oecs-sharp/examples/Blackjack/Program.cs

114 lines
3.9 KiB
C#

using OECS;
namespace Blackjack;
public static class Program
{
public static void Main()
{
var world = new World();
// ── Initialize game state ─────────────────────────────────────
// Use a seed based on current time, or a fixed seed for reproducibility.
uint seed = (uint)Environment.TickCount;
// Uncomment the next line for a deterministic game:
// seed = 12345u;
world.SetSingleton(new GameState
{
Phase = GamePhase.Betting,
Result = RoundResult.None,
Chips = 100,
CurrentBet = 0,
RoundNumber = 1,
Seed = seed
});
world.PostChanges();
// ── Wire up systems ───────────────────────────────────────────
var group = new SystemGroup(world);
group.Add(new DeckSetupSystem());
group.Add(new DealSystem());
group.Add(new PlayerBustCheckSystem());
group.Add(new DealerSystem());
group.Add(new RenderSystem());
// ── Game loop ─────────────────────────────────────────────────
group.RunLogical();
while (true)
{
var state = world.ReadSingleton<GameState>();
// Check for game over (out of chips).
if (state.Chips <= 0 && state.Phase == GamePhase.Betting)
{
Console.WriteLine();
Console.WriteLine(" You're out of chips! Game over.");
break;
}
switch (state.Phase)
{
case GamePhase.Betting:
var input = Console.ReadLine();
if (string.IsNullOrWhiteSpace(input))
continue;
if (input.Trim().ToLower() == "quit")
return;
if (int.TryParse(input.Trim(), out var bet))
{
world.Commands.Enqueue(new PlaceBetCommand { Amount = bet });
}
else
{
Console.WriteLine(" Invalid bet. Enter a number.");
continue;
}
break;
case GamePhase.PlayerTurn:
var choice = Console.ReadLine();
if (string.IsNullOrWhiteSpace(choice))
continue;
if (choice.Trim().ToLower() == "quit")
return;
switch (choice.Trim().ToLower())
{
case "h":
case "hit":
world.Commands.Enqueue(new HitCommand());
break;
case "s":
case "stand":
world.Commands.Enqueue(new StandCommand());
break;
default:
Console.WriteLine(" Invalid choice. Enter H or S.");
continue;
}
break;
case GamePhase.RoundOver:
Console.ReadLine();
ref var roundState = ref world.GetSingleton<GameState>();
roundState.RoundNumber++;
world.MarkModified<GameState>(World.SingletonEntity);
world.PostChanges();
world.Commands.Enqueue(new NewRoundCommand());
break;
default:
// Dealing, DealerTurn — systems handle these automatically.
break;
}
group.RunLogical();
}
}
}