Designing BlackJack Game
Table of Contents
Problem Statement
Design a blackjack game using object-oriented principles.
To come up with an object-oriented design for Black Jack game lets first go over the requirements of the system
- There is one dealer and multiple players.
- Each participant attempts to beat the dealer by getting a count as close to 21 as possible, without going over 21.
- The standard 52-card pack is used, but in most casinos, several decks of cards are shuffled together.
- An ace is worth 1 or 11.
- Before the deal begins, each player places a bet.
- When all the players have placed their bets, the dealer gives two card face up to each player in rotation clockwise, and then two card face up to himself.
- If a player’s first two cards are an ace and a “ten-card” (a picture card or 10), giving him a count of 21 in two cards, this is a natural or “blackjack.”
- After 1st round players can either fold the card, keep betting and get another card or bet and stand.
- After 1st round dealer will deal one card to all players who are in the game.
- Player whose total sum of cards is more than 21 automatically folds and lose the bet.
Identify Classes and Relationships
BlackJack - Header
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#ifndef blackjack_hpp
#define blackjack_hpp
#include <stdio.h>
#include <string>
#include <vector>
#include <map>
#include <iostream>
#include <stdlib.h>
using namespace std;
enum SuitColor {DEFAULT=0, CLOVE, DIAMOND, HEART, SPADE};
enum PlayerType {DEALER=0, PLAYER};
/*************************
* Class card
*************************/
class card
{
private:
SuitColor cardColor;
int cardNumber;
bool available;
public:
card () {}
card (SuitColor color, int number) {
this->cardColor = color;
this->cardNumber = number;
this->available = true;
}
bool isAvailable() {
return available;
}
int getCardNumber() {
return cardNumber;
}
SuitColor getCardColor() {
return cardColor;
}
};
/*************************
* Class cardDeck
*************************/
class cardDeck
{
private:
vector<card*> deck;
public:
inline cardDeck();
vector<card*> getDeck() {
return deck;
}
card* draw();
void shuffleDeck();
void printDeck();
};
/*************************
* Class Person
*************************/
class person
{
protected:
string name;
int playerNumber;
PlayerType type;
int totalAmount;
int amountLeft;
int betAmount;
bool bet;
bool fold;
bool stands;
public:
person() {}
person(string name, int totalAmount) {
this->name = name;
this->totalAmount = totalAmount;
this->betAmount = 0;
}
virtual string getName() {
return name;
}
virtual int getPlayerNumber() {
return playerNumber;
}
virtual PlayerType getPlayerType() {
return type;
}
virtual int getTotalAmount() {
return totalAmount;
}
virtual int getAmountLeft() {
return amountLeft;
}
virtual int getBetAmount() {
return betAmount;
}
virtual bool isFolding() {
return false;
}
virtual void setFold(bool fold) {
this->fold = false;
}
virtual bool didFold() {
return fold;
}
virtual bool isStanding() {
return false;
}
virtual void setStanding(bool stands) {
this->stands = false;
}
virtual bool getStanding() {
return this->stands;
}
virtual bool isBetting() {
return true;
}
virtual bool getBetting() {
return bet;
}
virtual bool canBet(int betAmount) {
if (betAmount < amountLeft) {
return true;
}
return false;
}
virtual void setBet(int betAmount) {
amountLeft -= betAmount;
this->betAmount += betAmount;
}
virtual void refillFunds(int amount) {
totalAmount += amount;
amountLeft += amount;
}
virtual int compensateLooseAmount() {
return 0;
}
virtual void printObjectState() {}
};
/*************************
* Class Dealer
*************************/
class dealer:public person
{
private:
cardDeck* deckObj;
public:
dealer() {}
dealer(string name, int totalAmount) {
this->name = name;
this->totalAmount = totalAmount;
this->amountLeft = totalAmount;
this->betAmount = 0;
this->type = DEALER;
// create deck of card. Deck belongs to dealer
deckObj = new cardDeck();
}
card* deal();
int compensateLooseAmount(int amount) {
this->amountLeft -= amount;
return amount;
}
void printDealerReport();
};
/*************************
* Class player
*************************/
class player:public person
{
public:
player(string name, int totalAmount, int playerNumber) {
this->name = name;
this->totalAmount = totalAmount;
this->amountLeft = totalAmount;
this->betAmount = 0;
this->type = PLAYER;
fold = false;
stands = false;
bet = false;
this->playerNumber = playerNumber;
}
bool flipCoin();
bool isFolding();
void setFold(bool fold);
bool isStanding();
void setStanding(bool stands);
bool isBetting();
bool canBet(int betAmount);
int getAmountLeft();
int compensateLooseAmount();
void printPlayerReport();
};
/*************************
* Class gameTable
*************************/
class gameTable
{
private:
map<person*, vector<card*>> hand;
map<person*, int> scoreDetails;
vector<person*> players;
public:
gameTable() {}
void addPlayerInHand(person *player);
void setScore(person* player, int score);
int getScore(person* player);
void cardToPlayer(person* player, card* Card);
vector<person*> getPlayers();
void calculateScore();
vector<person*> getPlayersHitBlackJack();
void foldPlayersWhoLost(dealer *dealerObj);
void removePlayerInHand(person *player);
vector<person*> currentPlayersInGame();
vector<card*> getPlayerCards(person* player);
void printScoreReport();
};
void blackjackDriver();
#endif /* blackjack_hpp */
BlackJack - Source
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#include "blackjack.hpp"
/*************************
* Class cardDeck methods
*************************/
inline cardDeck::cardDeck()
{
SuitColor color = DEFAULT;
int colorCounter = 0;
int cardNumber = 0;
for (int i = 1; i <= 52; i++) {
if (i % 13 == 1) {
color = (SuitColor)(++colorCounter);
}
cardNumber = i % 13;
cardNumber = (cardNumber == 0) ? 13 : cardNumber;
card* cardObj = new card(color, cardNumber);
deck.push_back(cardObj);
}
shuffleDeck();
}
card* cardDeck::draw()
{
// Get card from deck
if (!deck.empty()) {
card* temp = deck.back();
deck.pop_back();
return temp;
}
return NULL;
}
void cardDeck::shuffleDeck()
{
int indx = 0;
card *temp;
for (int i = 0; i <= 51; i++) {
indx = rand() % 52;
cout << "Swap " << i << ", " << indx << endl;
temp = deck[i];
deck[i] = deck[indx];
deck[indx] = temp;
}
}
void cardDeck::printDeck()
{
for (int i = 0; i < deck.size(); i++) {
switch (deck[i]->getCardColor()) {
case CLOVE:
cout << (i%13)+1 << " -> " << "CLOVE" << endl;
break;
case DIAMOND:
cout << (i%13)+1 << " -> " << "DIAMOND" << endl;
break;
case HEART:
cout << (i%13)+1 << " -> " << "HEART" << endl;
break;
case SPADE:
cout << (i%13)+1 << " -> " << "SPADE" << endl;
break;
default:
break;
}
}
}
/*************************
* Class gameTable methods
*************************/
void gameTable::addPlayerInHand(person *player) {
hand.insert(std::pair<person*, vector<card*>>(player, NULL));
scoreDetails.insert(std::pair<person*, int>(player, 0));
this->players.push_back(player);
}
void gameTable::setScore(person* player, int score) {
scoreDetails[player] = score;
}
int gameTable::getScore(person* player) {
return scoreDetails[player];
}
void gameTable::cardToPlayer(person* player, card* Card) {
map<person*, vector<card*>>::iterator handItr;
handItr = hand.find(player);
vector<card*> allCardsInHand = handItr->second;
allCardsInHand.push_back(Card);
handItr->second = allCardsInHand;
}
vector<person*> gameTable::getPlayers() {
return players;
}
void gameTable::calculateScore() {
// Go through each player and calulate score
map<person*, vector<card*>>::iterator handItr;
map<person*, int>::iterator scoreDetailsItr;
for (handItr = hand.begin(); handItr != hand.end(); ++handItr) {
vector<card*> allCardsSoFar = handItr->second;
int totalscore = 0;
for (int i = 0; i < allCardsSoFar.size(); i++) {
switch(allCardsSoFar[i]->getCardNumber()) {
// Cards 10, J, Q, K
case 10:
case 11:
case 12:
case 13:
totalscore += 10;
break;
case 1:
// Card 'A'
if (totalscore + 11 >= 21) {
totalscore += 1;
} else {
totalscore += 11;
}
break;
default:
// All cards between 2-9
totalscore += allCardsSoFar[i]->getCardNumber();
break;
}
}
scoreDetailsItr = scoreDetails.find(handItr->first);
scoreDetailsItr->second = totalscore;
}
}
vector<person*> gameTable::getPlayersHitBlackJack() {
map<person*, int>::iterator scoreDetailsItr;
vector<person*> temp;
for (scoreDetailsItr = scoreDetails.begin();
scoreDetailsItr != scoreDetails.end(); ++scoreDetailsItr) {
if (scoreDetailsItr->second == 21 && !scoreDetailsItr->first->didFold() &&
scoreDetailsItr->first->getPlayerType() == PLAYER) {
temp.push_back(scoreDetailsItr->first);
}
}
return temp;
}
void gameTable::removePlayerInHand(person *player) {
hand.erase(player);
scoreDetails.erase(player);
vector<person*>::iterator playersItr;
for (playersItr = players.begin(); playersItr != players.end(); ++playersItr) {
if (*playersItr == player) {
players.erase(playersItr);
}
}
}
vector<person*> gameTable::currentPlayersInGame()
{
vector<person*> temp;
for (int i = 0; i < players.size(); i++) {
if (!players[i]->didFold()) {
temp.push_back(players[i]);
}
}
return temp;
}
vector<card*> gameTable::getPlayerCards(person* player)
{
map<person*, vector<card*>>::iterator handItr;
handItr = hand.find(player);
return handItr->second;
}
void gameTable::foldPlayersWhoLost(dealer *dealerObj)
{
map<person*, int>::iterator scoreDetailsItr;
for (scoreDetailsItr = scoreDetails.begin();
scoreDetailsItr != scoreDetails.end(); ++scoreDetailsItr) {
if (scoreDetailsItr->first->getPlayerType() == PLAYER &&
!scoreDetailsItr->first->didFold() &&
scoreDetailsItr->second > 21) {
// Get the bet amount of player
dealerObj->refillFunds(scoreDetailsItr->first->getBetAmount());
scoreDetailsItr->first->setFold(true);
}
}
return;
}
void gameTable::printScoreReport()
{
// Print score of each player
cout << endl << "[Players Scores]" << endl;
for (int i = 0; i < this->players.size(); i++) {
cout << " ==> [" << players[i]->getName() << "] " <<
getScore(players[i]) << endl;
}
}
/*************************
* Class player methods
*************************/
bool player::flipCoin() {
return rand() % 2;
}
bool player::isFolding() {
if (this->fold == true) {
return true;
}
return flipCoin();
}
void player::setFold(bool fold) {
this->fold = fold;
}
bool player::isStanding() {
bool temp = flipCoin();
setStanding(temp);
return temp;
}
void player::setStanding(bool stands) {
this->stands = stands;
}
bool player::isBetting() {
return flipCoin();
}
bool player::canBet(int betAmount) {
if (betAmount < this->amountLeft && this->fold == false) {
return true;
}
return false;
}
int player::getAmountLeft() {
return amountLeft;
}
int player::compensateLooseAmount() {
int temp = betAmount;
betAmount = 0;
return temp;
}
void player::printPlayerReport()
{
cout << "[Player]" << endl;
cout << " ==> Player Name: " << getName() << endl;
cout << " ==> Player Number: " << getPlayerNumber() << endl;
cout << " ==> Player Type: " << getPlayerType() << endl;
cout << " ==> Total Amount: " << getTotalAmount() << endl;
cout << " ==> Amount Left: " << getAmountLeft() << endl;
cout << " ==> Bet Amount: " << getBetAmount() << endl;
cout << " ==> Betting: " << getBetting() << endl;
cout << " ==> Fold: " << didFold() << endl;
cout << " ==> Stand: " << getStanding() << endl << endl;
}
/*************************
* Class dealer methods
*************************/
card* dealer::deal()
{
return deckObj->draw();
}
void dealer::printDealerReport()
{
cout << "[Dealer]" << endl;
cout << " ==> Dealer Name: " << getName() << endl;
cout << " ==> Dealer Number: " << getPlayerNumber() << endl;
cout << " ==> Player Type: " << getPlayerType() << endl;
cout << " ==> Total Amount: " << getTotalAmount() << endl;
cout << " ==> Amount Left: " << getAmountLeft() << endl;
cout << " ==> Bet Amount: " << getBetAmount() << endl;
cout << " ==> Betting: " << getBetting() << endl;
cout << " ==> Fold: " << didFold() << endl;
cout << " ==> Stand: " << getStanding() << endl << endl;
}
/*************************
* blackjackDriver
*************************/
void blackjackDriver()
{
// Create dealer
dealer dealerObj("Dealer", 10000);
// Create players
player player0("Player0", 200, 0);
player player1("Player1", 200, 1);
player player2("Player2", 200, 2);
player player3("Player3", 200, 3);
// Create Game Table
gameTable gameObj;
gameObj.addPlayerInHand(&player0);
gameObj.addPlayerInHand(&player1);
gameObj.addPlayerInHand(&player2);
gameObj.addPlayerInHand(&player3);
gameObj.addPlayerInHand(&dealerObj);
// Print Player reports
vector<person*> players = gameObj.getPlayers();
dealerObj.printDealerReport();
player0.printPlayerReport();
player1.printPlayerReport();
player2.printPlayerReport();
player3.printPlayerReport();
int round = 0;
while(1) {
round++;
cout << endl << "========Round " << round << "========" << endl;
// All players bet
for (int i = 0; i < players.size(); i++) {
if (players[i]->canBet(50)) {
if (players[i]->getPlayerType() == PLAYER) {
players[i]->setBet(50);
cout << "[" << players[i]->getName() << "] betting: " <<
players[i]->getBetAmount() << endl;
}
if (!players[i]->isStanding()) {
gameObj.cardToPlayer(players[i], dealerObj.deal());
if (round == 1) {
gameObj.cardToPlayer(players[i], dealerObj.deal());
}
cout << "[" << players[i]->getName() <<
"] is not standing" << endl;
}
vector<card*>cards = gameObj.getPlayerCards(players[i]);
for (vector<card*>::iterator cardsItr = cards.begin();
cardsItr != cards.end(); ++cardsItr) {
cout << " ==> " << (*cardsItr)->getCardColor() <<
", " << (*cardsItr)->getCardNumber() << endl;
}
}
}
// Find scores after each iteration
gameObj.calculateScore();
// Find players exceeded 21 and lost
gameObj.foldPlayersWhoLost(&dealerObj);
// Print score of each player
gameObj.printScoreReport();
// Find players hit blackJack and compensate them
vector<person*> playersHitBlackJack = gameObj.getPlayersHitBlackJack();
for (int i = 0; i < playersHitBlackJack.size(); i++) {
int betAmount = playersHitBlackJack[i]->getBetAmount();
// dealer compensate the amount to player
playersHitBlackJack[i]->refillFunds(
dealerObj.compensateLooseAmount(2 * betAmount));
playersHitBlackJack[i]->setFold(true);
}
// Find if dealer hit BJ or Over 21 or under 21?
if (gameObj.getScore(&dealerObj) == 21) {
// Game over and dealer get money from other players still in game
for (int i = 0; i < playersHitBlackJack.size(); i++) {
if (playersHitBlackJack[i]->getPlayerType() == PLAYER &&
!playersHitBlackJack[i]->didFold()) {
dealerObj.refillFunds(
playersHitBlackJack[i]->compensateLooseAmount());
}
}
break;
} else if (gameObj.getScore(&dealerObj) > 21) {
// Dealer loose and other people get double the bet
vector<person*> currentPlayers = gameObj.currentPlayersInGame();
for (int i = 0; i < currentPlayers.size(); i++) {
if (currentPlayers[i]->getPlayerType() == PLAYER &&
gameObj.getScore(currentPlayers[i]) < 21) {
int betAmount = currentPlayers[i]->getBetAmount();
currentPlayers[i]->refillFunds(
dealerObj.compensateLooseAmount(2 * betAmount));
}
}
break;
}
}
cout << endl << endl;
cout << "****[Final Report]****" << endl;
dealerObj.printDealerReport();
player0.printPlayerReport();
player1.printPlayerReport();
player2.printPlayerReport();
player3.printPlayerReport();
cout << "========BlackJack Ended========";
return;
}