I've programatically determined hand rankings as added below. However, the issue is - if per say, two players end up with a pair.. How do I determine the winner?
To each card object I've added a prime number value. Ace being 41 and deuce being 3 and the in betweens. I'm thinking of multiplying these values when the hand is determined and whoever has the highest is winning. I need help determining whether this is the correct approach.
+(BOOL)isFull:(NSArray*)cards {
Cards *card1 = [cards objectAtIndex:0];
Cards *card2 = [cards objectAtIndex:1];
Cards *card3 = [cards objectAtIndex:2];
Cards *card4 = [cards objectAtIndex:3];
Cards *card5 = [cards objectAtIndex:4];
if (([card1.face isEqualToString:card3.face] && [card4.face isEqualToString:card5.face]) || ([card1.face isEqualToString:card2.face] && [card3.face isEqualToString:card5.face])) {
return true;
}
return false;
}
+(BOOL)isFlush:(NSArray*)cards {
NSMutableArray *organizedBySuit = [self organizeCardsSuitOrder:cards];
Cards *card1 = [organizedBySuit objectAtIndex:0];
Cards *card2 = [organizedBySuit objectAtIndex:4];
if ([card1.suit isEqualToString:card2.suit]) { return true; } else { return false; } // cards are organized by suit, so if the first equals the last..
}
+(BOOL)isStraight:(NSArray*)cards {
Cards *card1 = [cards objectAtIndex:0];
Cards *card2 = [cards objectAtIndex:1];
Cards *card3 = [cards objectAtIndex:2];
Cards *card4 = [cards objectAtIndex:3];
Cards *card5 = [cards objectAtIndex:4];
if ((card1.rankByInt) == 0 && (card2.rankByInt) == 9 && (card3.rankByInt) == 10 && (card4.rankByInt) == 11 && (card5.rankByInt) == 12) {
return true;
}
else if ((card1.rankByInt) < 9) {
if ((card2.rankByInt) == (card1.rankByInt) + 1) {
if ((card3.rankByInt) == (card1.rankByInt) + 2) {
if ((card4.rankByInt) == (card1.rankByInt) + 3) {
if ((card5.rankByInt) == (card1.rankByInt) + 4) {
return true;
}
}
}
}
}
return false;
}
+(BOOL)isTrip:(NSArray*)cards {
NSArray *faces = [self returnArrayOfFaces];
__block int pairCounter = 0;
for (int i = 0; i < [faces count]; i++) {
for (int t = 0; t < [cards count]; t++) {
Cards *card = [cards objectAtIndex:t];
if ([card.face isEqualToString:faces[i]]) {
pairCounter++;
}
}
if (pairCounter > 2) {
return true;
}
pairCounter = 0;
}
return false;
}
+(BOOL)isTwoPair:(NSArray*)cards {
NSArray *faces = [self returnArrayOfFaces];
__block int pairCount = 0;
__block int doublePairCount = 0;
for (int i = 0; i < [faces count]; i++) {
for (int t = 0; t < [cards count]; t++) {
Cards *card = [cards objectAtIndex:t];
if ([card.face isEqualToString:faces[i]]) {
pairCount++;
}
}
if (pairCount > 1) {
doublePairCount++;
}
pairCount = 0;
}
if (doublePairCount > 1) {
return true;
}
return false;
}
+(BOOL)isPair:(NSArray*)cards {
NSArray *faces = [self returnArrayOfFaces];
__block int pairCounter = 0;
for (int i = 0; i < [faces count]; i++) {
for (int t = 0; t < [cards count]; t++) {
Cards *card = [cards objectAtIndex:t];
if ([card.face isEqualToString:faces[i]]) {
pairCounter++;
}
}
if (pairCounter > 1) {
return true;
}
pairCounter = 0;
}
return false;
}
And the cards are generated to include their primes here.
+(NSMutableArray*)createDeck:(id)sender {
[sender removeAllObjects];
NSArray *faces = [[NSArray alloc] initWithObjects:@"A",@"2",@"3",@"4",@"5",@"6",@"7",@"8",@"9",@"10",@"J",@"Q",@"K", nil];
NSArray *suits = [[NSArray alloc] initWithObjects:@"h",@"d",@"c",@"s", nil];
NSArray *primes = [[NSArray alloc] initWithObjects:[NSNumber numberWithInt:41],[NSNumber numberWithInt:2],[NSNumber numberWithInt:3],[NSNumber numberWithInt:5],[NSNumber numberWithInt:7],[NSNumber numberWithInt:11],[NSNumber numberWithInt:13],[NSNumber numberWithInt:17],[NSNumber numberWithInt:19],[NSNumber numberWithInt:23],[NSNumber numberWithInt:29],[NSNumber numberWithInt:31],[NSNumber numberWithInt:37], nil];
for (int i = 0; i < 52; i++) {
Cards *card = [[Cards alloc]init];
card.face = [NSString stringWithFormat:@"%@", faces[i % 13]];
card.suit = [NSString stringWithFormat:@"%@", suits[i / 13]];
card.rankByInt = i % 13;
card.symbol = [Cards symbolForSuit:card.suit];
card.prime = [[primes objectAtIndex:(i % 13)] intValue];
[sender addObject:card];
}
[sender shuffle];
return sender;
}
So if possible can you provide me with the way to go forward to essentially 'rank' each hand by the cards values after I have retrieved their rank such as flush, straight etc..
Also, if you see any ways to improve the efficiency of my checks for hand ranks, please share.