- Rename shadowed variables (round->_round, seed->_seed, is_processing->_is_processing) - Prefix unused parameters with underscore throughout - Add @warning_ignore for false positive integer_division warnings - Fix unused_signal warnings in event_bus.gd - Fix CardNode display: move setup() after add_child() so @onready works - Redesign CardNode with Panel background, suit symbols, red/black colors - Delete unused _current_hint in TrainingController
229 lines
8.7 KiB
GDScript
229 lines
8.7 KiB
GDScript
# src/core/hand_evaluator.gd
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# Pure functions <20>?zero Godot dependency
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# Evaluate: [Card] + current_rank + RuleConfig -> EvaluatedPlay | null
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class_name HandEvaluator
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extends RefCounted
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const _C = preload("res://src/core/constants.gd")
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const INVALID := -1
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class EvaluatedPlay:
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extends RefCounted
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var type: int = INVALID
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var primary_rank: int = 0
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var cards: Array[Card] = []
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var is_pure_bomb: bool = false
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func _to_string() -> String:
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var names := ["SINGLE","PAIR","TRIPLE","TRIPLE+2","STRAIGHT","PAIRS","STEEL","FLUSH","BOMB","ROCKET"]
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return "EvaluatedPlay(%s, rank=%d, pure=%s)" % [names[type], primary_rank, is_pure_bomb]
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static func evaluate(cards: Array[Card], current_rank: int, config: RuleConfig) -> EvaluatedPlay:
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if cards.is_empty():
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return null
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var sorted := cards.duplicate(false)
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_sort_by_rank_and_suit(sorted)
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var n := sorted.size()
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if n == 1:
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return _make_result(_C.TYPE_SINGLE, sorted[0].rank(), false, sorted)
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var wilds: Array[Card] = []
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var reals: Array[Card] = []
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for c in sorted:
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if c.is_heart() and c.rank() == current_rank:
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wilds.append(c)
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else:
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reals.append(c)
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var has_wild := wilds.size() > 0
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if n == 2:
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return _eval_two(reals, wilds, has_wild)
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if n == 3:
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return _eval_three(reals, wilds, has_wild)
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if n == 4:
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var result := _eval_four(reals, wilds, has_wild, current_rank, config)
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if result != null:
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return result
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return _eval_multi(reals, wilds, has_wild, current_rank, n, config)
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static func _make_result(type: int, primary_rank: int, is_pure: bool, cards1: Array[Card]) -> EvaluatedPlay:
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var r := EvaluatedPlay.new()
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r.type = type
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r.primary_rank = primary_rank
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r.cards = cards1.duplicate(false)
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r.is_pure_bomb = is_pure
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return r
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static func _eval_two(reals: Array[Card], wilds: Array[Card], has_wild: bool) -> EvaluatedPlay:
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if not has_wild:
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if reals.size() == 2 and reals[0].rank() == reals[1].rank():
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return _make_result(_C.TYPE_PAIR, reals[0].rank(), true, reals)
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else:
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if reals.size() == 1:
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return _make_result(_C.TYPE_PAIR, reals[0].rank(), false, reals + wilds)
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return null
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static func _eval_three(reals: Array[Card], wilds: Array[Card], has_wild: bool) -> EvaluatedPlay:
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if not has_wild:
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if reals.size() == 3 and _all_same_rank(reals):
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return _make_result(_C.TYPE_TRIPLE, reals[0].rank(), true, reals)
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else:
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if reals.size() == 2 and reals[0].rank() == reals[1].rank():
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return _make_result(_C.TYPE_TRIPLE, reals[0].rank(), false, reals + wilds)
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if reals.size() == 1 and wilds.size() >= 2:
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return _make_result(_C.TYPE_TRIPLE, reals[0].rank(), false, reals + wilds.slice(0, 2))
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return null
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static func _eval_four(reals: Array[Card], wilds: Array[Card], has_wild: bool, _current_rank: int, _config: RuleConfig) -> EvaluatedPlay:
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var all_cards := reals + wilds
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if not has_wild and reals.size() == 4:
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if _all_same_rank(reals):
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return _make_result(_C.TYPE_BOMB, reals[0].rank(), true, reals)
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var sj_count := 0
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var bj_count := 0
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for c in reals:
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if c.rank() == 15: sj_count += 1
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if c.rank() == 16: bj_count += 1
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if sj_count == 2 and bj_count == 2:
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return _make_result(_C.TYPE_ROCKET, 999, true, reals)
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return null
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if has_wild:
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if reals.size() == 3 and _all_same_rank(reals):
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return _make_result(_C.TYPE_BOMB, reals[0].rank(), false, all_cards)
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if reals.size() == 2 and reals[0].rank() == reals[1].rank():
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return _make_result(_C.TYPE_BOMB, reals[0].rank(), false, all_cards)
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return null
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static func _eval_multi(reals: Array[Card], wilds: Array[Card], has_wild: bool, _current_rank: int, n: int, config: RuleConfig) -> EvaluatedPlay:
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if not has_wild:
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return _eval_pure_multiple(reals, n, config)
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if n == 5:
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var result := _eval_triple_plus_two(reals, wilds)
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if result != null: return result
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result = _eval_straight(reals, wilds, 5, config)
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if result != null: return result
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if n >= 6 and n % 2 == 0:
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@warning_ignore("integer_division")
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var result := _eval_consecutive_pairs(reals, wilds, n / 2, config)
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if result != null: return result
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if n >= 6 and n % 3 == 0:
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@warning_ignore("integer_division")
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var result := _eval_steel_plate(reals, wilds, n / 3, config)
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if result != null: return result
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if n >= 5:
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var result := _eval_straight(reals, wilds, n, config)
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if result != null: return result
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return null
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static func _eval_pure_multiple(reals: Array[Card], n: int, config: RuleConfig) -> EvaluatedPlay:
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if n >= 5 and _is_straight(reals, config):
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return _make_result(_C.TYPE_STRAIGHT, reals[n-1].rank(), true, reals)
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@warning_ignore("integer_division")
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if n >= 6 and n % 2 == 0 and _is_consecutive_pairs(reals, n / 2):
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return _make_result(_C.TYPE_CONSECUTIVE_PAIRS, reals[n-1].rank(), true, reals)
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if n == 5 and _is_triple_plus_two(reals):
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return _make_result(_C.TYPE_TRIPLE_PLUS_TWO, _get_triple_rank(reals), true, reals)
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if n >= 6 and n % 3 == 0 and _is_steel_plate(reals):
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return _make_result(_C.TYPE_STEEL_PLATE, reals[n-1].rank(), true, reals)
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if n >= 5 and _is_straight_flush(reals, config):
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return _make_result(_C.TYPE_STRAIGHT_FLUSH, reals[n-1].rank(), true, reals)
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return null
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static func _eval_triple_plus_two(reals: Array[Card], wilds: Array[Card]) -> EvaluatedPlay:
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if reals.size() + wilds.size() != 5: return null
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if reals.is_empty(): return null
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var rank_counts := _rank_counts(reals)
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if rank_counts.values().has(3):
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return _make_result(_C.TYPE_TRIPLE_PLUS_TWO, _get_triple_rank(reals), wilds.is_empty(), reals + wilds)
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return null
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static func _eval_straight(reals: Array[Card], wilds: Array[Card], n: int, config: RuleConfig) -> EvaluatedPlay:
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if reals.size() + wilds.size() != n: return null
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var sorted: Array[Card] = []
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for rc in reals: sorted.append(rc)
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_sort_by_rank_and_suit(sorted)
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var w := wilds.size()
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var gaps: Array[int] = []
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for i in range(sorted.size() - 1):
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var card_a: Card = sorted[i]
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var card_b: Card = sorted[i+1]
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var delta: int = card_b.rank() - card_a.rank()
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if delta > 1:
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gaps.append(delta - 1)
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var total_gaps := 0
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for g in gaps: total_gaps += g
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if total_gaps == w or (total_gaps <= w and w >= total_gaps):
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var last_card: Card = sorted[sorted.size()-1]
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var max_rank: int = last_card.rank()
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if not config.straight_extends_to_ace and max_rank > 14: return null
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return _make_result(_C.TYPE_STRAIGHT, max_rank, w == 0, reals + wilds)
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return null
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static func _eval_consecutive_pairs(reals: Array[Card], wilds: Array[Card], pair_count: int, _config: RuleConfig) -> EvaluatedPlay:
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if reals.size() + wilds.size() != pair_count * 2: return null
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if wilds.is_empty() and _is_consecutive_pairs(reals, pair_count):
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return _make_result(_C.TYPE_CONSECUTIVE_PAIRS, reals[reals.size()-1].rank(), true, reals)
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return null
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static func _eval_steel_plate(reals: Array[Card], wilds: Array[Card], triple_count: int, _config: RuleConfig) -> EvaluatedPlay:
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if reals.size() + wilds.size() != triple_count * 3: return null
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if wilds.is_empty() and _is_steel_plate(reals):
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return _make_result(_C.TYPE_STEEL_PLATE, reals[reals.size()-1].rank(), true, reals)
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return null
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static func _all_same_rank(cards: Array[Card]) -> bool:
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var r := cards[0].rank()
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for i in range(1, cards.size()):
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if cards[i].rank() != r: return false
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return true
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static func _is_straight(cards: Array[Card], config: RuleConfig) -> bool:
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for i in range(cards.size() - 1):
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if cards[i+1].rank() - cards[i].rank() != 1: return false
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if not config.straight_extends_to_ace and cards[cards.size()-1].rank() > 14: return false
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return true
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static func _is_consecutive_pairs(cards: Array[Card], _pair_count: int) -> bool:
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for i in range(0, cards.size(), 2):
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if cards[i].rank() != cards[i+1].rank(): return false
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for i in range(0, cards.size() - 2, 2):
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if cards[i+2].rank() - cards[i].rank() != 1: return false
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return true
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static func _is_triple_plus_two(cards: Array[Card]) -> bool:
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var rank_counts := _rank_counts(cards)
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return rank_counts.values().has(3) and rank_counts.values().has(2)
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static func _is_steel_plate(cards: Array[Card]) -> bool:
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var rank_counts := _rank_counts(cards)
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for count in rank_counts.values():
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if count != 3: return false
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var ranks := rank_counts.keys()
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ranks.sort()
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for i in range(ranks.size() - 1):
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if ranks[i+1] - ranks[i] != 1: return false
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return true
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static func _is_straight_flush(cards: Array[Card], config: RuleConfig) -> bool:
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if not _is_straight(cards, config): return false
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var suit := cards[0].suit()
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for i in range(1, cards.size()):
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if cards[i].suit() != suit: return false
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return true
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static func _rank_counts(cards: Array[Card]) -> Dictionary:
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var d := {}
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for c in cards:
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var r := c.rank()
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d[r] = d.get(r, 0) + 1
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return d
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static func _get_triple_rank(cards: Array[Card]) -> int:
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var rc := _rank_counts(cards)
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for rank in rc:
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if rc[rank] == 3: return rank
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return 0
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static func _sort_by_rank_and_suit(cards: Array[Card]) -> void:
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cards.sort_custom(func(a: Card, b: Card): return a.compare_to(b) < 0)
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