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var makeDeck = function () {
// Initialise an empty deck array
var cardDeck = [];
// Initialise an array of the 4 suits in our deck. We will loop over this array.
var suits = ["♥", "🔸", "♣", "♠"];
// this is a test for commit
// Loop over the suits array
var suitIndex = 0;
while (suitIndex < suits.length) {
// Store the current suit in a variable
var currentSuit = suits[suitIndex];
// Loop from 1 to 13 to create all cards for a given suit
// Notice rankCounter starts at 1 and not 0, and ends at 13 and not 12.
// This is an example of a loop without an array.
var rankCounter = 1;
while (rankCounter <= 13) {
// By default, the card name is the same as rankCounter
var cardName = rankCounter;
var cardValue = rankCounter;
// If rank is 1, 11, 12, or 13, set cardName to the ace or face card's name
if (cardName == 1) {
cardName = "ace";
cardValue = [11, 1];
} else if (cardName == 11) {
cardName = "jack";
cardValue = 10;
} else if (cardName == 12) {
cardName = "queen";
cardValue = 10;
} else if (cardName == 13) {
cardName = "king";
cardValue = 10;
}
// Create a new card with the current name, suit, and rank
// add in card value property for easier counting
var card = {
name: cardName,
suit: currentSuit,
rank: rankCounter,
value: cardValue,
};
// Add the new card to the deck
cardDeck.push(card);
// Increment rankCounter to iterate over the next rank
rankCounter += 1;
}
// Increment the suit index to iterate over the next suit
suitIndex += 1;
}
// Return the completed card deck
return cardDeck;
};
//shuffle deck helper function
var shuffleDeck = function (newDeck) {
//new deck needs to be a object array containing all 52 cards
if (Array.isArray(newDeck)) {
for (var i = 0; i < newDeck.length; i++) {
randomIndex = Math.floor(Math.random() * newDeck.length);
var currentCard = newDeck[i];
var randomCard = newDeck[randomIndex];
newDeck[i] = randomCard;
newDeck[randomIndex] = currentCard;
}
} else {
return "Deck error, deck cannot be shuffled. Please check deck.";
}
return newDeck;
};
//helper to deal card > 1 line only should it even be helper just to improve readability?
var dealCard = function (playerToDeal) {
var dealtCard = deck.pop();
console.log(dealtCard);
playerState[playerToDeal].hand.push(dealtCard);
if (dealtCard.name == "ace") {
playerState[playerToDeal].aceCount += 1;
if (playerState[playerToDeal].currentValue < 11) {
playerState[playerToDeal].currentValue += dealtCard.value[0]; //add 11 if card value less than 11
playerState[playerToDeal].aceValueEleven = true;
} else {
playerState[playerToDeal].currentValue += dealtCard.value[1]; //add 1 if card value more than 11
}
} else {
playerState[playerToDeal].currentValue += dealtCard.value;
if (
playerState[playerToDeal].currentValue > 21 &&
playerState[playerToDeal].aceValueEleven
) {
//check if there is ace with value 11 (there can only be max 1 ace with 11)
playerState[playerToDeal].currentValue -= 10;
}
}
};
var calculateCurrentValue = function (playerToCalc) {
playerState[playerToCalc].currentValue = 0;
playerState[playerToCalc].aceCount = 0;
for (var calcCount = 0; calcCount < playerState[playerToCalc]; calcCount++) {
if (playerState[playerToCalc].hand[calcCount].name == "ace") {
//dont add any to currentValue and deal with ace at the end
playerState[playerToCalc].aceCount += 1;
} else {
//if not ace just add face value
playerState[playerToCalc].currentValue +=
playerState[playerToCalc].hand[calcCount].currentValue;
}
}
for (
var aceCounter = 0;
aceCounter < playerState[playerToCalc].aceCount;
aceCounter++
) {
//add all aces at the end
if (playerState[playerToCalc].currentValue < 11) {
playerState[playerToCalc].currentValue +=
playerState[playerToCalc].hand[aceCounter].value[0]; //add 11 if card value less than 11
playerState[playerToCalc].aceValueEleven = true;
} else {
playerState[playerToCalc].currentValue +=
playerState[playerToCalc].hand[aceCounter].value[1]; //add 1 if card value more than 11
}
}
};
//helper function to initialise players and dealer as objects. dealer will always be index [playerState.length - 1](last index)
var initPlayers = function (numPlayers) {
//numplayers should be a number
if (Number.isInteger(numPlayers)) {
for (playerCount = 0; playerCount < numPlayers; playerCount++) {
var player = {
name: "player " + (playerCount + 1),
hand: [],
currentValue: 0, //insert method to calculate total value everytime a card is added?
aceCount: 0, //insert method to calculate number of ace?
aceValueEleven: false,
};
playerState.push(player);
}
var dealer = {
name: "dealer",
hand: [],
currentValue: 0, //insert method to calculate total value everytime a card is added?
aceCount: 0, //insert method to calculate number of ace?
aceValueEleven: false,
};
playerState.push(dealer);
} else {
return "Please input number of players as an integer of maximum 8. ";
}
};
// check for blackjack
var checkBlackjack = function (playerToCheck) {
if (
(playerState[0].hand.name == "ace" && playerState[1].hand.value == 10) ||
(playerState[1].hand.name == "ace" && playerState[0].hand.value == 10)
) {
playerState.currentValue = "blackjack";
return true;
} else {
return false;
}
};
var checkWin = function (checkee) {
// running out of words for checking inputs, checkee is an object
var endStatements = makeEndStatements();
console.log("checking win");
console.log(playerState[checkee].currentValue);
console.log(playerState[playerState.length - 1].currentValue);
if (
playerState[checkee].currentValue >
playerState[playerState.length - 1].currentValue
) {
// if player or dealer bust, it wouldn't reach check win
gameState = "Game Starting";
return `${endStatements.win}`; //insert win flag as attribute for multiplayer?
} else if (
playerState[checkee].currentValue <
playerState[playerState.length - 1].currentValue
) {
gameState = "Game Starting";
return `${endStatements.lose}
`;
} else if (
playerState[checkee].currentValue ==
playerState[playerState.length - 1].currentValue
) {
gameState = "Game Starting";
return `${endStatements.draw}`;
} else {
return "something is wrong with the code please check";
}
};
var displayCards = function (displayer) {
var displayed = `${playerState[displayer].name}'s cards are: <br>`;
for (var j in playerState[displayer].hand) {
displayed += `${playerState[displayer].hand[j].name} ${playerState[displayer].hand[j].suit} <br>`;
}
console.log(playerState);
return displayed;
};
//Main code starts here!!!!!
//initialise deck as global variable
var deck = makeDeck();
//shuffle deck > is there a need to create a function to shuffle or draw random index is good enough? just pop after draw
deck = shuffleDeck(deck);
console.log(deck);
var gameState = "Game Starting";
var playerState;
var playerTurn = 0; // player = 0, dealer = 1
var makeEndStatements = function () {
return {
win: `${displayCards(0)} <br> ${displayCards(1)} <br> You won!`,
lose: `${displayCards(0)} <br> ${displayCards(1)} <br> You lost!`,
draw: `${displayCards(0)} <br> ${displayCards(1)} <br> It's a draw!`,
hitstand: `Type 'hit' to deal another card or 'stand' to end your turn.`,
};
};
var main = function (input) {
//possible to add a module for getting and updating names and number of players
if (gameState == "Game Starting") {
playerState = [];
initPlayers(1); //for base case only 1 player and 1 dealer
var blackjackFlag = false; // blackjack only for starting hand
//deal cards to player and dealer starting with player
for (
var startingHand = 0;
startingHand < playerState.length;
startingHand++
) {
// playerState.length = 2 for base case
for (var handCount = 0; handCount < 2; handCount++) {
// only draw 2 cards per person
dealCard(playerTurn);
if (handCount == 1) {
blackjackFlag = blackjackFlag || checkBlackjack(playerTurn); //check for if there is any black jack for first 2 cards
}
playerTurn = (playerTurn + 1) % playerState.length; // for base this is 2
}
}
gameState = "player turn to draw";
var endStatements = makeEndStatements();
if (blackjackFlag) {
if (
playerState[playerState.length - 1] == "blackjack" &&
playerState[0] == "blackjack"
) {
//if multiplayer, need to check banker first then loop through to see either draw or win condition
gameState = "Game Starting";
return `${playerState[0].name} and the dealer got black jacks. ${endStatements.draw}`;
} else if (playerState[playerState.length - 1] == "blackjack") {
gameState = "Game Starting";
return `The dealer got a blackjack. ${endStatements.lose}`;
} else {
playerTurn = 0; //actually already 0 but just to make sure
gameState = "Game Starting";
return `${playerState[0].name} got a blackjack. ${endStatements.win}`;
}
} else {
playerTurn = 0; //actually already 0 but just to make sure
return `${displayCards(0)} <br> ${displayCards(1)} <br> ${
endStatements.hitstand
}`;
}
} else if (gameState == "player turn to draw") {
if (input.toLowerCase() == "hit") {
dealCard(playerTurn);
var endStatements = makeEndStatements();
if (playerState[playerTurn].currentValue > 21) {
gameState = "Game Starting";
return `${endStatements.lose}`;
} else return `${displayCards(0)} <br> ${endStatements.hitstand}`;
} else if (input.toLowerCase() == "stand") {
console.log("in stand");
//if stand then is banker turn in base case
playerTurn = (playerTurn + 1) % 2;
console.log(playerState.length);
console.log(playerTurn);
if (playerTurn == playerState.length - 1) {
if (playerState[playerTurn].currentValue < 17) {
while (playerState[playerTurn].currentValue < 17) {
dealCard(playerTurn);
var endStatements = makeEndStatements();
if (playerState[playerTurn].currentValue > 21) {
gameState = "Game Starting";
return `${endStatements.win}`;
}
}
//add function to check winner
}
for (let k in playerState) {
if (playerState[k].name == "dealer") {
continue;
}
console.log(k);
return checkWin(k);
}
} else if (playerTurn != playerState.length - 1) {
console.log(playerTurn);
console.log(playerState.length);
//can add next player here rules here
//display next player cards and ask to hit or stand
//must exclude those that already blackjack
return "this will be executed is there is more than 1 player, feature in upcoming release.";
}
} else {
return "Invalid input. Please key in either 'hit' or 'stand'.";
}
}
//check win/lose condition -helper?
//dealer draw conditions < 17 hit
var myOutputValue =
"What special exception did I miss that got this to be returned?";
return myOutputValue;
};