Day 7: Camel Cards

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  • 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.

    • 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;
          }
      
    • 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).