayerIndex);
return players.get(id); return players.get(id);
} }
/**
* Returns the index of the current player in the player order list.
*
* @return the index of the current player, or 0 if there are no players.
*/
public int getCurrentPlayerIndex() { public int getCurrentPlayerIndex() {
return currentPlayerIndex; return currentPlayerIndex;
} }
/**
* Returns whether a hand is currently active (i.e., in progress).
*
* @return true if a hand is active, false otherwise.
*/
public boolean isHandActive() { public boolean isHandActive() {
return handActive; return handActive;
} }
/**
* Returns the current phase of the game (e.g., PREFLOP, FLOP, TURN, RIVER).
*
* @return the current game phase.
*/
public GamePhase getPhase() { public GamePhase getPhase() {
return phase; return phase;
} }
/**
* Returns the current state of the table, including information such as the current bet and pot
* size.
*
* @return the current table state.
*/
public TableState getTableState() { public TableState getTableState() {
return tableState; return tableState;
} }
/**
* Returns the current pot, which includes the total amount of chips in the pot and the
* contributions from each player.
*
* @return the current pot.
*/
public Pot getPot() { public Pot getPot() {
return pot; return pot;
} }
/**
* Returns the current deck of cards being used in the game.
*
* @return the current deck of cards.
*/
public Deck getDeck() { public Deck getDeck() {
return deck; return deck;
} }
/**
* Returns the list of community cards currently on the table.
*
* @return a list of community cards, which may be empty if no cards have been dealt yet.
*/
public List<Card> getCommunityCards() { public List<Card> getCommunityCards() {
return communityCards; return communityCards;
} }
/** Always returns a mutable list (never null). */ /**
* Returns the hole cards for the specified player. If the player does not have hole cards yet,
* an empty list is returned and stored in the map for future reference.
*
* @param playerId the ID of the player whose hole cards are being requested.
* @return a list of hole cards for the specified player, which may be empty if the player has
* not been dealt cards yet.
*/
public List<Card> getHoleCards(PlayerId playerId) { public List<Card> getHoleCards(PlayerId playerId) {
return holeCards.computeIfAbsent(playerId, k -> new ArrayList<>()); return holeCards.computeIfAbsent(playerId, k -> new ArrayList<>());
} }
/**
* Returns the index of the dealer in the player order list.
*
* @return the index of the dealer, or 0 if there are no players.
*/
public int getDealerIndex() { public int getDealerIndex() {
return dealerIndex; return dealerIndex;
} }
/**
* Returns a map of player IDs to their respective hole cards. Each player's hole cards are
* represented as a list of Card objects. If a player does not have hole cards yet, they will be
* associated with an empty list.
*
* @return a map where the key is the player's ID and the value is a list of their hole cards.
*/
public Map<PlayerId, List<Card>> getPlayerCards() { public Map<PlayerId, List<Card>> getPlayerCards() {
return holeCards; return holeCards;
} }
/**
* Returns the number of players currently in the game, based on the size of the player order
* list.
*
* @return the number of players in the game.
*/
public int getPlayerCount() { public int getPlayerCount() {
return players.size(); return players.size();
} }
// Setters / Mutators
public void setCurrentPlayerIndex(int index) { public void setCurrentPlayerIndex(int index) {
if (playerOrder.isEmpty()) { if (playerOrder.isEmpty()) {
this.currentPlayerIndex = 0; this.currentPlayerIndex = 0;
@@ -117,6 +190,10 @@ public class GameState {
this.currentPlayerIndex = index; this.currentPlayerIndex = index;
} }
/**
* Sets the current player index to the first player who should act preflop, which is determined
* based on the dealer index and the number of players.
*/
public void setCurrentPlayerToPreflopFirstToAct() { public void setCurrentPlayerToPreflopFirstToAct() {
int size = playerOrder.size(); int size = playerOrder.size();
if (size == 0) { if (size == 0) {
@@ -127,11 +204,16 @@ public class GameState {
// Heads-up: dealer (small blind) acts first preflop. // Heads-up: dealer (small blind) acts first preflop.
int first = (size == 2) ? dealerIndex : (dealerIndex + DEALER_OFFSET) % size; int first = (size == 2) ? dealerIndex : (dealerIndex + DEALER_OFFSET) % size;
currentPlayerIndex = first; currentPlayerIndex = first;
resetRoundActions();
if (!canPlayerAct(currentPlayerIndex)) { if (!canPlayerAct(currentPlayerIndex)) {
nextPlayer(); nextPlayer();
} }
} }
/**
* Sets the current player index to the first player who should act postflop, which is the
* player immediately to the left of the dealer (i.e., dealerIndex + 1).
*/
public void setCurrentPlayerToPostflopFirstToAct() { public void setCurrentPlayerToPostflopFirstToAct() {
int size = playerOrder.size(); int size = playerOrder.size();
if (size == 0) { if (size == 0) {
@@ -141,27 +223,86 @@ public class GameState {
int first = (dealerIndex + 1) % size; int first = (dealerIndex + 1) % size;
currentPlayerIndex = first; currentPlayerIndex = first;
resetRoundActions();
if (!canPlayerAct(currentPlayerIndex)) { if (!canPlayerAct(currentPlayerIndex)) {
nextPlayer(); nextPlayer();
} }
} }
/**
* Marks the specified player as having acted in the current round.
*
* @param playerId the ID of the player to mark as having acted this round.
*/
public void markActedThisRound(PlayerId playerId) {
if (playerId != null) {
actedThisRound.add(playerId);
}
}
/**
* Checks if the specified player has already acted in the current round by checking if their ID
* is present in the set of players who have acted this round.
*
* @param playerId the ID of the player to check for having acted this round.
* @return true if the player has acted this round, false otherwise.
*/
public boolean hasActedThisRound(PlayerId playerId) {
return playerId != null && actedThisRound.contains(playerId);
}
/**
* Resets the tracking of which players have acted this round by clearing the set of player IDs.
*/
public void resetRoundActions() {
actedThisRound.clear();
}
/**
* Sets whether a hand is currently active (i.e., in progress).
*
* @param handActive a boolean value indicating whether a hand is active (true) or not (false).
*/
public void setHandActive(boolean handActive) { public void setHandActive(boolean handActive) {
this.handActive = handActive; this.handActive = handActive;
} }
/**
* Sets the current phase of the game (e.g., PREFLOP, FLOP, TURN, RIVER).
*
* @param phase the GamePhase to set as the current phase of the game.
*/
public void setPhase(GamePhase phase) { public void setPhase(GamePhase phase) {
this.phase = phase; this.phase = phase;
} }
/**
* Sets the index of the dealer in the player order list.
*
* @param dealerIndex the index to set as the dealer index, which should be within the bounds of
* the player order list if it is not empty.
*/
public void setDealerIndex(int dealerIndex) { public void setDealerIndex(int dealerIndex) {
this.dealerIndex = dealerIndex; this.dealerIndex = dealerIndex;
} }
/**
* Sets the current deck of cards being used in the game.
*
* @param deck the Deck object to set as the current deck of cards for the game. This should be
* a valid Deck instance that can be used for dealing cards during the game.
*/
public void setDeck(Deck deck) { public void setDeck(Deck deck) {
this.deck = deck; this.deck = deck;
} }
/**
* Adds a new player to the game with the specified ID and initial chip count.
*
* @param id the PlayerId of the new player to add to the game.
* @param chips the initial number of chips the player has, which can be used for betting during
* the game.
*/
public void addPlayer(PlayerId id, int chips) { public void addPlayer(PlayerId id, int chips) {
Player player = new Player(id, chips); Player player = new Player(id, chips);
@@ -213,24 +354,48 @@ public class GameState {
return true; return true;
} }
/**
* Helper method to move an entry in a map from an old key to a new key, with a fallback value
* if the old key is not present.
*
* @param map the map in which to move the entry, where the key is a PlayerId and the value is
* of type T.
* @param oldId the existing PlayerId key that is being renamed.
* @param newId the new PlayerId key to which the entry should be moved.
* @param fallback the value to use if the oldId is not present in the map.
* @param <T> the type of the values in the map, which can be any type that is used for
* player-related data in the game state.
*/
private <T> void moveMapEntry( private <T> void moveMapEntry(
Map<PlayerId, T> map, PlayerId oldId, PlayerId newId, T fallback) { Map<PlayerId, T> map, PlayerId oldId, PlayerId newId, T fallback) {
T value = map.remove(oldId); T value = map.remove(oldId);
map.put(newId, value != null ? value : fallback); map.put(newId, value != null ? value : fallback);
} }
// Betting // BETTING
/**
* Returns the current bet amount for the specified player.
*
* @param playerId the ID of the player whose current bet is being requested.
* @return the current bet amount for the specified player, or 0 if the player does not have a
* current bet.
*/
public int getCurrentBet(PlayerId playerId) { public int getCurrentBet(PlayerId playerId) {
return currentBets.getOrDefault(playerId, 0); return currentBets.getOrDefault(playerId, 0);
} }
/**
* Sets the current bet amount for the specified player.
*
* @param playerId the ID of the player whose current bet is being set.
* @param amount the new bet amount to set for the specified player.
*/
public void setCurrentBet(PlayerId playerId, int amount) { public void setCurrentBet(PlayerId playerId, int amount) {
currentBets.put(playerId, amount); currentBets.put(playerId, amount);
} }
/** /** Reset bets to 0 for ALL players (do not clear the map). */
* Reset bets to 0 for ALL players (do not clear the map). Also resets table current bet to 0.
*/
public void resetBets() { public void resetBets() {
for (PlayerId id : playerOrder) { for (PlayerId id : playerOrder) {
currentBets.put(id, 0); currentBets.put(id, 0);
@@ -238,10 +403,20 @@ public class GameState {
tableState.setCurrentBet(0); tableState.setCurrentBet(0);
} }
/**
* Adds the specified amount to the pot.
*
* @param amount the amount to add to the pot.
*/
public void addToPot(int amount) { public void addToPot(int amount) {
pot.add(amount); pot.add(amount);
} }
/**
* Returns whether out-of-turn actions are allowed in the current game state.
*
* @return true if out-of-turn actions are allowed, false otherwise.
*/
public boolean isAllowOutOfTurn() { public boolean isAllowOutOfTurn() {
return allowOutOfTurn; return allowOutOfTurn;
} }
@@ -250,7 +425,13 @@ public class GameState {
this.allowOutOfTurn = allowOutOfTurn; this.allowOutOfTurn = allowOutOfTurn;
} }
// Player helpers /**
* Retrieves the Player object associated with the given PlayerId.
*
* @param id the PlayerId of the player to retrieve.
* @return the Player object associated with the specified PlayerId, or a RuntimeException if
* the player is not found.
*/
public Player getPlayer(PlayerId id) { public Player getPlayer(PlayerId id) {
Player player = players.get(id); Player player = players.get(id);
if (player == null) { if (player == null) {
@@ -260,7 +441,13 @@ public class GameState {
return player; return player;
} }
// Bet commitments /**
* Retrieves the current bet commitment for the specified player.
*
* @param playerId the ID of the player whose current bet commitment is being requested.
* @return the current bet commitment for the specified player, or 0 if the player does not have
* a bet commitment.
*/
public int getCurrentBetCommitment(PlayerId playerId) { public int getCurrentBetCommitment(PlayerId playerId) {
return playerBetCommitments.getOrDefault(playerId, 0); return playerBetCommitments.getOrDefault(playerId, 0);
} }
@@ -269,7 +456,7 @@ public class GameState {
playerBetCommitments.put(playerId, amount); playerBetCommitments.put(playerId, amount);
} }
// Cards // CARDS
/** /**
* Gives (overwrites) the two hole cards for the given player. Ensures stable list identity * Gives (overwrites) the two hole cards for the given player. Ensures stable list identity
@@ -282,15 +469,21 @@ public class GameState {
cards.add(c2); cards.add(c2);
} }
/**
* Adds a community card to the list of community cards on the table.
*
* @param card the Card object representing the community card to be added to the table.
*/
public void addCommunityCard(Card card) { public void addCommunityCard(Card card) {
communityCards.add(card); communityCards.add(card);
} }
/** Resets the community cards by clearing the list of community cards on the table. */
public void resetCommunityCards() { public void resetCommunityCards() {
communityCards.clear(); communityCards.clear();
} }
// Turn / dealer management /** Advances the current player index to the next player who can act. */
public void nextPlayer() { public void nextPlayer() {
if (playerOrder.isEmpty()) { if (playerOrder.isEmpty()) {
currentPlayerIndex = 0; currentPlayerIndex = 0;
@@ -308,6 +501,14 @@ public class GameState {
} while (currentPlayerIndex != start); } while (currentPlayerIndex != start);
} }
/**
* Checks if the player at the specified index in the player order list is able to take an
* action.
*
* @param index the index of the player in the player order list to check for actionability.
* @return true if the player at the specified index can act (i.e., is not folded and not
* all-in), false otherwise.
*/
private boolean canPlayerAct(int index) { private boolean canPlayerAct(int index) {
if (index < 0 || index >= playerOrder.size()) { if (index < 0 || index >= playerOrder.size()) {
return false; return false;
@@ -322,12 +523,19 @@ public class GameState {
dealerIndex = (dealerIndex + 1) % playerOrder.size(); dealerIndex = (dealerIndex + 1) % playerOrder.size();
} }
/**
* Returns the Player object representing the current dealer based on the dealer index in the
* player order list.
*
* @return the Player object representing the current dealer, or null if there are no players or
* the dealer index is out of bounds.
*/
public Player getDealer() { public Player getDealer() {
PlayerId id = playerOrder.get(dealerIndex); PlayerId id = playerOrder.get(dealerIndex);
return players.get(id); return players.get(id);
} }
// Hand reset / lifecycle // HAND RESET / LIFECYCLE
/** /**
* Starts a new hand by resetting the game state for the next round of poker. * Starts a new hand by resetting the game state for the next round of poker.
@@ -371,6 +579,13 @@ public class GameState {
getPlayer(playerId).setFolded(true); getPlayer(playerId).setFolded(true);
} }
/**
* Checks if the specified player has folded by retrieving their Player object and checking
* their folded status.
*
* @param playerId the ID of the player to check for folded status.
* @return true if the player has folded, false otherwise.
*/
public boolean isFolded(PlayerId playerId) { public boolean isFolded(PlayerId playerId) {
return getPlayer(playerId).isFolded(); return getPlayer(playerId).isFolded();
} }
@@ -37,6 +37,127 @@ public class GameControllerTest {
private static final Logger LOGGER = Logger.getLogger(GameControllerTest.class.getName()); private static final Logger LOGGER = Logger.getLogger(GameControllerTest.class.getName());
/**
* Helper method to retrieve the current player's ID from the game state.
*
* @param game The GameController instance from which to retrieve the current player's ID.
* @return The PlayerId of the current player in the game.
*/
private static PlayerId currentPlayerId(GameController game) {
return game.getState().getCurrentPlayer().getId();
}
/**
* Helper method to simulate a call action for the current player in the game.
*
* @param game The GameController instance on which to perform the call action for the current
* player.
*/
private static void callCurrent(GameController game) {
game.playerCall(currentPlayerId(game));
}
/**
* Helper method to simulate a fold action for the current player in the game.
*
* @param game The GameController instance on which to perform the fold action for the current
* player.
*/
private static void foldCurrent(GameController game) {
game.playerFold(currentPlayerId(game));
}
/**
* Verifies that the preflop phase ends once all active (non-folded) players have completed
* their required actions for the current betting round.
*/
@Test
public void testPreflopEndsAfterOneActionPerActivePlayer() {
GameState state = new GameState();
GameEngine engine =
new GameEngine(
state,
new RuleEngine(new ArrayList<>()),
new RoundManager(),
new TurnManager());
GameController game = new GameController(engine);
game.addPlayer(PlayerId.of("P1"), 10000);
game.addPlayer(PlayerId.of("P2"), 10000);
game.addPlayer(PlayerId.of("P3"), 10000);
game.addPlayer(PlayerId.of("P4"), 10000);
game.startGame();
assertEquals(GamePhase.PREFLOP, game.getState().getPhase());
assertEquals(0, game.getCommunityCards().size());
callCurrent(game);
callCurrent(game);
callCurrent(game);
assertEquals(GamePhase.PREFLOP, game.getState().getPhase());
assertEquals(0, game.getCommunityCards().size());
callCurrent(game);
assertEquals(GamePhase.FLOP, game.getState().getPhase());
assertEquals(3, game.getCommunityCards().size());
callCurrent(game);
callCurrent(game);
callCurrent(game);
callCurrent(game);
assertEquals(GamePhase.TURN, game.getState().getPhase());
assertEquals(4, game.getCommunityCards().size());
callCurrent(game);
callCurrent(game);
callCurrent(game);
callCurrent(game);
assertEquals(GamePhase.RIVER, game.getState().getPhase());
assertEquals(5, game.getCommunityCards().size());
}
/**
* Ensures that during the preflop phase, folded players are excluded from progression checks
* and do not block phase advancement.
*/
@Test
public void testPreflopCountsOnlyNonFoldedPlayersForProgress() {
GameState state = new GameState();
GameEngine engine =
new GameEngine(
state,
new RuleEngine(new ArrayList<>()),
new RoundManager(),
new TurnManager());
GameController game = new GameController(engine);
game.addPlayer(PlayerId.of("A"), 10000);
game.addPlayer(PlayerId.of("B"), 10000);
game.addPlayer(PlayerId.of("C"), 10000);
game.addPlayer(PlayerId.of("D"), 10000);
game.startGame();
assertEquals(GamePhase.PREFLOP, game.getState().getPhase());
callCurrent(game);
foldCurrent(game);
callCurrent(game);
assertEquals(GamePhase.PREFLOP, game.getState().getPhase());
callCurrent(game);
assertEquals(GamePhase.FLOP, game.getState().getPhase());
assertEquals(3, game.getCommunityCards().size());
}
/** /**
* This test simulates a specific game scenario where Julian is expected to win with a Two Pair * This test simulates a specific game scenario where Julian is expected to win with a Two Pair
* hand. It sets up a fixed deck to ensure that the desired cards are dealt to the players and * hand. It sets up a fixed deck to ensure that the desired cards are dealt to the players and
@@ -83,11 +204,14 @@ public class GameControllerTest {
} }
} }
game.playerCall(PlayerId.of("Julian")); callCurrent(game);
game.playerFold(PlayerId.of("Mathis")); game.playerFold(PlayerId.of("Mathis"));
game.playerCall(PlayerId.of("Jona")); callCurrent(game);
game.playerRaise(PlayerId.of("Lars"), 1200); game.playerRaise(PlayerId.of("Lars"), 1200);
// New street model: once all non-folded players acted, preflop is complete.
assertEquals(GamePhase.FLOP, game.getState().getPhase());
List<Card> board = game.getCommunityCards(); List<Card> board = game.getCommunityCards();
assertTrue(board.size() >= 3 && board.size() <= 5); assertTrue(board.size() >= 3 && board.size() <= 5);
@@ -170,10 +294,10 @@ public class GameControllerTest {
int potBefore = game.getState().getPot().getAmount(); int potBefore = game.getState().getPot().getAmount();
game.playerRaise(PlayerId.of("Lars"), 1200); game.playerRaise(currentPlayerId(game), 1200);
game.playerCall(PlayerId.of("Julian")); callCurrent(game);
game.playerFold(PlayerId.of("Mathis")); foldCurrent(game);
game.playerCall(PlayerId.of("Jona")); callCurrent(game);
System.out.println("Pot after actions: " + game.getState().getPot().getAmount()); System.out.println("Pot after actions: " + game.getState().getPot().getAmount());
@@ -183,11 +307,15 @@ public class GameControllerTest {
assertEquals(3, game.getCommunityCards().size(), "The flop must have 3 cards"); assertEquals(3, game.getCommunityCards().size(), "The flop must have 3 cards");
game.playerCall(PlayerId.of("Julian")); for (int i = 0; i < 10 && game.getCommunityCards().size() < 4; i++) {
callCurrent(game);
}
assertEquals(4, game.getCommunityCards().size(), "A turn must result in 4 cards"); assertEquals(4, game.getCommunityCards().size(), "A turn must result in 4 cards");
game.playerCall(PlayerId.of("Jona")); for (int i = 0; i < 10 && game.getCommunityCards().size() < 5; i++) {
callCurrent(game);
}
assertEquals(5, game.getCommunityCards().size(), "The river must consist of 5 cards"); assertEquals(5, game.getCommunityCards().size(), "The river must consist of 5 cards");
@@ -278,13 +406,12 @@ public class GameControllerTest {
game.playerCall(PlayerId.of("Jona")); game.playerCall(PlayerId.of("Jona"));
game.playerRaise(PlayerId.of("Lars"), 1200); game.playerRaise(PlayerId.of("Lars"), 1200);
game.playerCall(PlayerId.of("Julian")); assertEquals(GamePhase.FLOP, game.getState().getPhase());
game.playerCall(PlayerId.of("Jona"));
assertTrue(game.getCommunityCards().size() >= 3); assertTrue(game.getCommunityCards().size() >= 3);
for (int i = 0; i < 10 && game.getCommunityCards().size() < 5; i++) { for (int i = 0; i < 10 && game.getCommunityCards().size() < 5; i++) {
game.playerCall(PlayerId.of("Julian")); callCurrent(game);
} }
assertEquals(5, game.getCommunityCards().size()); assertEquals(5, game.getCommunityCards().size());
@@ -367,10 +494,14 @@ public class GameControllerTest {
assertEquals(3, game.getCommunityCards().size()); assertEquals(3, game.getCommunityCards().size());
game.playerCall(PlayerId.of("Julian")); for (int i = 0; i < 10 && game.getCommunityCards().size() < 4; i++) {
callCurrent(game);
}
assertEquals(4, game.getCommunityCards().size()); assertEquals(4, game.getCommunityCards().size());
game.playerCall(PlayerId.of("Mathis")); for (int i = 0; i < 10 && game.getCommunityCards().size() < 5; i++) {
callCurrent(game);
}
assertEquals(5, game.getCommunityCards().size()); assertEquals(5, game.getCommunityCards().size());
Set<String> boardSeen = new HashSet<>(); Set<String> boardSeen = new HashSet<>();
@@ -424,10 +555,10 @@ public class GameControllerTest {
game.startGame(); game.startGame();
game.playerRaise(PlayerId.of("BigStack"), 1000); game.playerRaise(currentPlayerId(game), 1000);
game.playerCall(PlayerId.of("Caller")); callCurrent(game);
game.playerCall(PlayerId.of("MidStack")); callCurrent(game);
game.playerCall(PlayerId.of("ShortStack")); callCurrent(game);
for (Player p : game.getState().getPlayers()) { for (Player p : game.getState().getPlayers()) {
assertTrue(p.getChips() >= 0, "Negative chips detected for " + p.getId()); assertTrue(p.getChips() >= 0, "Negative chips detected for " + p.getId());
@@ -435,13 +566,13 @@ public class GameControllerTest {
assertTrue(game.getState().getPot().getAmount() > 0); assertTrue(game.getState().getPot().getAmount() > 0);
game.playerRaise(PlayerId.of("BigStack"), 100); game.playerRaise(currentPlayerId(game), 100);
int pot = game.getState().getPot().getAmount(); int pot = game.getState().getPot().getAmount();
assertTrue(pot > 0, "Pot must remain valid after re-raises"); assertTrue(pot > 0, "Pot must remain valid after re-raises");
game.playerFold(PlayerId.of("Caller")); foldCurrent(game);
game.playerFold(PlayerId.of("MidStack")); foldCurrent(game);
long activePlayers = long activePlayers =
game.getState().getPlayers().stream().filter(p -> p.getChips() > 0).count(); game.getState().getPlayers().stream().filter(p -> p.getChips() > 0).count();
@@ -451,7 +582,7 @@ public class GameControllerTest {
assertTrue(game.getCommunityCards().size() >= 3); assertTrue(game.getCommunityCards().size() >= 3);
for (int i = 0; i < 10 && game.getCommunityCards().size() < 5; i++) { for (int i = 0; i < 10 && game.getCommunityCards().size() < 5; i++) {
game.playerCall(PlayerId.of("BigStack")); callCurrent(game);
} }
assertEquals(5, game.getCommunityCards().size()); assertEquals(5, game.getCommunityCards().size());