@omnitronix/bonnys-fortune-game-engine 1.0.0-beta.1

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Files changed (118) hide show
  1. package/README.md +680 -0
  2. package/dist/__tests__/bonnys-fortune-v1.game-engine.test.js +71 -0
  3. package/dist/__tests__/bonnys-fortune-v1.game-engine.test.js.map +1 -0
  4. package/dist/__tests__/comprehensive.test.js +741 -0
  5. package/dist/__tests__/comprehensive.test.js.map +1 -0
  6. package/dist/bonnys-fortune-v1.game-engine.js +184 -0
  7. package/dist/bonnys-fortune-v1.game-engine.js.map +1 -0
  8. package/dist/config/game-logic-config/file-system.game-logic-config-loader.js +57 -0
  9. package/dist/config/game-logic-config/file-system.game-logic-config-loader.js.map +1 -0
  10. package/dist/config/game-logic-config/game-logic-config-loader.js +3 -0
  11. package/dist/config/game-logic-config/game-logic-config-loader.js.map +1 -0
  12. package/dist/config/game-logic-config/game-logic-config.js +382 -0
  13. package/dist/config/game-logic-config/game-logic-config.js.map +1 -0
  14. package/dist/config/reel-strips-config/file-system.reel-strips-config-loader.js +34 -0
  15. package/dist/config/reel-strips-config/file-system.reel-strips-config-loader.js.map +1 -0
  16. package/dist/config/reel-strips-config/reel-strip-option.dto.js +27 -0
  17. package/dist/config/reel-strips-config/reel-strip-option.dto.js.map +1 -0
  18. package/dist/config/reel-strips-config/reel-strips-config-loader.js +3 -0
  19. package/dist/config/reel-strips-config/reel-strips-config-loader.js.map +1 -0
  20. package/dist/config/reel-strips-config/reel-strips-config.dto.js +29 -0
  21. package/dist/config/reel-strips-config/reel-strips-config.dto.js.map +1 -0
  22. package/dist/config/reel-strips-config/reel.dto.js +29 -0
  23. package/dist/config/reel-strips-config/reel.dto.js.map +1 -0
  24. package/dist/config/reel-strips-config/reels-BASE.csv +52 -0
  25. package/dist/config/reel-strips-config/reels-BONUS.csv +52 -0
  26. package/dist/domain/game-round.types.js +9 -0
  27. package/dist/domain/game-round.types.js.map +1 -0
  28. package/dist/domain/mappers/reel-strips-config.mapper.js +17 -0
  29. package/dist/domain/mappers/reel-strips-config.mapper.js.map +1 -0
  30. package/dist/domain/reel-strip-option.js +19 -0
  31. package/dist/domain/reel-strip-option.js.map +1 -0
  32. package/dist/domain/reel-strips-config.js +22 -0
  33. package/dist/domain/reel-strips-config.js.map +1 -0
  34. package/dist/domain/reel.js +19 -0
  35. package/dist/domain/reel.js.map +1 -0
  36. package/dist/domain/types/debug-trigger-bonus-command.js +3 -0
  37. package/dist/domain/types/debug-trigger-bonus-command.js.map +1 -0
  38. package/dist/domain/types/debug-trigger-bonus-request.dto.js +3 -0
  39. package/dist/domain/types/debug-trigger-bonus-request.dto.js.map +1 -0
  40. package/dist/domain/types/debug-update-bonus-meter-progress-command.js +3 -0
  41. package/dist/domain/types/debug-update-bonus-meter-progress-command.js.map +1 -0
  42. package/dist/domain/types/debug-update-bonus-meter-progress-request.dto.js +3 -0
  43. package/dist/domain/types/debug-update-bonus-meter-progress-request.dto.js.map +1 -0
  44. package/dist/domain/types/game-spin-command.js +3 -0
  45. package/dist/domain/types/game-spin-command.js.map +1 -0
  46. package/dist/domain/types/game-spin-input.dto.js +3 -0
  47. package/dist/domain/types/game-spin-input.dto.js.map +1 -0
  48. package/dist/domain/types/game-spin-output.dto.js +17 -0
  49. package/dist/domain/types/game-spin-output.dto.js.map +1 -0
  50. package/dist/domain/types/game-symbols.response.dto.js +7 -0
  51. package/dist/domain/types/game-symbols.response.dto.js.map +1 -0
  52. package/dist/domain/types/reel-strip-option.dto.js +27 -0
  53. package/dist/domain/types/reel-strip-option.dto.js.map +1 -0
  54. package/dist/domain/types/reel-strips-config.dto.js +28 -0
  55. package/dist/domain/types/reel-strips-config.dto.js.map +1 -0
  56. package/dist/domain/types/reel.dto.js +28 -0
  57. package/dist/domain/types/reel.dto.js.map +1 -0
  58. package/dist/domain/types/start-bonus-round-command.js +3 -0
  59. package/dist/domain/types/start-bonus-round-command.js.map +1 -0
  60. package/dist/domain/types/start-bonus-round-input.dto.js +3 -0
  61. package/dist/domain/types/start-bonus-round-input.dto.js.map +1 -0
  62. package/dist/game-engine.interface.js +3 -0
  63. package/dist/game-engine.interface.js.map +1 -0
  64. package/dist/helpers/generate-hash.js +9 -0
  65. package/dist/helpers/generate-hash.js.map +1 -0
  66. package/dist/helpers/number-helper.js +43 -0
  67. package/dist/helpers/number-helper.js.map +1 -0
  68. package/dist/helpers/optional-boolean-mapper.js +9 -0
  69. package/dist/helpers/optional-boolean-mapper.js.map +1 -0
  70. package/dist/helpers/uuid-helper.js +11 -0
  71. package/dist/helpers/uuid-helper.js.map +1 -0
  72. package/dist/helpers/validation-helper.js +25 -0
  73. package/dist/helpers/validation-helper.js.map +1 -0
  74. package/dist/index.js +7 -0
  75. package/dist/index.js.map +1 -0
  76. package/dist/logger/logger.js +140 -0
  77. package/dist/logger/logger.js.map +1 -0
  78. package/dist/logic/bonnys-fortune.game-logic.js +252 -0
  79. package/dist/logic/bonnys-fortune.game-logic.js.map +1 -0
  80. package/dist/logic/bonnys-fortune.spin-generator.js +101 -0
  81. package/dist/logic/bonnys-fortune.spin-generator.js.map +1 -0
  82. package/dist/logic/bonnys-fortune.types.js +17 -0
  83. package/dist/logic/bonnys-fortune.types.js.map +1 -0
  84. package/dist/logic/bonnys-fortune.win-calculator.js +130 -0
  85. package/dist/logic/bonnys-fortune.win-calculator.js.map +1 -0
  86. package/dist/logic/game-logic-config.interface.js +3 -0
  87. package/dist/logic/game-logic-config.interface.js.map +1 -0
  88. package/dist/logic/handlers/base-game.handler.js +113 -0
  89. package/dist/logic/handlers/base-game.handler.js.map +1 -0
  90. package/dist/logic/handlers/collect-feature-bonus.handler.js +152 -0
  91. package/dist/logic/handlers/collect-feature-bonus.handler.js.map +1 -0
  92. package/dist/logic/handlers/free-spins-bonus.handler.js +69 -0
  93. package/dist/logic/handlers/free-spins-bonus.handler.js.map +1 -0
  94. package/dist/logic/handlers/steering-to-the-fortune-bonus.handler.js +75 -0
  95. package/dist/logic/handlers/steering-to-the-fortune-bonus.handler.js.map +1 -0
  96. package/dist/logic/handlers/treasure-hunt-bonus.handler.js +131 -0
  97. package/dist/logic/handlers/treasure-hunt-bonus.handler.js.map +1 -0
  98. package/dist/rng/DummyRngClient.js +86 -0
  99. package/dist/rng/DummyRngClient.js.map +1 -0
  100. package/dist/rng/rng-client.factory.js +23 -0
  101. package/dist/rng/rng-client.factory.js.map +1 -0
  102. package/dist/rng/rng-client.interface.js +3 -0
  103. package/dist/rng/rng-client.interface.js.map +1 -0
  104. package/dist/rng/rng-service.js +78 -0
  105. package/dist/rng/rng-service.js.map +1 -0
  106. package/dist/validation/abstract-game-logic-config.validator.js +18 -0
  107. package/dist/validation/abstract-game-logic-config.validator.js.map +1 -0
  108. package/dist/validation/bonnys-fortune/bonnys-fortune-config.dto.js +454 -0
  109. package/dist/validation/bonnys-fortune/bonnys-fortune-config.dto.js.map +1 -0
  110. package/dist/validation/bonnys-fortune/bonnys-fortune-config.validator.js +12 -0
  111. package/dist/validation/bonnys-fortune/bonnys-fortune-config.validator.js.map +1 -0
  112. package/dist/validation/custom-decorators/IsNestedIntArray.js +26 -0
  113. package/dist/validation/custom-decorators/IsNestedIntArray.js.map +1 -0
  114. package/dist/validation/game-logic-config-validation.service.js +20 -0
  115. package/dist/validation/game-logic-config-validation.service.js.map +1 -0
  116. package/dist/validation/reel-strips-config-validation.service.js +26 -0
  117. package/dist/validation/reel-strips-config-validation.service.js.map +1 -0
  118. package/package.json +51 -0
@@ -0,0 +1,252 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.BonnysFortuneGameLogic = void 0;
4
+ const bonnys_fortune_types_1 = require("./bonnys-fortune.types");
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+ const base_game_handler_1 = require("./handlers/base-game.handler");
6
+ const bonnys_fortune_spin_generator_1 = require("./bonnys-fortune.spin-generator");
7
+ const collect_feature_bonus_handler_1 = require("./handlers/collect-feature-bonus.handler");
8
+ const free_spins_bonus_handler_1 = require("./handlers/free-spins-bonus.handler");
9
+ const number_helper_1 = require("../helpers/number-helper");
10
+ const steering_to_the_fortune_bonus_handler_1 = require("./handlers/steering-to-the-fortune-bonus.handler");
11
+ const treasure_hunt_bonus_handler_1 = require("./handlers/treasure-hunt-bonus.handler");
12
+ const uuid_helper_1 = require("../helpers/uuid-helper");
13
+ class BonnysFortuneGameLogic {
14
+ constructor(rngService) {
15
+ this.rngService = rngService;
16
+ }
17
+ async initSessionState(gameLogicConfig, reelStripsConfig, gameConfig, commandId) {
18
+ const bonusMetersByAmount = {};
19
+ for (const betAmount of gameConfig.betAmountThresholds) {
20
+ bonusMetersByAmount[betAmount] = await this.drawBonusMeters(gameLogicConfig, commandId, betAmount);
21
+ }
22
+ const initialBetAmount = gameConfig.defaultBetAmount ?? gameConfig.betAmountThresholds[0];
23
+ return {
24
+ publicState: {
25
+ currentBetAmount: initialBetAmount,
26
+ bonusMeters: bonusMetersByAmount[initialBetAmount],
27
+ },
28
+ privateState: {
29
+ bonusMetersByAmount,
30
+ screen: await new bonnys_fortune_spin_generator_1.BonnysFortuneSpinGenerator(this.rngService).generateBaseScreen(gameLogicConfig, reelStripsConfig, commandId, 'init_screen'),
31
+ nextSpinType: bonnys_fortune_types_1.SpinType.BASE_GAME_SPIN,
32
+ pendingBonuses: [],
33
+ },
34
+ };
35
+ }
36
+ async spin(params, publicState, privateState, gameLogicConfig, reelStripsConfig, commandId) {
37
+ return new base_game_handler_1.BaseGameHandler(this.rngService).handleSpin(params, publicState, privateState, gameLogicConfig, reelStripsConfig, commandId);
38
+ }
39
+ async startBonusRound(params, publicState, privateState, gameLogicConfig, reelStripsConfig, commandId) {
40
+ if (!privateState.pendingBonuses?.length) {
41
+ throw new Error('No pending bonuses to start.');
42
+ }
43
+ const [activeBonus] = privateState.pendingBonuses;
44
+ if (activeBonus.bonusId !== params.bonusId ||
45
+ activeBonus.bonusType !== params.bonusType) {
46
+ throw new Error(`Invalid bonus start request: ${params.bonusType}`);
47
+ }
48
+ if (this.shouldRedrawMeter(activeBonus.bonusType, gameLogicConfig)) {
49
+ const updatedStates = await this.updateSessionState(publicState, privateState, gameLogicConfig, {
50
+ id: commandId,
51
+ type: 'START_BONUS_ROUND',
52
+ payload: {
53
+ bonusMeters: {
54
+ redraw: [activeBonus.bonusType],
55
+ },
56
+ },
57
+ });
58
+ publicState = updatedStates.publicState;
59
+ privateState = updatedStates.privateState;
60
+ }
61
+ const updatedPrivateState = {
62
+ ...privateState,
63
+ pendingBonuses: privateState.pendingBonuses.filter((b) => b.bonusId !== activeBonus.bonusId),
64
+ activeBonus,
65
+ };
66
+ switch (params.bonusType) {
67
+ case 'bonusGame1': {
68
+ const bonusHandlerResult = await new treasure_hunt_bonus_handler_1.TreasureHuntBonusHandler(this.rngService).generateFullBonusRound({ ...params, betAmount: activeBonus.betAmount }, publicState, {
69
+ ...updatedPrivateState,
70
+ nextSpinType: bonnys_fortune_types_1.SpinType.BONUS_GAME_1_SPIN,
71
+ }, gameLogicConfig, commandId);
72
+ return {
73
+ ...bonusHandlerResult,
74
+ activeBonus,
75
+ };
76
+ }
77
+ case 'bonusGame2': {
78
+ const bonusHandlerResult = await new free_spins_bonus_handler_1.FreeSpinsBonusHandler(this.rngService).generateFullBonusRound({ ...params, betAmount: activeBonus.betAmount }, publicState, {
79
+ ...updatedPrivateState,
80
+ nextSpinType: bonnys_fortune_types_1.SpinType.BONUS_GAME_2_SPIN,
81
+ }, gameLogicConfig, reelStripsConfig, commandId);
82
+ return {
83
+ ...bonusHandlerResult,
84
+ activeBonus,
85
+ };
86
+ }
87
+ case 'bonusGame3': {
88
+ const bonusHandlerResult = await new steering_to_the_fortune_bonus_handler_1.SteeringToTheFortuneBonusHandler(this.rngService).generateFullBonusRound({ ...params, betAmount: activeBonus.betAmount }, publicState, {
89
+ ...updatedPrivateState,
90
+ nextSpinType: bonnys_fortune_types_1.SpinType.BONUS_GAME_3_SPIN,
91
+ }, gameLogicConfig, commandId);
92
+ return {
93
+ ...bonusHandlerResult,
94
+ activeBonus,
95
+ };
96
+ }
97
+ case 'collectFeature': {
98
+ const bonusHandlerResult = await new collect_feature_bonus_handler_1.CollectFeatureBonusHandler(this.rngService).generateFullBonusRound({ ...params, betAmount: activeBonus.betAmount }, publicState, {
99
+ ...updatedPrivateState,
100
+ nextSpinType: bonnys_fortune_types_1.SpinType.COLLECT_FEATURE_SPIN,
101
+ }, gameLogicConfig, commandId);
102
+ return {
103
+ ...bonusHandlerResult,
104
+ activeBonus,
105
+ };
106
+ }
107
+ }
108
+ }
109
+ async drawBonusMeters(gameLogicConfig, commandId, betAmount) {
110
+ const bonusMeters = {};
111
+ for (const [key, cfg] of Object.entries(gameLogicConfig.baseGame.bonusGameMeters)) {
112
+ const { value: threshold } = await this.randomThreshold(cfg.min, cfg.max, commandId, `bonus_meter_${betAmount}_${key}`);
113
+ const progress = 0;
114
+ const level = this.getMeterLevel(progress, threshold, cfg.percentageLevels);
115
+ bonusMeters[key] = {
116
+ symbolName: cfg.symbol,
117
+ symbolId: gameLogicConfig.baseGame.symbolMultipliers.find((s) => s.name === cfg.symbol)?.symbolId ?? 0,
118
+ threshold,
119
+ progress,
120
+ level,
121
+ };
122
+ }
123
+ return bonusMeters;
124
+ }
125
+ async updateSessionState(publicState, privateState, gameLogicConfig, command) {
126
+ switch (command.type) {
127
+ case 'START_BONUS_ROUND': {
128
+ if (!this.requiresMeterUpdate(command.payload?.bonusMeters.redraw ?? [], gameLogicConfig)) {
129
+ return { publicState, privateState };
130
+ }
131
+ const betAmount = publicState.currentBetAmount;
132
+ const bonusMeters = { ...privateState.bonusMetersByAmount[betAmount] };
133
+ for (const key of command.payload?.bonusMeters.redraw ?? []) {
134
+ const cfg = gameLogicConfig.baseGame.bonusGameMeters[key];
135
+ const { value: threshold } = await this.randomThreshold(cfg.min, cfg.max, command.id, `bonus_meter_redraw_${key}`);
136
+ const progress = 0;
137
+ const level = this.getMeterLevel(progress, threshold, cfg.percentageLevels);
138
+ bonusMeters[key] = {
139
+ ...bonusMeters[key],
140
+ threshold,
141
+ progress,
142
+ level,
143
+ };
144
+ }
145
+ privateState.bonusMetersByAmount[betAmount] = bonusMeters;
146
+ return {
147
+ publicState: {
148
+ ...publicState,
149
+ bonusMeters,
150
+ },
151
+ privateState,
152
+ };
153
+ }
154
+ default: {
155
+ return {
156
+ publicState,
157
+ privateState,
158
+ };
159
+ }
160
+ }
161
+ }
162
+ debugTriggerBonus(publicState, privateState, params) {
163
+ const bonusTrigger = {
164
+ bonusId: uuid_helper_1.UuidHelper.generateUuid(),
165
+ bonusType: params.bonusType,
166
+ betAmount: params.betAmount,
167
+ };
168
+ privateState.pendingBonuses.push(bonusTrigger);
169
+ return {
170
+ publicState,
171
+ privateState,
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+ outcome: {
173
+ triggeredBonus: bonusTrigger,
174
+ autoStarted: false,
175
+ requiresStartCommand: true,
176
+ },
177
+ };
178
+ }
179
+ debugUpdateBonusMeterProgress(publicState, privateState, params, gameLogicConfig) {
180
+ const betAmount = publicState.currentBetAmount;
181
+ const currentPrivateMeter = privateState.bonusMetersByAmount[betAmount][params.bonusType];
182
+ if (!currentPrivateMeter) {
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+ throw new Error(`Bonus meter ${params.bonusType} not found for bet amount ${betAmount}`);
184
+ }
185
+ const meterConfig = gameLogicConfig.baseGame.bonusGameMeters[params.bonusType];
186
+ if (!meterConfig) {
187
+ throw new Error(`Config for bonus meter ${params.bonusType} not found`);
188
+ }
189
+ const newLevel = this.getMeterLevel(params.progress, currentPrivateMeter.threshold, meterConfig.percentageLevels);
190
+ const updatedMeter = {
191
+ ...currentPrivateMeter,
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+ progress: params.progress,
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+ level: newLevel,
194
+ };
195
+ privateState.bonusMetersByAmount[betAmount] = {
196
+ ...privateState.bonusMetersByAmount[betAmount],
197
+ [params.bonusType]: updatedMeter,
198
+ };
199
+ publicState = {
200
+ ...publicState,
201
+ bonusMeters: {
202
+ ...publicState.bonusMeters,
203
+ [params.bonusType]: {
204
+ ...publicState.bonusMeters[params.bonusType],
205
+ progress: params.progress,
206
+ level: newLevel,
207
+ },
208
+ },
209
+ };
210
+ return {
211
+ publicState,
212
+ privateState,
213
+ outcome: {
214
+ updatedMeter,
215
+ },
216
+ };
217
+ }
218
+ getSymbols(gameLogicConfig) {
219
+ const symbols = gameLogicConfig.baseGame.symbolMultipliers.map((symbol) => ({
220
+ symbolId: symbol.symbolId,
221
+ name: symbol.name,
222
+ multipliers: symbol.multipliers,
223
+ isWild: symbol.isWild,
224
+ isScatter: symbol.isScatter,
225
+ }));
226
+ return { symbols };
227
+ }
228
+ shouldRedrawMeter(bonusType, gameLogicConfig) {
229
+ if (bonusType === 'collectFeature') {
230
+ return false;
231
+ }
232
+ return bonusType in gameLogicConfig.baseGame.bonusGameMeters;
233
+ }
234
+ requiresMeterUpdate(redrawKeys, gameLogicConfig) {
235
+ return redrawKeys.some((key) => key in gameLogicConfig.baseGame.bonusGameMeters);
236
+ }
237
+ getMeterLevel(progress, threshold, percentageLevels) {
238
+ for (const [, range] of Object.entries(percentageLevels)) {
239
+ const minValue = number_helper_1.NumberHelper.safeMultiply(range.min, threshold, 4);
240
+ const maxValue = number_helper_1.NumberHelper.safeMultiply(range.max, threshold, 4);
241
+ if (progress >= minValue && progress < maxValue) {
242
+ return range.value ?? 0;
243
+ }
244
+ }
245
+ return 5;
246
+ }
247
+ async randomThreshold(min, max, commandId, actionId) {
248
+ return this.rngService.getSingleNumber(min, max, commandId, actionId);
249
+ }
250
+ }
251
+ exports.BonnysFortuneGameLogic = BonnysFortuneGameLogic;
252
+ //# sourceMappingURL=bonnys-fortune.game-logic.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,101 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.BonnysFortuneSpinGenerator = void 0;
4
+ class BonnysFortuneSpinGenerator {
5
+ constructor(rngService) {
6
+ this.rngService = rngService;
7
+ }
8
+ async generateScreenWithLayout(reelStripsConfig, layout, optionWeights, commandId, actionId) {
9
+ const { reels, rows } = layout;
10
+ const selectedOptionIndex = await this.selectReelOption(optionWeights, commandId, `${actionId}_reel_option_selection`);
11
+ return Promise.all(Array.from({ length: reels }, async (_, reelIndex) => this.drawReelColumn(reelStripsConfig.getReel(reelIndex), rows, selectedOptionIndex, commandId, actionId, reelIndex)));
12
+ }
13
+ async generateBaseScreen(config, reelStripsConfig, commandId, actionId) {
14
+ const { reels, rows } = config.baseGame.baseGameConfig.layout;
15
+ const optionWeights = config.baseGame.baseGameConfig.reelsOptions.optionWeights;
16
+ const selectedOptionIndex = await this.selectReelOption(optionWeights, commandId, `${actionId}_reel_option_selection`);
17
+ return Promise.all(Array.from({ length: reels }, async (_, reelIndex) => this.drawReelColumn(reelStripsConfig.getReel(reelIndex), rows, selectedOptionIndex, commandId, actionId, reelIndex)));
18
+ }
19
+ async selectReelOption(optionWeights, commandId, actionId) {
20
+ const total = optionWeights.reduce((acc, w) => acc + w, 0);
21
+ const result = await this.rngService.getSingleNumber(0, total - 1, commandId, actionId);
22
+ const rand = result.value;
23
+ let cumulative = 0;
24
+ for (let i = 0; i < optionWeights.length; i++) {
25
+ cumulative += optionWeights[i];
26
+ if (rand < cumulative) {
27
+ return i;
28
+ }
29
+ }
30
+ return optionWeights.length - 1;
31
+ }
32
+ async drawReelColumn(reel, rowsCount, optionIndex, commandId, actionId, reelIndex) {
33
+ const stopActionId = `${actionId}_reel_${reelIndex}_stop`;
34
+ const option = reel.getOption(optionIndex);
35
+ const resultStop = await this.rngService.getSingleNumber(0, option.length - 1, commandId, stopActionId);
36
+ const stopPos = resultStop.value;
37
+ return Array.from({ length: rowsCount }, (_, row) => option.getSymbolAt(stopPos + row));
38
+ }
39
+ async applyBonusSymbols(screen, config, commandId, actionId) {
40
+ const screenCopy = screen.map((col) => [...col]);
41
+ const reelsCount = config.baseGame.baseGameConfig.layout.reels;
42
+ const hWeights = [
43
+ config.baseGame.paidHSymbolWeights.None,
44
+ config.baseGame.paidHSymbolWeights.H1,
45
+ config.baseGame.paidHSymbolWeights.H2,
46
+ config.baseGame.paidHSymbolWeights.H3,
47
+ ];
48
+ const pickedHIndex = await this.getRandomWeightedIndex(hWeights, commandId, `${actionId}_h_symbol_selection`);
49
+ if (pickedHIndex > 0) {
50
+ const hName = `H${pickedHIndex}`;
51
+ const hId = config.baseGame.symbolMultipliers.find((s) => s.name === hName)
52
+ ?.symbolId ?? 0;
53
+ await this.placeHSymbols(screenCopy, reelsCount, config.baseGame.paidHSymbolReelWeights, hName, hId, commandId, `${actionId}_h_symbols`);
54
+ }
55
+ else {
56
+ await this.placeScatterSymbols(screenCopy, reelsCount, config.baseGame.paidScatterReelWeights, config.baseGame.symbolDefinitions.specialSymbols.SCATTER, commandId, `${actionId}_scatter_symbols`);
57
+ }
58
+ return screenCopy;
59
+ }
60
+ async placeHSymbols(screen, reelsCount, reelWeights, symbolName, symbolId, commandId, actionId) {
61
+ const result = await this.rngService.getSingleNumber(0, reelsCount - 1, commandId, `${actionId}_guaranteed_reel`);
62
+ const guaranteedReel = result.value;
63
+ await this.placeSymbolRandomlyOnReel(screen, guaranteedReel, symbolId, commandId, `${actionId}_guaranteed_placement`);
64
+ for (let reel = 0; reel < reelsCount; reel++) {
65
+ if (reel === guaranteedReel)
66
+ continue;
67
+ const weights = reelWeights[symbolName];
68
+ if (weights &&
69
+ (await this.getRandomWeightedIndex(weights, commandId, `${actionId}_reel_${reel}_weighted`)) === 0) {
70
+ await this.placeSymbolRandomlyOnReel(screen, reel, symbolId, commandId, `${actionId}_reel_${reel}_placement`);
71
+ }
72
+ }
73
+ }
74
+ async placeScatterSymbols(screen, reelsCount, scatterWeights, scatterId, commandId, actionId) {
75
+ for (let reel = 0; reel < reelsCount; reel++) {
76
+ const weights = scatterWeights[`reel${reel + 1}`];
77
+ if (weights &&
78
+ (await this.getRandomWeightedIndex(weights, commandId, `${actionId}_scatter_reel_${reel}`)) === 0) {
79
+ await this.placeSymbolRandomlyOnReel(screen, reel, scatterId, commandId, `${actionId}_scatter_placement_${reel}`);
80
+ }
81
+ }
82
+ }
83
+ async placeSymbolRandomlyOnReel(screen, reel, symbolId, commandId, actionId) {
84
+ const result = await this.rngService.getSingleNumber(0, screen[reel].length - 1, commandId, actionId);
85
+ screen[reel][result.value] = symbolId;
86
+ }
87
+ async getRandomWeightedIndex(weights, commandId, actionId) {
88
+ const total = weights.reduce((acc, w) => acc + w, 0);
89
+ const result = await this.rngService.getSingleNumber(0, total - 1, commandId, actionId);
90
+ const rand = result.value;
91
+ let cumulative = 0;
92
+ for (let i = 0; i < weights.length; i++) {
93
+ cumulative += weights[i];
94
+ if (rand < cumulative)
95
+ return i;
96
+ }
97
+ return weights.length - 1;
98
+ }
99
+ }
100
+ exports.BonnysFortuneSpinGenerator = BonnysFortuneSpinGenerator;
101
+ //# sourceMappingURL=bonnys-fortune.spin-generator.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,17 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.PrizeType = exports.SpinType = void 0;
4
+ var SpinType;
5
+ (function (SpinType) {
6
+ SpinType["BASE_GAME_SPIN"] = "BASE_GAME_SPIN";
7
+ SpinType["BONUS_GAME_1_SPIN"] = "BONUS_GAME_1_SPIN";
8
+ SpinType["BONUS_GAME_2_SPIN"] = "BONUS_GAME_2_SPIN";
9
+ SpinType["BONUS_GAME_3_SPIN"] = "BONUS_GAME_3_SPIN";
10
+ SpinType["COLLECT_FEATURE_SPIN"] = "COLLECT_FEATURE_SPIN";
11
+ })(SpinType || (exports.SpinType = SpinType = {}));
12
+ var PrizeType;
13
+ (function (PrizeType) {
14
+ PrizeType["MULTIPLIER"] = "MULTIPLIER";
15
+ PrizeType["BONUS"] = "BONUS";
16
+ })(PrizeType || (exports.PrizeType = PrizeType = {}));
17
+ //# sourceMappingURL=bonnys-fortune.types.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bonnys-fortune.types.js","sourceRoot":"","sources":["../../src/logic/bonnys-fortune.types.ts"],"names":[],"mappings":";;;AAyIA,IAAY,QAMX;AAND,WAAY,QAAQ;IAClB,6CAAiC,CAAA;IACjC,mDAAuC,CAAA;IACvC,mDAAuC,CAAA;IACvC,mDAAuC,CAAA;IACvC,yDAA6C,CAAA;AAC/C,CAAC,EANW,QAAQ,wBAAR,QAAQ,QAMnB;AAED,IAAY,SAGX;AAHD,WAAY,SAAS;IACnB,sCAAyB,CAAA;IACzB,4BAAe,CAAA;AACjB,CAAC,EAHW,SAAS,yBAAT,SAAS,QAGpB"}
@@ -0,0 +1,130 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.BonnysFortuneWinCalculator = void 0;
4
+ const bonnys_fortune_types_1 = require("./bonnys-fortune.types");
5
+ const number_helper_1 = require("../helpers/number-helper");
6
+ class BonnysFortuneWinCalculator {
7
+ static calculateWins(screen, config, betStake, currentMultiplier, spinType, spinTypeIndex) {
8
+ if (!this.isEligibleSpin(spinType))
9
+ return { totalWin: 0, winningLines: [] };
10
+ const configData = this.buildConfigData(config, spinType, spinTypeIndex);
11
+ const { symbolsCount, symbolPositions } = this.analyzeScreenSymbols(screen, configData);
12
+ return this.findWinningLines({
13
+ symbolsCount,
14
+ symbolPositions,
15
+ configData,
16
+ betStake,
17
+ currentMultiplier,
18
+ });
19
+ }
20
+ static isEligibleSpin(spinType) {
21
+ return (spinType === bonnys_fortune_types_1.SpinType.BASE_GAME_SPIN ||
22
+ spinType === bonnys_fortune_types_1.SpinType.BONUS_GAME_2_SPIN);
23
+ }
24
+ static buildConfigData(config, spinType, spinTypeIndex) {
25
+ const { minIndex: baseMin, maxIndex: baseMax } = config.baseGame.symbolDefinitions.baseSymbols;
26
+ const WILD = config.baseGame.symbolDefinitions.specialSymbols.WILD;
27
+ let rows, reels, minLength, maxLength;
28
+ if (spinType === bonnys_fortune_types_1.SpinType.BONUS_GAME_2_SPIN &&
29
+ spinTypeIndex !== undefined) {
30
+ const spinConfig = config.bonusGames.bonusGame2.config.spinTypes[spinTypeIndex];
31
+ rows = spinConfig.layout.rows;
32
+ reels = spinConfig.reelsOptionsWeights.length;
33
+ minLength = config.baseGame.baseGameConfig.winConfig.minLength;
34
+ maxLength = config.baseGame.baseGameConfig.winConfig.maxLength;
35
+ }
36
+ else {
37
+ rows = config.baseGame.baseGameConfig.layout.rows;
38
+ reels = config.baseGame.baseGameConfig.layout.reels;
39
+ minLength = config.baseGame.baseGameConfig.winConfig.minLength;
40
+ maxLength = config.baseGame.baseGameConfig.winConfig.maxLength;
41
+ }
42
+ const multipliers = new Map();
43
+ for (const symbolConfig of config.baseGame.symbolMultipliers) {
44
+ multipliers.set(symbolConfig.symbolId, symbolConfig.multipliers || {});
45
+ }
46
+ return {
47
+ baseMin,
48
+ baseMax,
49
+ WILD,
50
+ reels,
51
+ rows,
52
+ minLength,
53
+ maxLength,
54
+ multipliers,
55
+ };
56
+ }
57
+ static analyzeScreenSymbols(screen, configData) {
58
+ const { baseMin, baseMax, WILD, reels, rows } = configData;
59
+ const symbolsCount = Array.from({ length: baseMax - baseMin + 1 }, () => Array(reels).fill(0));
60
+ const symbolPositions = Array.from({ length: baseMax - baseMin + 1 }, () => Array.from({ length: reels }, () => Array(rows).fill(false)));
61
+ for (let reel = 0; reel < reels; reel++) {
62
+ for (let row = 0; row < rows; row++) {
63
+ const symbol = screen[reel][row];
64
+ if (symbol >= baseMin && symbol <= baseMax) {
65
+ const index = symbol - baseMin;
66
+ symbolsCount[index][reel]++;
67
+ symbolPositions[index][reel][row] = true;
68
+ }
69
+ else if (symbol === WILD) {
70
+ this.markWildPositions(baseMin, baseMax, reel, row, symbolsCount, symbolPositions);
71
+ }
72
+ }
73
+ }
74
+ return { symbolsCount, symbolPositions };
75
+ }
76
+ static markWildPositions(baseMin, baseMax, reel, row, symbolsCount, symbolPositions) {
77
+ for (let baseSymbol = baseMin; baseSymbol <= baseMax; baseSymbol++) {
78
+ const index = baseSymbol - baseMin;
79
+ symbolsCount[index][reel]++;
80
+ symbolPositions[index][reel][row] = true;
81
+ }
82
+ }
83
+ static findWinningLines({ symbolsCount, symbolPositions, configData, betStake, currentMultiplier, }) {
84
+ const { baseMin, baseMax, reels, rows, minLength, maxLength, multipliers } = configData;
85
+ let totalWin = 0;
86
+ const winningLines = [];
87
+ for (let symbol = baseMin; symbol <= baseMax; symbol++) {
88
+ const idx = symbol - baseMin;
89
+ let ways = 1;
90
+ let consecutiveReels = 0;
91
+ const positions = [];
92
+ for (let reel = 0; reel < reels; reel++) {
93
+ const countOnReel = symbolsCount[idx][reel];
94
+ if (countOnReel > 0) {
95
+ consecutiveReels++;
96
+ ways = number_helper_1.NumberHelper.safeMultiply(ways, countOnReel, 6);
97
+ for (let row = 0; row < rows; row++) {
98
+ if (symbolPositions[idx][reel][row])
99
+ positions.push([reel, row]);
100
+ }
101
+ }
102
+ else
103
+ break;
104
+ }
105
+ if (consecutiveReels >= minLength && consecutiveReels <= maxLength) {
106
+ const multiplier = multipliers.get(symbol)?.[`x${consecutiveReels}`] ?? 0;
107
+ if (multiplier > 0) {
108
+ let winAmount = ways;
109
+ winAmount = number_helper_1.NumberHelper.safeMultiply(winAmount, multiplier, 6);
110
+ winAmount = number_helper_1.NumberHelper.safeMultiply(winAmount, betStake, 6);
111
+ winAmount = number_helper_1.NumberHelper.safeMultiply(winAmount, currentMultiplier, 6);
112
+ winAmount = number_helper_1.NumberHelper.toFixedNumber(winAmount, 2);
113
+ totalWin = number_helper_1.NumberHelper.safeSum(totalWin, winAmount, 6);
114
+ winningLines.push({
115
+ symbol,
116
+ consecutiveReels,
117
+ ways,
118
+ multiplier,
119
+ win: winAmount,
120
+ positions,
121
+ });
122
+ }
123
+ }
124
+ }
125
+ totalWin = number_helper_1.NumberHelper.toFixedNumber(totalWin, 2);
126
+ return { totalWin, winningLines };
127
+ }
128
+ }
129
+ exports.BonnysFortuneWinCalculator = BonnysFortuneWinCalculator;
130
+ //# sourceMappingURL=bonnys-fortune.win-calculator.js.map
@@ -0,0 +1 @@
1
+ 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1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ //# sourceMappingURL=game-logic-config.interface.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"game-logic-config.interface.js","sourceRoot":"","sources":["../../src/logic/game-logic-config.interface.ts"],"names":[],"mappings":""}