Day 7: Camel Cards

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  • snoweA
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    1 year ago

    Oh boy. bitwise nonsense. Ok, can you explain it to me? I’m terrible at bitwise stuff.

    • hades@lemm.ee
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      1 year ago

      Sure! This generates a number for every hand, so that a better hand gets a higher number. The resulting number will contain 11 hexadecimal digits:

      0x100000 bbbbb
        ^^^^^^ \____ the hand itself
        |||||\_ 1 if "one pair"
        ||||\__ 1 if "two pairs"
        |||\___ 1 if "three of a kind"
        ||\____ 1 if "full house"
        |\_____ 1 if "four of a kind"
        \______ 1 if "five of a kind"
      
      For example:
       AAAAA: 0x100000 bbbbb
       AAAA2: 0x010000 bbbb0
       22233: 0x001000 00011
      

      The hand itself is 5 hexadecimal digits for every card, 0 for “2” to b for “ace”.

      This way the higher combination always has a higher number, and hands with the same combination are ordered by the order of the cards in the hand.

      • snoweA
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        1 year ago

        That is a really cool solution. Thanks for the explanation! I took a much more… um… naive path lol.

        • hades@lemm.ee
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          1 year ago

          I think you have the same solution, basically, just the details are a bit different. I like how you handled the joker, I didn’t realise you could just multiply your best streak of cards to get the best possible combination.

          • snoweA
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            1 year ago

            I didn’t multiply the streak, I just took the jokers and added them to the highest hand already in the list. Is that not what you did? It looked the same to me.

            • hades@lemm.ee
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              1 year ago

              This is what I meant, but I phrased it poorly :)

              In my solution I reimplement the logic of identifying the hand value, but with the presence of joker (instead of just reusing the same logic).

      • SteveDinn@lemmy.ca
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        1 year ago

        Wow, this is exactly what I did, but in C#. That’s cool.

            public class Hand
            {
                public string Cards;
                public int Rank;
                public int Bid;
            }
        
            public static HandType IdentifyHandType(string hand)
            {
                var cardCounts = hand
                    .Aggregate(
                        new Dictionary(),
                        (counts, card) => 
                        {
                            counts[card] = counts.TryGetValue(card, out var count) ? (count + 1) : 1;
                            return counts;
                        })
                    .OrderByDescending(kvp => kvp.Value);
        
                using (var cardCount = cardCounts.GetEnumerator())
                {
                    cardCount.MoveNext();
                    switch (cardCount.Current.Value)
                    {
                        case 5: return HandType.FiveOfAKind;
                        case 4: return HandType.FourOfAKind;
                        case 3: { cardCount.MoveNext(); return (cardCount.Current.Value == 2) ? HandType.FullHouse : HandType.ThreeOfAKind; }
                        case 2: { cardCount.MoveNext(); return (cardCount.Current.Value == 2) ? HandType.TwoPairs : HandType.OnePair; }
                    }
                }
        
                return HandType.HighCard;
            }
        
            public static Hand SetHandRank(Hand hand, Dictionary cardValues)
            {
                int rank = 0;
                int offset = 0;
        
                var cardValueHand = hand.Cards;
                for (int i = cardValueHand.Length - 1; i >= 0; i--)
                {
                    var card = cardValueHand[i];
                    var cardValue = cardValues[card];
                    var offsetCardValue = cardValue << offset;
                    rank |= offsetCardValue;
                    offset += 4; // To store values up to 13 we need 4 bits.
                }
        
                // Put the hand type at the high end because it is the most
                // important factor in the rank.
                var handType = (int)IdentifyHandType(hand.Cards);
                var offsetHandType = handType << offset;
                rank |= offsetHandType;
        
                hand.Rank = rank;
                return hand;
            }