Sandbox: Difference between revisions
imported>BlueWren |
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=={{header| |
=={{header|Liberty Basic}}== |
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{{works with|LB Booster}} |
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<syntaxhighlight lang="Liberty Basic> |
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NoMainWin |
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WindowWidth=900 |
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/* in file define’s.h */ |
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WindowHeight=720 |
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/* I came to ansii-C after Algol-60 etc and these five pretend to be language tokens */ |
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BackgroundColor$ = "191 191 255" ' buttonface default |
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#define then |
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Global Deck, MaxDecks |
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#define endif |
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#define endwhile |
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#define endfor |
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#define endswitch |
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#ifndef BOOL |
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#define BOOL int |
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#define TRUE 1 |
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#define FALSE 0 |
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#endif |
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#define MAZE_SIZE_X 16 |
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#define MAZE_SIZE_Y 16 |
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/* in file GlobalDefs.h */ |
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unsigned char box[MAZE_SIZE_X+1][MAZE_SIZE_Y+1]; |
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int allowed[4]; |
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int x_[4] = { 0, 1, 0, -1 }; |
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int y_[4] = { 1, 0, -1, 0 }; |
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/* in file DesignMaze.c */ |
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/* This produces an enclosed rectangular maze. There will only be one path between any (x1,y1) and |
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(x2,y2). The code to add doors is not included here */ |
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/* When I write code for me I put an explanation beforea function to remind me what I was thinking at the time – I have retained those explanations to self here */ |
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/* Also note at the end of the path_check() function the return relies on the weak type checking of |
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ansii-C and (int)TRUE == 1 */ |
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/* By making the recursive functions static, this is a hint to the compiler to simplify the stack code |
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instructions as the compiler knows everything that it needs from the current source file and does |
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not need to involver the linker. |
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Implementation specific #pragma could also be used */ |
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/**************************************************************************/ |
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/* */ |
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/* The maze is made up of a set of boxes (it is a rectangular maze). */ |
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/* Each box has a description of the four sides, each side can be :- */ |
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/* (a) a solid wall */ |
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/* (b) a gap */ |
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/* (c) a door */ |
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/* */ |
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/* A side has an opening bit set for gaps and doors, this makes the */ |
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/* movement checking easier. */ |
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/* */ |
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/* For any opening there are four bits corresponding to the four sides:- */ |
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/* Bit 0 is set if Northwards movement is allowed */ |
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/* Bit 1 is set if Eastwards movement is allowed */ |
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/* Bit 2 is set if Southwards movement is allowed */ |
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/* Bit 3 is set if Westwards movement is allowed */ |
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/* */ |
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/* For a door there are four bits corresponding to the four sides:- */ |
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/* Bit 4 is set if North has a door, unset if North has a gap */ |
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/* Bit 5 is set if East has a door, unset if East has a gap */ |
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/* Bit 6 is set if South has a door, unset if South has a gap */ |
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/* Bit 7 is set if West has a door, unset if West has a gap */ |
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/* */ |
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/**************************************************************************/ |
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/**************************************************************************/ |
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/********************************** path_check ****************************/ |
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/**************************************************************************/ |
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/* */ |
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/* This sets: */ |
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/* allowed[0] to TRUE if a path could be extended to the 'North' */ |
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/* allowed[1] to TRUE if a path could be extended to the 'East' */ |
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/* allowed[2] to TRUE if a path could be extended to the 'South' */ |
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/* allowed[3] to TRUE if a path could be extended to the 'West' */ |
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/* */ |
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/* A path could be extended in a given direction if it does not go */ |
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/* beyond the edge of the maze (there are no gaps in the surrounding */ |
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/* walls), or the adjacent box has not already been visited */ |
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/* (i.e. it contains 0). */ |
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/* */ |
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/* It also returns non-zero if there is at least one potential path */ |
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/* which can be extended. */ |
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/* */ |
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/**************************************************************************/ |
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static int path_check(int x, int y) |
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{ |
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if ( y > (MAZE_SIZE_Y-1) ) |
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then { allowed[0] = FALSE; } |
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else { allowed[0] = (box[x ][y+1] == 0) ? TRUE : FALSE; } |
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endif |
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if ( x > (MAZE_SIZE_X-1) ) |
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then { allowed[1] = FALSE; } |
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else { allowed[1] = (box[x+1][y ] == 0) ? TRUE : FALSE; } |
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endif |
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if ( y < 2 ) |
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then { allowed[2] = FALSE; } |
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else { allowed[2] = (box[x ][y-1] == 0) ? TRUE : FALSE; } |
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endif |
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if ( x < 2 ) |
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then { allowed[3] = FALSE; } |
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else { allowed[3] = (box[x-1][y ] == 0) ? TRUE : FALSE; } |
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endif |
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return (allowed[0]+allowed[1]+allowed[2]+allowed[3]); |
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} /* end of 'path_check' */ |
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/**************************************************************************/ |
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/********************************** design_maze ***************************/ |
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/**************************************************************************/ |
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/* */ |
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/* This is a recursive routine to produce a random rectangular maze */ |
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/* with only one route between any two points. */ |
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/* For each box reached, a 'wall' is knocked through to an adjacent */ |
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/* box if that box has not previously been reached (i.e. no walls */ |
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/* knocked out). */ |
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/* For the adjacent box the adjacent wall is also knocked out. */ |
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/* Then the routine is called again from the adjacent box. */ |
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/* If there are no adjacent boxes which have not already been reached */ |
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/* then the routine returns to the previous call. */ |
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/* */ |
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/**************************************************************************/ |
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static void design_maze(int x, int y) |
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{ |
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int direction; |
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while ( path_check(x,y) > 0) |
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{ |
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do { direction = rand()%4; } while ( allowed[direction]==FALSE ); |
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box[x ][y ] |= (1 << direction ); |
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box[x+x_[direction]][y+y_[direction]] |= (1 << ((direction+2) % 4) ); |
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design_maze( x+x_[direction] , y+y_[direction] ); |
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} endwhile |
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} /* end of 'design_maze()' */ |
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StaticText #1.Debug "", 0, 0, 600, 20 |
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StaticText #1.StaticText "Ten Decks of Poker Hands", 50, 50, 3000, 40 |
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Button #1.Deal "Deal", [Start], UL, 700, 180, 80, 40 |
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Button #1.TenThousand "10,000", [TenThousand], UL, 700, 250, 80, 40 |
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Button #1.Stats "History", ShowStats, UL, 700, 320, 80, 40 |
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Button #1.Quit "Quit", Quit, UL, 700, 390, 80, 40 |
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TextEditor #1.TextEditor 50, 100, 600, 500 |
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open "POKER HANDS" for dialog as #1 |
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#1 "TrapClose Quit" |
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#1 "Font Ariel 12 Bold" |
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#1.StaticText "!Font Ariel 16 Bold" |
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#1.TextEditor "!Font Courier_New 14 Bold" |
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if not(exists("Poker Hands.txt")) then #1.Stats "!Disable" |
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MaxDecks=10 |
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wait |
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[TenThousand] |
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TenThousand = 1 |
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[Start] |
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if TenThousand then |
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MaxDecks=10000 |
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#1.TextEditor "!Hide" |
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#1.Deal "!Hide" |
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#1.TenThousand "!Hide" |
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#1.Stats "!Hide" |
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#1.Quit "!Hide" |
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#1.StaticText "Ten Thousand Decks of Poker Hands" |
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end if |
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Deck += 1 |
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if TenThousand then #1.Debug Str$(Deck) |
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if Deck>MaxDecks then Deck -= 1: call Quit |
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#1.TextEditor "!cls" |
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call ShuffleDeck 0 |
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'call TestDeck |
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NextCard=1 |
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for y=1 to 10 |
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for x=1 to 5 |
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y$ = A$(NextCard) |
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B$(x) = ConvertHiCard$(y$) |
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NextCard += 1 |
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next x |
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sort B$(), 1, 5 |
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for x=NextCard-5 to NextCard-1 |
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#1.TextEditor A$(x)+" "; |
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next x |
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#1.TextEditor " "; |
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Values$="" 'determine high value of hand |
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for x=1 to 5 |
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Values$ = Values$ + left$(B$(x),1) |
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next x |
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HiValue$ = RealValue$(right$(Values$,1)) |
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z=0: Flush=0: Straight=0: Royal=0: FourKind=0 |
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ThreeKind=0: Pair=0: TwoPair=0: FullHouse=0 |
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if Flush() then Flush=1 |
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x = Straight() |
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if x then Straight=1: if x=9 then Royal=1 |
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z$ = Kind$() |
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Value$ = RealValue$(right$(z$,1)) |
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z=val(left$(z$, len(z$)-1)) |
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if z=41 then FourKind=1 |
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if z=32 then FullHouse=1 |
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if z=31 then ThreeKind=1 |
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if z=22 then TwoPair=1 |
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if z=21 then Pair=1 |
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select case |
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case Straight and Royal and Flush: #1.TextEditor "Royal Flush": Stats(1) += 1 |
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case Straight and Flush: #1.TextEditor "Straight Flush, " + HiValue$ + " high": Stats(2) += 1 |
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case FourKind: #1.TextEditor "Four of a kind, " + Value$ + "s": Stats(3) += 1 |
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case FullHouse: #1.TextEditor "Full House, " + Value$ + "s high": Stats(4) += 1 |
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case Flush: #1.TextEditor "Flush, " + HiValue$ + " high": Stats(5) += 1 |
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case Straight: #1.TextEditor "Straight, " + HiValue$ + " high": Stats(6) += 1 |
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case ThreeKind: #1.TextEditor "Three of a kind, " + Value$ + "s": Stats(7) += 1 |
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case TwoPair: #1.TextEditor "Two Pair, " + Value$ + " high": Stats(8) += 1 |
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case Pair: #1.TextEditor "Pair " + Value$ + "s": Stats(9) += 1 |
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case else: #1.TextEditor HiValue$ + " high" |
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end select |
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next y |
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#1.TextEditor "" |
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#1.TextEditor "Deck #" + str$(Deck) |
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if TenThousand then goto [Start] else wait |
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function RealValue$(Value$) |
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select case Value$ |
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case "A": RealValue$="T" |
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case "B": RealValue$="J" |
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case "C": RealValue$="Q" |
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case "D": RealValue$="K" |
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case "E": RealValue$="A" |
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case else: RealValue$=Value$ |
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end select |
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end function |
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sub SaveStats Deck |
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Stats(0) = 10*Deck |
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if not(exists("Poker Hands.txt")) then |
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open "Poker Hands.txt" for output as #2 |
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for x=0 to 9 |
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print #2 Stats(x) |
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next |
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close #2 |
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#1.Stats "!Enable" |
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else |
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open "Poker Hands.txt" for input as #2 |
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for x=0 to 9 |
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input #2 History(x) |
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next |
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close #2 |
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for x=0 to 9 |
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History(x) += Stats(x) |
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next |
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open "Poker Hands.txt" for output as #2 |
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for x=0 to 9 |
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print #2 History(x) |
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next |
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close #2 |
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end if |
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end sub |
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sub ShowStats |
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if exists("Poker Hands.txt") then |
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open "Poker Hands.txt" for input as #2 |
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for x=0 to 9 |
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input #2 History(x) |
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next |
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close #2 |
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#1.TextEditor "!cls" |
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for x=1 to 9 |
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Total += History(x) |
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next x |
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Nothing = History(0) - Total |
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for x=0 to 9 |
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#1.TextEditor using("###,### ", History(x)); |
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select case x |
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case 0: #1.TextEditor "hands " |
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case 1: #1.TextEditor "royal flush " + using("##.# %", History(x)/History(0)*100) |
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case 2: #1.TextEditor "straight flush " + using("##.# %", History(x)/History(0)*100) |
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case 3: #1.TextEditor "four of a kind " + using("##.# %", History(x)/History(0)*100) |
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case 4: #1.TextEditor "full house " + using("##.# %", History(x)/History(0)*100) |
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case 5: #1.TextEditor "flush " + using("##.# %", History(x)/History(0)*100) |
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case 6: #1.TextEditor "straight " + using("##.# %", History(x)/History(0)*100) |
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case 7: #1.TextEditor "three of a kind " + using("##.# %", History(x)/History(0)*100) |
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case 8: #1.TextEditor "two pair " + using("##.# %", History(x)/History(0)*100) |
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case 9: #1.TextEditor "pair " + using("##.# %", History(x)/History(0)*100) |
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end select |
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next |
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#1.TextEditor using("###,### ", Nothing) + "nothing " + using("###.# %", Nothing/History(0)*100) |
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end if |
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end sub |
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function Kind$() |
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for x=1 to 5 |
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C$(x) = left$(B$(x), 1) |
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next x |
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if C$(1) = C$(2) then 'check for Lo4 |
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Lo2=1 |
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if C$(2) = C$(3) then |
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Lo2=0: Lo3=1 |
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if C$(3) = C$(4) then |
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Lo3=0: Kind$="41" + left$(C$(4),1): exit function |
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end if |
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end if |
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end if |
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if C$(5) = C$(4) then 'check for Hi4 |
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Hi2=1 |
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if C$(4) = C$(3) then |
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Hi2=0: Hi3=1 |
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if C$(3) = C$(2) then |
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Hi3=0: Kind$="41" + left$(C$(5),1): exit function |
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end if |
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end if |
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end if |
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if Lo3 then 'check for Full House and 3Kind |
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if C$(4) = C$(5) then |
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Kind$="32" + left$(C$(3),1): exit function |
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else |
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Kind$="31" + left$(C$(3),1): exit function |
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end if |
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end if |
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if Hi3 then |
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if C$(1) = C$(2) then |
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Kind$="32" + left$(C$(5),1): exit function |
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else |
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Kind$="31" + left$(C$(5),1): exit function |
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end if |
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end if |
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if C$(2) = C$(3) and C$(3) = C$(4) then 'Mid3 |
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Kind$="31" + left$(C$(4),1): exit function |
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end if |
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if Lo2 and Hi2 then 'check for pairs |
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Kind$="22" + left$(C$(5),1): exit function |
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end if |
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if Lo2 and (C$(3)=C$(4)) then |
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Kind$="22" + left$(C$(4),1): exit function |
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end if |
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if Hi2 and (C$(3)=C$(2)) then |
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Kind$="22" + left$(C$(5),1): exit function |
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end if |
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if Lo2 then Kind$="21" + left$(C$(2),1) |
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if Hi2 then Kind$="21" + left$(C$(5),1) |
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if C$(2)=C$(3) then Kind$="21" + left$(C$(3),1) |
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if C$(3)=C$(4) then Kind$="21" + left$(C$(4),1) |
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end function |
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function Straight() |
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Order$="23456789ABCDEF" |
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for x=1 to 5 |
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Ranks$ = Ranks$ + left$(B$(x), 1) |
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next x |
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x = instr(Order$, Ranks$) |
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if x then Straight=x |
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end function |
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function Flush() |
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Flush=1 |
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for x=1 to 5 |
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Suits$ = Suits$ + right$(B$(x), 1) |
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next x |
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for x=2 to 5 |
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if mid$(Suits$, x, 1) <> left$(Suits$, 1) then Flush=0: exit function |
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next x |
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end function |
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sub ShuffleDeck Jokers |
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Jokers = int(abs(Jokers)): if Jokers>4 then Jokers=4 |
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Size=52 + Jokers |
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dim CardDeck$(Size+10,1), A$(Size+10) 'Open new card deck |
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[Start] |
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for x=1 to Size |
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CardDeck$(x,0) = "99" |
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next x |
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for x=1 to Size |
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1 y=RandomNumber(1,Size) |
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if CardDeck$(y,0)="99" then CardDeck$(y,0)=str$(x) else goto 1 |
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next x |
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for x=1 to Size 'Examine shuffled deck |
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if CardDeck$(x,0)=str$(x) then z = 1: exit for |
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next x |
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if z then z=0: goto [Start] |
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for x=1 to Size 'Save shuffled deck |
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A$(x) = CardFace$(val(CardDeck$(x,0))) |
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next x |
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A$(0) = str$(Size) |
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end sub |
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function CardFace$(n) |
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select case n |
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case 1: CardFace$="AD" |
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case 2: CardFace$="2D" |
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case 3: CardFace$="3D" |
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case 4: CardFace$="4D" |
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case 5: CardFace$="5D" |
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case 6: CardFace$="6D" |
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case 7: CardFace$="7D" |
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case 8: CardFace$="8D" |
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case 9: CardFace$="9D" |
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case 10: CardFace$="TD" |
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case 11: CardFace$="JD" |
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case 12: CardFace$="QD" |
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case 13: CardFace$="KD" |
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case 14: CardFace$="AC" |
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case 15: CardFace$="2C" |
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case 16: CardFace$="3C" |
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case 17: CardFace$="4C" |
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case 18: CardFace$="5C" |
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case 19: CardFace$="6C" |
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case 20: CardFace$="7C" |
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case 21: CardFace$="8C" |
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case 22: CardFace$="9C" |
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case 23: CardFace$="TC" |
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case 24: CardFace$="JC" |
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case 25: CardFace$="QC" |
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case 26: CardFace$="KC" |
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case 27: CardFace$="AH" |
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case 28: CardFace$="2H" |
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case 29: CardFace$="3H" |
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case 30: CardFace$="4H" |
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case 31: CardFace$="5H" |
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case 32: CardFace$="6H" |
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case 33: CardFace$="7H" |
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case 34: CardFace$="8H" |
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case 35: CardFace$="9H" |
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case 36: CardFace$="TH" |
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case 37: CardFace$="JH" |
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case 38: CardFace$="QH" |
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case 39: CardFace$="KH" |
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case 40: CardFace$="AS" |
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case 41: CardFace$="2S" |
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case 42: CardFace$="3S" |
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case 43: CardFace$="4S" |
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case 44: CardFace$="5S" |
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case 45: CardFace$="6S" |
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case 46: CardFace$="7S" |
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case 47: CardFace$="8S" |
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case 48: CardFace$="9S" |
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case 49: CardFace$="TS" |
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case 50: CardFace$="JS" |
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case 51: CardFace$="QS" |
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case 52: CardFace$="KS" |
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case 53: CardFace$="X1" |
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case 54: CardFace$="X2" |
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case 55: CardFace$="X3" |
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case 56: CardFace$="X4" |
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end select |
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end function |
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function RandomNumber(a, b) |
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smaller = min(a, b) |
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range = abs(int(a-b))+1 |
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if range < 1 then exit function |
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r = int(rnd()*range) |
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RandomNumber = r + smaller |
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end function |
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function ConvertHiCard$(Card$) |
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select case left$(Card$,1) |
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case "T": left$(Card$,1)="A" |
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case "J": left$(Card$,1)="B" |
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case "Q": left$(Card$,1)="C" |
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case "K": left$(Card$,1)="D" |
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case "A": left$(Card$,1)="E" |
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case "X": left$(Card$,1)="F" |
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end select |
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ConvertHiCard$ = Card$ |
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end function |
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sub TestDeck |
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data KD, KC, KS, AH, AS ' full house |
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data 6D, 6C, 6S, 6H, 8H ' four of a kind (io) |
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data 2D, 4S, 4C, TH, TD ' two pair |
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data 4H, 5H, 6H, 7H, 8H ' straight flush |
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data 9S, QD, QC, QH, 3D ' three of a kind |
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data 6H, 7D, 8C, 9C, TS ' straight |
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data TH, AH, AS, AC, AD ' four of a kind (hI) |
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data 3S, 5S, 7S, 9S, JS ' flush |
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data AD, KD, QD, JD, TD ' royal flush |
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data 2C, 2D, 3H, 4S, 5C ' one pair |
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dim A$(50) |
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for x=1 to 50 |
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read A$(x) |
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next x |
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end sub |
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function exists(FileName$) |
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files "", FileName$, FileDir$() |
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FileCount$ = FileDir$(0, 0) |
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exists = val(FileCount$) |
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end function |
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sub Quit |
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if Deck = MaxDecks then call SaveStats Deck |
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close #1 |
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end |
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end sub |
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</syntaxhighlight> |
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{{out}} |
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<pre> |
|||
JH 8C 8S TH KC Pair 8s |
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9C JS 3S 5D 3D Pair 3s |
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TD QH 6S TS AD Pair Ts |
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AH 9D KD 3H AC Pair As |
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QS 6D JC QD 2H Pair Qs |
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4H 2D 5S 4C JD Pair 4s |
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KH 6C 4S 7C 5H K high |
|||
3C 7D 8D 4D 7H Pair 7s |
|||
9S 2S 7S 9H 6H Pair 9s |
|||
AS QC 5C TC 2C A high |
|||
Deck #1 |
|||
</pre> |
|||
=={{header|Swift}}== |
|||
{{works with|swift|5.9}} |
|||
<syntaxhighlight lang="Swift"> |
|||
struct SplitMix64: RandomNumberGenerator { |
|||
var state: UInt64 |
|||
init(seed: UInt64) { |
|||
state = seed |
|||
} |
|||
mutating func next() -> UInt64 { |
|||
state &+= 0x9e3779b97f4a7c15 |
|||
var z = state |
|||
z = (z ^ (z >> 30)) &* 0xbf58476d1ce4e5b9 |
|||
z = (z ^ (z >> 27)) &* 0x94d049bb133111eb |
|||
return z ^ (z >> 31) |
|||
} |
|||
mutating func nextFloat() -> Float64 { |
|||
Float64(next() >> 11) * 0x1.0p-53 |
|||
} |
|||
} |
|||
do { |
|||
var split = SplitMix64(seed: 1234567) |
|||
print(split) |
|||
for _ in 0..<5 { |
|||
print(split.next()) |
|||
} |
|||
split = .init(seed: 987654321) |
|||
print("\n\(split)") |
|||
var counts = [0, 0, 0, 0, 0] |
|||
for _ in 0..<100_000 { |
|||
let i = Int(split.nextFloat() * 5.0) |
|||
counts[i] += 1 |
|||
} |
|||
for (i, count) in zip(0..., counts) { |
|||
print("\(i): \(count)") |
|||
} |
|||
} |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
SplitMix64(state: 1234567) |
|||
6457827717110365317 |
|||
3203168211198807973 |
|||
9817491932198370423 |
|||
4593380528125082431 |
|||
16408922859458223821 |
|||
SplitMix64(state: 987654321) |
|||
0: 20027 |
|||
1: 19892 |
|||
2: 20073 |
|||
3: 19978 |
|||
4: 20030 |
|||
</pre> |
</pre> |
||
Latest revision as of 12:33, 8 June 2024
Liberty Basic
NoMainWin
WindowWidth=900
WindowHeight=720
BackgroundColor$ = "191 191 255" ' buttonface default
Global Deck, MaxDecks
StaticText #1.Debug "", 0, 0, 600, 20
StaticText #1.StaticText "Ten Decks of Poker Hands", 50, 50, 3000, 40
Button #1.Deal "Deal", [Start], UL, 700, 180, 80, 40
Button #1.TenThousand "10,000", [TenThousand], UL, 700, 250, 80, 40
Button #1.Stats "History", ShowStats, UL, 700, 320, 80, 40
Button #1.Quit "Quit", Quit, UL, 700, 390, 80, 40
TextEditor #1.TextEditor 50, 100, 600, 500
open "POKER HANDS" for dialog as #1
#1 "TrapClose Quit"
#1 "Font Ariel 12 Bold"
#1.StaticText "!Font Ariel 16 Bold"
#1.TextEditor "!Font Courier_New 14 Bold"
if not(exists("Poker Hands.txt")) then #1.Stats "!Disable"
MaxDecks=10
wait
[TenThousand]
TenThousand = 1
[Start]
if TenThousand then
MaxDecks=10000
#1.TextEditor "!Hide"
#1.Deal "!Hide"
#1.TenThousand "!Hide"
#1.Stats "!Hide"
#1.Quit "!Hide"
#1.StaticText "Ten Thousand Decks of Poker Hands"
end if
Deck += 1
if TenThousand then #1.Debug Str$(Deck)
if Deck>MaxDecks then Deck -= 1: call Quit
#1.TextEditor "!cls"
call ShuffleDeck 0
'call TestDeck
NextCard=1
for y=1 to 10
for x=1 to 5
y$ = A$(NextCard)
B$(x) = ConvertHiCard$(y$)
NextCard += 1
next x
sort B$(), 1, 5
for x=NextCard-5 to NextCard-1
#1.TextEditor A$(x)+" ";
next x
#1.TextEditor " ";
Values$="" 'determine high value of hand
for x=1 to 5
Values$ = Values$ + left$(B$(x),1)
next x
HiValue$ = RealValue$(right$(Values$,1))
z=0: Flush=0: Straight=0: Royal=0: FourKind=0
ThreeKind=0: Pair=0: TwoPair=0: FullHouse=0
if Flush() then Flush=1
x = Straight()
if x then Straight=1: if x=9 then Royal=1
z$ = Kind$()
Value$ = RealValue$(right$(z$,1))
z=val(left$(z$, len(z$)-1))
if z=41 then FourKind=1
if z=32 then FullHouse=1
if z=31 then ThreeKind=1
if z=22 then TwoPair=1
if z=21 then Pair=1
select case
case Straight and Royal and Flush: #1.TextEditor "Royal Flush": Stats(1) += 1
case Straight and Flush: #1.TextEditor "Straight Flush, " + HiValue$ + " high": Stats(2) += 1
case FourKind: #1.TextEditor "Four of a kind, " + Value$ + "s": Stats(3) += 1
case FullHouse: #1.TextEditor "Full House, " + Value$ + "s high": Stats(4) += 1
case Flush: #1.TextEditor "Flush, " + HiValue$ + " high": Stats(5) += 1
case Straight: #1.TextEditor "Straight, " + HiValue$ + " high": Stats(6) += 1
case ThreeKind: #1.TextEditor "Three of a kind, " + Value$ + "s": Stats(7) += 1
case TwoPair: #1.TextEditor "Two Pair, " + Value$ + " high": Stats(8) += 1
case Pair: #1.TextEditor "Pair " + Value$ + "s": Stats(9) += 1
case else: #1.TextEditor HiValue$ + " high"
end select
next y
#1.TextEditor ""
#1.TextEditor "Deck #" + str$(Deck)
if TenThousand then goto [Start] else wait
function RealValue$(Value$)
select case Value$
case "A": RealValue$="T"
case "B": RealValue$="J"
case "C": RealValue$="Q"
case "D": RealValue$="K"
case "E": RealValue$="A"
case else: RealValue$=Value$
end select
end function
sub SaveStats Deck
Stats(0) = 10*Deck
if not(exists("Poker Hands.txt")) then
open "Poker Hands.txt" for output as #2
for x=0 to 9
print #2 Stats(x)
next
close #2
#1.Stats "!Enable"
else
open "Poker Hands.txt" for input as #2
for x=0 to 9
input #2 History(x)
next
close #2
for x=0 to 9
History(x) += Stats(x)
next
open "Poker Hands.txt" for output as #2
for x=0 to 9
print #2 History(x)
next
close #2
end if
end sub
sub ShowStats
if exists("Poker Hands.txt") then
open "Poker Hands.txt" for input as #2
for x=0 to 9
input #2 History(x)
next
close #2
#1.TextEditor "!cls"
for x=1 to 9
Total += History(x)
next x
Nothing = History(0) - Total
for x=0 to 9
#1.TextEditor using("###,### ", History(x));
select case x
case 0: #1.TextEditor "hands "
case 1: #1.TextEditor "royal flush " + using("##.# %", History(x)/History(0)*100)
case 2: #1.TextEditor "straight flush " + using("##.# %", History(x)/History(0)*100)
case 3: #1.TextEditor "four of a kind " + using("##.# %", History(x)/History(0)*100)
case 4: #1.TextEditor "full house " + using("##.# %", History(x)/History(0)*100)
case 5: #1.TextEditor "flush " + using("##.# %", History(x)/History(0)*100)
case 6: #1.TextEditor "straight " + using("##.# %", History(x)/History(0)*100)
case 7: #1.TextEditor "three of a kind " + using("##.# %", History(x)/History(0)*100)
case 8: #1.TextEditor "two pair " + using("##.# %", History(x)/History(0)*100)
case 9: #1.TextEditor "pair " + using("##.# %", History(x)/History(0)*100)
end select
next
#1.TextEditor using("###,### ", Nothing) + "nothing " + using("###.# %", Nothing/History(0)*100)
end if
end sub
function Kind$()
for x=1 to 5
C$(x) = left$(B$(x), 1)
next x
if C$(1) = C$(2) then 'check for Lo4
Lo2=1
if C$(2) = C$(3) then
Lo2=0: Lo3=1
if C$(3) = C$(4) then
Lo3=0: Kind$="41" + left$(C$(4),1): exit function
end if
end if
end if
if C$(5) = C$(4) then 'check for Hi4
Hi2=1
if C$(4) = C$(3) then
Hi2=0: Hi3=1
if C$(3) = C$(2) then
Hi3=0: Kind$="41" + left$(C$(5),1): exit function
end if
end if
end if
if Lo3 then 'check for Full House and 3Kind
if C$(4) = C$(5) then
Kind$="32" + left$(C$(3),1): exit function
else
Kind$="31" + left$(C$(3),1): exit function
end if
end if
if Hi3 then
if C$(1) = C$(2) then
Kind$="32" + left$(C$(5),1): exit function
else
Kind$="31" + left$(C$(5),1): exit function
end if
end if
if C$(2) = C$(3) and C$(3) = C$(4) then 'Mid3
Kind$="31" + left$(C$(4),1): exit function
end if
if Lo2 and Hi2 then 'check for pairs
Kind$="22" + left$(C$(5),1): exit function
end if
if Lo2 and (C$(3)=C$(4)) then
Kind$="22" + left$(C$(4),1): exit function
end if
if Hi2 and (C$(3)=C$(2)) then
Kind$="22" + left$(C$(5),1): exit function
end if
if Lo2 then Kind$="21" + left$(C$(2),1)
if Hi2 then Kind$="21" + left$(C$(5),1)
if C$(2)=C$(3) then Kind$="21" + left$(C$(3),1)
if C$(3)=C$(4) then Kind$="21" + left$(C$(4),1)
end function
function Straight()
Order$="23456789ABCDEF"
for x=1 to 5
Ranks$ = Ranks$ + left$(B$(x), 1)
next x
x = instr(Order$, Ranks$)
if x then Straight=x
end function
function Flush()
Flush=1
for x=1 to 5
Suits$ = Suits$ + right$(B$(x), 1)
next x
for x=2 to 5
if mid$(Suits$, x, 1) <> left$(Suits$, 1) then Flush=0: exit function
next x
end function
sub ShuffleDeck Jokers
Jokers = int(abs(Jokers)): if Jokers>4 then Jokers=4
Size=52 + Jokers
dim CardDeck$(Size+10,1), A$(Size+10) 'Open new card deck
[Start]
for x=1 to Size
CardDeck$(x,0) = "99"
next x
for x=1 to Size
1 y=RandomNumber(1,Size)
if CardDeck$(y,0)="99" then CardDeck$(y,0)=str$(x) else goto 1
next x
for x=1 to Size 'Examine shuffled deck
if CardDeck$(x,0)=str$(x) then z = 1: exit for
next x
if z then z=0: goto [Start]
for x=1 to Size 'Save shuffled deck
A$(x) = CardFace$(val(CardDeck$(x,0)))
next x
A$(0) = str$(Size)
end sub
function CardFace$(n)
select case n
case 1: CardFace$="AD"
case 2: CardFace$="2D"
case 3: CardFace$="3D"
case 4: CardFace$="4D"
case 5: CardFace$="5D"
case 6: CardFace$="6D"
case 7: CardFace$="7D"
case 8: CardFace$="8D"
case 9: CardFace$="9D"
case 10: CardFace$="TD"
case 11: CardFace$="JD"
case 12: CardFace$="QD"
case 13: CardFace$="KD"
case 14: CardFace$="AC"
case 15: CardFace$="2C"
case 16: CardFace$="3C"
case 17: CardFace$="4C"
case 18: CardFace$="5C"
case 19: CardFace$="6C"
case 20: CardFace$="7C"
case 21: CardFace$="8C"
case 22: CardFace$="9C"
case 23: CardFace$="TC"
case 24: CardFace$="JC"
case 25: CardFace$="QC"
case 26: CardFace$="KC"
case 27: CardFace$="AH"
case 28: CardFace$="2H"
case 29: CardFace$="3H"
case 30: CardFace$="4H"
case 31: CardFace$="5H"
case 32: CardFace$="6H"
case 33: CardFace$="7H"
case 34: CardFace$="8H"
case 35: CardFace$="9H"
case 36: CardFace$="TH"
case 37: CardFace$="JH"
case 38: CardFace$="QH"
case 39: CardFace$="KH"
case 40: CardFace$="AS"
case 41: CardFace$="2S"
case 42: CardFace$="3S"
case 43: CardFace$="4S"
case 44: CardFace$="5S"
case 45: CardFace$="6S"
case 46: CardFace$="7S"
case 47: CardFace$="8S"
case 48: CardFace$="9S"
case 49: CardFace$="TS"
case 50: CardFace$="JS"
case 51: CardFace$="QS"
case 52: CardFace$="KS"
case 53: CardFace$="X1"
case 54: CardFace$="X2"
case 55: CardFace$="X3"
case 56: CardFace$="X4"
end select
end function
function RandomNumber(a, b)
smaller = min(a, b)
range = abs(int(a-b))+1
if range < 1 then exit function
r = int(rnd()*range)
RandomNumber = r + smaller
end function
function ConvertHiCard$(Card$)
select case left$(Card$,1)
case "T": left$(Card$,1)="A"
case "J": left$(Card$,1)="B"
case "Q": left$(Card$,1)="C"
case "K": left$(Card$,1)="D"
case "A": left$(Card$,1)="E"
case "X": left$(Card$,1)="F"
end select
ConvertHiCard$ = Card$
end function
sub TestDeck
data KD, KC, KS, AH, AS ' full house
data 6D, 6C, 6S, 6H, 8H ' four of a kind (io)
data 2D, 4S, 4C, TH, TD ' two pair
data 4H, 5H, 6H, 7H, 8H ' straight flush
data 9S, QD, QC, QH, 3D ' three of a kind
data 6H, 7D, 8C, 9C, TS ' straight
data TH, AH, AS, AC, AD ' four of a kind (hI)
data 3S, 5S, 7S, 9S, JS ' flush
data AD, KD, QD, JD, TD ' royal flush
data 2C, 2D, 3H, 4S, 5C ' one pair
dim A$(50)
for x=1 to 50
read A$(x)
next x
end sub
function exists(FileName$)
files "", FileName$, FileDir$()
FileCount$ = FileDir$(0, 0)
exists = val(FileCount$)
end function
sub Quit
if Deck = MaxDecks then call SaveStats Deck
close #1
end
end sub
- Output:
JH 8C 8S TH KC Pair 8s 9C JS 3S 5D 3D Pair 3s TD QH 6S TS AD Pair Ts AH 9D KD 3H AC Pair As QS 6D JC QD 2H Pair Qs 4H 2D 5S 4C JD Pair 4s KH 6C 4S 7C 5H K high 3C 7D 8D 4D 7H Pair 7s 9S 2S 7S 9H 6H Pair 9s AS QC 5C TC 2C A high Deck #1
Swift
struct SplitMix64: RandomNumberGenerator {
var state: UInt64
init(seed: UInt64) {
state = seed
}
mutating func next() -> UInt64 {
state &+= 0x9e3779b97f4a7c15
var z = state
z = (z ^ (z >> 30)) &* 0xbf58476d1ce4e5b9
z = (z ^ (z >> 27)) &* 0x94d049bb133111eb
return z ^ (z >> 31)
}
mutating func nextFloat() -> Float64 {
Float64(next() >> 11) * 0x1.0p-53
}
}
do {
var split = SplitMix64(seed: 1234567)
print(split)
for _ in 0..<5 {
print(split.next())
}
split = .init(seed: 987654321)
print("\n\(split)")
var counts = [0, 0, 0, 0, 0]
for _ in 0..<100_000 {
let i = Int(split.nextFloat() * 5.0)
counts[i] += 1
}
for (i, count) in zip(0..., counts) {
print("\(i): \(count)")
}
}
- Output:
SplitMix64(state: 1234567) 6457827717110365317 3203168211198807973 9817491932198370423 4593380528125082431 16408922859458223821 SplitMix64(state: 987654321) 0: 20027 1: 19892 2: 20073 3: 19978 4: 20030
Java
This is a direct translation of the Go version. As such, the output will be similar if not identical.
The code does not use any Java 8+ features so it may function on lower versions.
package com.mt;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import java.util.Scanner;
class Tamagotchi {
public String name;
public int age,bored,food,poop;
}
public class TamagotchiGame {
Tamagotchi tama;//current Tamagotchi
Random random = new Random(); // pseudo random number generator
String[] verbs = {
"Ask", "Ban", "Bash", "Bite", "Break", "Build",
"Cut", "Dig", "Drag", "Drop", "Drink", "Enjoy",
"Eat", "End", "Feed", "Fill", "Force", "Grasp",
"Gas", "Get", "Grab", "Grip", "Hoist", "House",
"Ice", "Ink", "Join", "Kick", "Leave", "Marry",
"Mix", "Nab", "Nail", "Open", "Press", "Quash",
"Rub", "Run", "Save", "Snap", "Taste", "Touch",
"Use", "Vet", "View", "Wash", "Xerox", "Yield",
};
String[] nouns = {
"arms", "bugs", "boots", "bowls", "cabins", "cigars",
"dogs", "eggs", "fakes", "flags", "greens", "guests",
"hens", "hogs", "items", "jowls", "jewels", "juices",
"kits", "logs", "lamps", "lions", "levers", "lemons",
"maps", "mugs", "names", "nests", "nights", "nurses",
"orbs", "owls", "pages", "posts", "quests", "quotas",
"rats", "ribs", "roots", "rules", "salads", "sauces",
"toys", "urns", "vines", "words", "waters", "zebras",
};
String[] boredIc ons = {"💤", "💭", "❓"};
String[] foodIcons = {"🍼", "🍔", "🍟", "🍰", "🍜"};
String[] poopIcons = {"💩"};
String[] sickIcons1 = {"😄", "😃", "😀", "😊", "😎", "👍"};//ok
String[] sickIcons2 = {"😪", "😥", "😰", "😓"};//ailing
String[] sickIco ns3 = {"😩", "😫"};//bad
String[] sickIcons4 = {"😡", "😱"};//very bad
String[] sickIcons5 = {"❌", "💀", "👽", "😇"};//dead
String brace(String string) {
return String.format("{ %s }", string);
}
void create(String name) {
tama = new Tamagotchi();
tama.name = name;
tama.age = 0;
tama.bored = 0;
tama.food = 2;
tama.poop = 0;
}
boolean alive() { // alive if sickness <= 10
return sickness() <= 10;
}
void feed() {
tama.food++;
}
void play() {//may or may not help with boredom
tama.bored = Math.max(0, tama.bored - random.nextInt(2));
}
void talk() {
String verb = verbs[random.nextInt(verbs.length)];
String noun = nouns[random.nextInt(nouns.length)];
System.out.printf("😮 : %s the %s.%n", verb, noun);
tama.bored = Math.max(0, tama.bored - 1);
}
void clean() {
tama.poop = Math.max(0, tama.poop - 1);
}
void idle() {//renamed from wait() due to wait being an existing method from the Object class
tama.age++;
tama.bored += random.nextInt(2);
tama.food = Math.max(0, tama.food - 2);
tama.poop += random.nextInt(2);
}
String status() {// get boredom/food/poop icons
if(alive()) {
StringBuilder b = new StringBuilder(),
f = new StringBuilder(),
p = new StringBuilder();
for(int i = 0; i < tama.bored; i++) {
b.append(boredIcons[random.nextInt(boredIcons.length)]);
}
for(int i = 0; i < tama.food; i++) {
f.append(foodIcons[random.nextInt(foodIcons.length)]);
}
for(int i = 0; i < tama.poop; i++) {
p.append(poopIcons[random.nextInt(poopIcons.length)]);
}
return String.format("%s %s %s", brace(b.toString()), brace(f.toString()), brace(p.toString()));
}
return " R.I.P";
}
//too much boredom/food/poop
int sickness() {
//dies at age 42 at the latest
return tama.poop + tama.bored + Math.max(0, tama.age - 32) + Math.abs(tama.food - 2);
}
//get health status from sickness level
void health() {
int s = sickness();
String icon;
switch(s) {
case 0:
case 1:
case 2:
icon = sickIcons1[random.nextInt(sickIcons1.length)];
break;
case 3:
case 4:
icon = sickIcons2[random.nextInt(sickIcons2.length)];
break;
case 5:
case 6:
icon = sickIcons3[random.nextInt(sickIcons3.length)];
break;
case 7:
case 8:
case 9:
case 10:
icon = sickIcons4[random.nextInt(sickIcons4.length)];
break;
default:
icon = sickIcons5[random.nextInt(sickIcons5.length)];
break;
}
System.out.printf("%s (🎂 %d) %s %d %s%n%n", tama.name, tama.age, icon, s, status());
}
void blurb() {
System.out.println("When the '?' prompt appears, enter an action optionally");
System.out.println("followed by the number of repetitions from 1 to 9.");
System.out.println("If no repetitions are specified, one will be assumed.");
System.out.println("The available options are: feed, play, talk, clean or wait.\n");
}
public static void main(String[] args) {
TamagotchiGame game = new TamagotchiGame();
game.random.setSeed(System.nanoTime());
System.out.println(" TAMAGOTCHI EMULATOR");
System.out.println(" ===================\n");
Scanner scanner = new Scanner(System.in);
System.out.print("Enter the name of your tamagotchi : ");
String name = scanner.nextLine().toLowerCase().trim();
game.create(name);
System.out.printf("%n%s (age) health {bored} {food} {poop}%n%n", "name");
game.health();
game.blurb();
ArrayList<String> commands = new ArrayList<>(List.of("feed", "play", "talk", "clean", "wait"));
int count = 0;
while(game.alive()) {
System.out.print("? ");
String input = scanner.nextLine().toLowerCase().trim();
String[] items = input.split(" ");
if(items.length > 2) continue;
String action = items[0];
if(!commands.contains(action)) {
continue;
}
int reps = 1;
if(items.length == 2) {
reps = Integer.parseInt(items[1]);
} else {
reps = 1;
}
for(int i = 0; i < reps; i++) {
switch(action) {
case "feed":
game.feed();
break;
case "play":
game.play();
break;
case "talk":
game.talk();
break;
case "wait":
game.idle();
break;
}
//simulate a wait on every third (non-wait) action
if(!action.equals("wait")) {
count++;
if(count%3==0) {
game.idle();
}
}
}
game.health();
}
scanner.close();
}
}
- Output:
TAMAGOTCHI EMULATOR =================== Enter the name of your tamagotchi : jeremy name (age) health {bored} {food} {poop} jeremy (🎂 0) 😀 0 { } { 🍜🍜 } { } When the '?' prompt appears, enter an action optionally followed by the number of repetitions from 1 to 9. If no repetitions are specified, one will be assumed. The available options are: feed, play, talk, clean or wait. ? feed 4 jeremy (🎂 1) 😥 3 { } { 🍟🍜🍟🍜 } { 💩 } ? wait 4 jeremy (🎂 5) 😫 5 { 💭💤 } { } { 💩 } ? clean 2 jeremy (🎂 6) 😫 6 { 💭💭💭 } { } { 💩 } ? talk 4 😮 : Grasp the names. 😮 : Vet the greens. 😮 : Grasp the urns. 😮 : Dig the zebras. jeremy (🎂 7) 😰 3 { } { } { 💩 } ? feed 6 jeremy (🎂 9) 😊 2 { } { 🍼🍟 } { 💩💩 } ? play 2 jeremy (🎂 10) 😩 5 { } { } { 💩💩💩 } ? talk 😮 : Touch the eggs. jeremy (🎂 10) 😫 5 { } { } { 💩💩💩 }