Files
unbelievaselfbot/bot/blackjack.py

219 lines
8.7 KiB
Python

import logging
import os
import re
from typing import Tuple, List, Dict
import discord
from bot import exceptions, constants
logger = logging.getLogger(__file__)
logger.setLevel(constants.LOGGING_LEVEL)
class Card(object):
_suits = {'H': 'Hearts', 'S': 'Spades', 'C': 'Clubs', 'D': 'Diamonds'}
_symbols = {'10': 'Ten', '9': 'Nine', '8': 'Eight', '7': 'Seven', '6': 'Six', '5': 'Five', '4': 'Four',
'3': 'Three',
'2': 'Two', 'k': 'King', 'q': 'Queen', 'j': 'Jack', 'a': 'Ace'}
EMOTE_REGEX = re.compile(r'<:([A-z0-9]+):\d+>')
VALUE_PATTERN = re.compile(r'Value: (?:Soft )?(\d+)')
def __init__(self, card: str) -> None:
if 4 <= len(card) <= 1:
raise exceptions.InvalidCard(f'By length, {card} is invalid. Identifiers are 2 to 3 characters long.')
self.raw_card = card
self.symbol, self.suit = self.parts()
@property
def value(self, safe: bool = True, unsafe_default: int = 0) -> int:
"""
Attempts to determine the numerical value of the card.
Aces and unknown cards will raise an exception, unless the safe boolean is set to False.
"""
if self.isAce():
if safe:
raise exceptions.NoAceValue(
'The Ace has multiple values (1 and 11) in Blackjack. Special handling is required.')
return 0
elif self.isFace():
return 10
elif self.isNumerical():
return int(self.symbol)
elif safe:
raise exceptions.IndetermineValue('Could not determine the numeric value of this card.')
return unsafe_default
def isAce(self) -> bool:
"""Returns whether or not the card is a Ace card."""
return self.symbol == 'a'
def isNumerical(self) -> bool:
"""Returns whether or not the card is numerical (not face or ace)."""
return self.symbol.isnumeric()
def isFace(self) -> bool:
"""Returns whether or not the card is a face card (Queen, King, or Jack)"""
return self.symbol in ['q', 'k', 'j']
def parts(self) -> Tuple[str, str]:
"""
Separates the raw card identifier into it's symbol and suit.
Handles aces, face cards and numerical cards with any of the four suites.
"""
match = re.match(r'^(\d{1,2}|[aqkj])([cdhs])$', self.raw_card, flags=re.IGNORECASE)
return match.group(1), match.group(2)
@property
def table(self) -> str:
"""Gets the table key representation of this card. Dealer column, or (partial) Player Soft/Pair rows only."""
if self.isAce(): return 'A'
if self.isFace(): return 'T'
if self.isNumerical(): return self.symbol
return '?'
@classmethod
def parse_cards(cls, card_str: discord.embeds.EmbedProxy) -> Tuple[int, List['Card']]:
"""Given a EmbedProxy relating to a Blackjack Embed, finds a returns a list of Card objects and the value."""
card_matches = re.finditer(cls.EMOTE_REGEX, card_str.value)
value = re.search(cls.VALUE_PATTERN, card_str.value)
cards = []
for card in card_matches:
identifier = card.group(1)
if identifier != 'cardBack':
cards.append(Card(identifier))
return int(value.group(1)), cards
def __eq__(self, other) -> bool:
if isinstance(other, Card):
return self.symbol == other.symbol
return False
def __repr__(self) -> str:
return f'Card({self._symbols[self.symbol]} of {self._suits[self.suit]})'
def generate_table_structure(filename: str, column_keys: List[str], row_keys: List[str]) -> Dict[Tuple[str, str], str]:
"""
Using a column and row header variable, create a dictionary representing the table.
:param filename: The file in the static directory to read data from.
:param column_keys: Keys in the column (y)
:param row_keys: Keys in the row (x)
:return: A dictionary with all keys as a tuple of the column and row key directing to the table's suggested play.
"""
logger.debug(f'Generating table structure with {filename}')
with open(os.path.join(constants.STATIC_DIR, filename)) as hard_file:
raw_data = [list(line) for line in hard_file.read().split('\n') if len(line) > 0]
data = {}
# Iterate along the column keys and build the dictionary
for x, col_key in enumerate(column_keys):
for y, row_key in enumerate(row_keys):
data[(row_key, col_key)] = raw_data[y][x]
return data
class Blackjack(object):
# The row and column headers for the hair, soft and pair baseline tables.
__hard_column = ['2', '3', '4', '5', '6', '7', '8', '9', 'T', 'A']
__hard_row = ['20', '19', '18', '17', '16', '15', '14', '13', '12', '11', '10', '9', '8', '7', '6', '5']
__soft_column = ['2', '3', '4', '5', '6', '7', '8', '9', 'T', 'A']
__soft_row = ['A-9', 'A-8', 'A-7', 'A-6', 'A-5', 'A-4', 'A-3', 'A-2']
__pair_column = ['2', '3', '4', '5', '6', '7', '8', '9', 'T', 'A']
__pair_row = ['A-A', 'T-T', '9-9', '8-8', '7-7', '6-6', '5-5', '4-4', '3-3', '2-2']
__letter_meanings = {'H': 'hit', 'S': 'stand', 'D': 'double down', 'P': 'split'}
__hard_data = generate_table_structure('baseline_hard.dat', __hard_column, __hard_row)
__soft_data = generate_table_structure('baseline_soft.dat', __soft_column, __soft_row)
__pair_data = generate_table_structure('baseline_pairs.dat', __pair_column, __pair_row)
HARD, SOFT, PAIR = 0, 1, 2
@staticmethod
def choose(options: constants.PlayOptions, cards: List[Card], dealer: Card) -> str:
"""With all information presented, calculates the final decision."""
choice: str = 'S' # Default is to stand
usedDefault = True
# Pair checking first
if len(cards) == 2 and cards[0] == cards[1]:
symbol = {cards[0].table}
logger.debug(f'Pair of {cards[0]} found.')
choice = Blackjack.access(Blackjack.PAIR, (f'{symbol}-{symbol}', dealer.table))
usedDefault = False
elif any(card.isAce() for card in cards):
sum_value = sum(card.value for card in cards if not card.isAce())
if 2 <= sum_value <= 9:
choice = Blackjack.access(Blackjack.SOFT, (f'A-{sum_value}', dealer.table))
usedDefault = False
else:
cards = ", ".join(card.symbol.upper() for card in cards)
logger.error(f'Sum of cards was a Soft {sum_value} ({cards})')
else:
sum_value = sum(card.value for card in cards)
if 5 <= sum_value <= 20:
choice = Blackjack.access(Blackjack.HARD, (str(sum_value), dealer.table))
usedDefault = False
else:
cards = ", ".join(card.symbol.upper() for card in cards)
logger.error(f'Sum of cards was a Soft {sum_value} ({cards})')
if usedDefault:
logger.warning('No tables were accessed to make a choice. Defaulting to stand.')
return Blackjack.convert_letter(choice)
@classmethod
def convert_letter(cls, letter: str) -> str:
"""Simple class method for returning the player response to the bot based on the letter given."""
return Blackjack.__letter_meanings[letter]
def options_convert(self, choice: str, options: constants.PlayOptions) -> str:
"""Converts the choice to the best possible choice based on the options given by the bot."""
new_choice = None
if choice == 'P':
if not options.split:
logger.warning(f'Poor options available for splitting. ({options})')
new_choice = 'S'
elif choice == 'D':
if not options.double:
logger.warning(f'Poor options available for doubling. ({options})')
new_choice = 'H'
elif choice == 'H':
if not options.hit:
logger.error(f'Hit option preferred but not possible? ({options})')
new_choice = 'S'
elif choice == 'S':
if not options.stand:
logger.error(f'Stand option preferred but not possible? ({options})')
new_choice = 'H'
if new_choice is not None:
logger.info(
f'Option verification yielded a different method than originally selected: {choice} -> {new_choice}')
return new_choice
return choice
@classmethod
def access(cls, table: int, key: Tuple[str, str]) -> str:
"""
Access table data given a column and row key.
:param key:
:param table:
:return:
"""
if table == cls.HARD: return cls.__hard_data[key]
if table == cls.SOFT: return cls.__soft_data[key]
if table == cls.PAIR: return cls.__pair_data[key]