Made single-level evaluation
This commit is contained in:
+1
-1
@@ -26,7 +26,7 @@
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</main-panel>
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</main-panel>
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<main-panel>
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<main-panel>
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<button onclick="reset();">Reset</button>
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<button onclick="reset();">Reset</button>
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<button onclick="document.getElementById('result').innerHTML = getPatterns();">Analyze</button>
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<input type="checkbox" onclick="toggleAutoDraw(this)" id="autoDrawToggle" /><label for="autoDrawToggle">Auto-Draw</label>
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<br>
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<br>
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<div style="margin-top: 1.4em;" id="result">?</div>
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<div style="margin-top: 1.4em;" id="result">?</div>
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</main-panel>
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</main-panel>
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@@ -1,21 +1,44 @@
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var deck = {};
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var maxNumber = 8; // the maximum number on cards (cards always start at one)
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var hand = {};
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var colors = [ "red", "blue", "yellow" ]; // the available numbers
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var handSize = (colors.length * 2) - 1; // the maximum hand size
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var seriesLength = colors.length; // the minimum required length of series
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var pointsMultiplier = 10; // useless "big number feel" multiplier
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var sameNumberExtra = 1; // extra points given for sets of same numbers
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var sameColorExtra = 4; // extra points given for sets of the same color if they are in a series
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var autoDraw = false; // whether the script should automatically draw on start and on discard
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var autoRecommend = true; // whether the script should automatically recommend on change
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var allCards = undefined;
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var deck = undefined;
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var hand = undefined;
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var recommendations = undefined;
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var deckElement = document.getElementById('deck');
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var deckElement = document.getElementById('deck');
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var handElement = document.getElementById('hand');
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var handElement = document.getElementById('hand');
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var recommendElement = document.getElementById('result');
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var colors = [ "red", "blue", "yellow" ];
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reset();
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var handSize = 5;
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var maxNumber = 8;
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fillDeck();
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function toggleAutoDraw(element) {
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updateUI();
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if (element.checked) {
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autoDraw = true;
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fillHand();
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}
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else {
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autoDraw = false;
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}
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}
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function cardToId(card) {
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function cardToId(card) {
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return card.color + "_" + card.number.toString();
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return card.color + "_" + card.number.toString();
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}
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}
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function cardToElement(card, forDeck = false) {
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function idToCard(cardId) {
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return allCards[cardId];
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}
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function cardToElement(card, forDeck = false, drawn = false) {
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var element = document.createElement("okey-card");
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var element = document.createElement("okey-card");
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element.innerHTML = card.number.toString();
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element.innerHTML = card.number.toString();
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@@ -29,7 +52,7 @@ function cardToElement(card, forDeck = false) {
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element.setAttribute("onclick", "discard('" + cardToId(card) + "')");
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element.setAttribute("onclick", "discard('" + cardToId(card) + "')");
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}
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}
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if (forDeck && card.drawn) {
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if (forDeck && drawn) {
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element.classList.add("drawn-" + card.color);
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element.classList.add("drawn-" + card.color);
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}
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}
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else {
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else {
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@@ -40,82 +63,309 @@ function cardToElement(card, forDeck = false) {
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return element.outerHTML;
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return element.outerHTML;
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}
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}
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function isHandFull() {
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function isHandFull(thisHand = null) {
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if (thisHand == null) {
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thisHand = hand;
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}
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return Object.entries(hand).length >= handSize;
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return Object.entries(hand).length >= handSize;
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}
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}
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function fillDeck() {
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function generateCards() {
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for (let color of colors)
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for (let color of colors)
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{
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{
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for (let i = 1; i <= maxNumber; i++)
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for (let i = 1; i <= maxNumber; i++)
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{
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{
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let card = {
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let card = {
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color: color,
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color: color,
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number: i,
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number: i
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drawn: false
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};
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};
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card.id = cardToId(card);
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deck[cardToId(card)] = card;
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allCards[card.id] = card;
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}
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}
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}
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}
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}
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}
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function discard(cardId) {
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function fillDeck() {
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delete hand[cardId];
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for (let cardId of Object.keys(allCards)) {
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updateUI();
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deck.push(cardId);
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}
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}
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}
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function drawCard(cardId) {
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function fillHand() {
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if (!deck[cardId].drawn && !isHandFull()) {
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let draws = handSize - hand.length;
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hand[cardId] = deck[cardId];
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for (let i = 0; i < draws; i++) {
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deck[cardId].drawn = true;
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let deckPos = Math.floor(Math.random()*deck.length);
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drawCard(deck[deckPos]);
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}
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}
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function discard(cardId, thisHand = null) {
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let handGiven = true;
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if (thisHand == null) {
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thisHand = hand;
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handGiven = false;
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}
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if (thisHand.indexOf(cardId) !== -1) {
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thisHand.splice(thisHand.indexOf(cardId), 1);
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}
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if (autoDraw) {
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fillHand();
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}
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if (!handGiven) {
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updateUI();
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updateUI();
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}
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}
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}
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}
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function drawCard(cardId, thisHand = null, thisDeck = null) {
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let handGiven = true;
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if (thisHand == null) {
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thisHand = hand;
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handGiven = false;
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}
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if (thisDeck == null) {
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thisDeck = deck;
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handGiven = false;
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}
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if (!isHandFull(thisHand) && thisDeck.includes(cardId)) {
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thisDeck.splice(thisDeck.indexOf(cardId), 1);
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thisHand.push(cardId);
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}
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if (!handGiven) {
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updateUI();
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}
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}
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function recommend() {
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recommendOfDepth();
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updateUI(true);
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}
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function getPatterns(thisHand = null) {
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function getPatterns(thisHand = null) {
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if (thisHand == null) {
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if (thisHand == null) {
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thisHand = hand;
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thisHand = hand;
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}
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}
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let patterns = [];
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let patterns = {};
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for (let i = 1; i <= maxNumber; i++) {
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cardsByNumbers = [];
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sameNumber = 0;
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cardColorsByNumbers = [];
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for (let card of Object.values(thisHand)) {
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if (card.number == i) {
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// set up empty arrays for each number
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sameNumber++;
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for (let i = 0; i < maxNumber; i++) {
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cardsByNumbers.push([]);
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cardColorsByNumbers.push([]);
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}
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// fill them with the current hand's cards
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for (let cardId of thisHand) {
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let card = idToCard(cardId);
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cardColorsByNumbers[card.number - 1].push(card.color);
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cardsByNumbers[card.number - 1].push(card);
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}
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// check if there are "color" amount of any
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for (let i = 0; i < maxNumber; i++) {
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if (cardsByNumbers[i].length >= colors.length) {
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let patternName = (i + 1).toString();
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for (let j = 1; j < colors.length; j++) {
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patternName += "-" + (i + 1).toString();
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}
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}
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}
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// "i" is lagging behind, adjustment needed
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if (sameNumber >= colors.length) {
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let points = (i + 1 + sameNumberExtra)
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let patternName = i + "-" + i + "-" + i;
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patterns[patternName] = {};
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patterns[patternName] = (i + 1) * 10;
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patterns[patternName].pattern = patternName;
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patterns[patternName].points = points;
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}
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}
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}
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}
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console.log(Object.keys(patterns));
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// check if there are series present
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for (let i = 0; i <= (maxNumber - seriesLength); i++) {
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let isSeries = true;
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let theseColors = colors;
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for (let numberOffset = 0; numberOffset < seriesLength; numberOffset++) {
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if (cardColorsByNumbers[i + numberOffset] < 1) {
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isSeries = false;
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break;
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}
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// intersect
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theseColors = [theseColors, cardColorsByNumbers[i + numberOffset]].reduce((a, c) => a.filter(i => c.includes(i)));
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}
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if (isSeries) {
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let patternName = (i + 1).toString();
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for (let numberOffset = 1; numberOffset < seriesLength; numberOffset++) {
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patternName += "-" + (i + numberOffset + 1).toString();
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}
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// "i" is lagging behind, adjustment needed
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let points = (i + 1);
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// check if they are of the same color
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if (theseColors.length > 0) {
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points = ((i + 1) + sameColorExtra);
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patternName += "*";
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}
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patterns[patternName] = {};
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patterns[patternName].pattern = patternName;
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patterns[patternName].points = points;
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}
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}
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patterns = patterns.sort((a,b) => (a.last_nom > b.last_nom) ? -1 : ((b.last_nom > a.last_nom) ? 1 : 0));
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let points = Object.values(patterns).map(pattern => pattern.points);
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let maxPoints = Math.max(...points);
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return Object.keys(patterns);
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let selectedPatterns = Object.values(patterns).filter(pattern => pattern.points == maxPoints);
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return selectedPatterns;
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}
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}
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function updateUI() {
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function getHandPoints(hand = null) {
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let patterns = getPatterns(hand);
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if (patterns.length > 0) {
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return patterns[0].points;
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}
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return 0;
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}
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function recommendOfDepth(depth = 4) {
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var t0 = performance.now();
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recommendations = [];
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recommendThrowaway(depth);
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let current = getHandPoints();
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if (current > 0) {
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let choice = {
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burnedCard: "CASH OUT",
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points: current,
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chance: 1
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};
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recommendations.unshift(choice);
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}
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var t1 = performance.now();
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console.log("Took " + (t1 - t0) + " milliseconds.");
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}
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function recommendThrowaway(depth = 0, thisHand = null, thisDeck = null, chance = 1, startingFunction = true) {
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if (thisHand == null) {
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thisHand = hand;
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}
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if (thisDeck == null) {
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thisDeck = deck;
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}
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if (Object.keys(thisHand).length < 1) {
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return [0, "nothing", 0];
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}
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let decks = [];
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let hands = [];
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let choices = [];
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let loopDuration = Math.min(handSize, thisHand.length);
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for (let i = 0; i < loopDuration; i++) {
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for (let deckIndex = 0; deckIndex < thisDeck.length; deckIndex++) {
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let newHand = [...thisHand];
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let newDeck = [...thisDeck];
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choices.push({ burnedCard: newHand[i], index: i });
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newHand.splice(i, 1);
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newHand.push(newDeck[deckIndex]);
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newDeck.splice(deckIndex, 1);
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hands.push(newHand);
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decks.push(newDeck);
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}
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}
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if (startingFunction) {
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console.log(choices);
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for (let choice of choices) {
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let points = getHandPoints(hands[choice.index]);
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if (points > 0) {
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choice.points = points;
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let thisChance = 1;
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if (thisDeck.length > 0) {
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thisChance = chance * (1/thisDeck.length);
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}
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choice.chance = thisChance
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recommendations.push(choice);
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}
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}
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}
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}
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function getRecommendationText(rec) {
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if (Object.keys(allCards).includes(rec.burnedCard)) {
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return "Burn <b><u>" +
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rec.burnedCard.replace("_", " ") +
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"</u></b> and earn potentially " +
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(rec.points * pointsMultiplier) +
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" points. (" +
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(rec.chance * 100).toFixed(2) +
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"% chance)";
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}
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return "<b><u>Cash out</u></b> and get " +
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(rec.points * pointsMultiplier) +
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" points instantly!";
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}
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function updateUI(skipAuto = false) {
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if (autoRecommend && !skipAuto) {
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recommend();
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}
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recommendationArray = [];
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for (let recommendation of recommendations) {
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recommendationArray.push(getRecommendationText(recommendation));
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}
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recommendationArray = [...new Set(recommendationArray)];
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recommendElement.innerHTML = recommendationArray.join("<br>");
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handElement.innerHTML = "";
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handElement.innerHTML = "";
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for (let card of Object.values(hand)) {
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for (let cardId of hand) {
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let card = idToCard(cardId);
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handElement.innerHTML += cardToElement(card);
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handElement.innerHTML += cardToElement(card);
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}
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}
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deckElement.innerHTML = "";
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deckElement.innerHTML = "";
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for (let card of Object.values(deck)) {
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for (let cardId of Object.keys(allCards)) {
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deckElement.innerHTML += cardToElement(card, true);
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let card = idToCard(cardId);
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if (deck.includes(cardId)) {
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deckElement.innerHTML += cardToElement(card, true);
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}
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else {
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deckElement.innerHTML += cardToElement(card, true, true);
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}
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}
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}
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}
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}
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function reset() {
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function reset() {
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deck = {};
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allCards = {};
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hand = {};
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deck = [];
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hand = [];
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recommendations = [];
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generateCards();
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fillDeck();
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fillDeck();
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if (autoDraw) {
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fillHand();
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}
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updateUI();
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updateUI();
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}
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}
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Reference in New Issue
Block a user