public int GetStrategyScore(int numHandsToPlay) { int playerChips = 0; var deck = new Deck(testConditions.NumDecks); var randomizer = new Randomizer(); Hand dealerHand = new Hand(); Hand playerHand = new Hand(); List <Hand> playerHands = new List <Hand>(); List <int> betAmountPerHand = new List <int>(); for (int handNum = 0; handNum < numHandsToPlay; handNum++) { dealerHand.Cards.Clear(); playerHand.Cards.Clear(); if (DealerUpcardRank.HasValue) { deck.ForceNextCardToBe(DealerUpcardRank.Value); } dealerHand.AddCard(deck.DealCard()); dealerHand.AddCard(deck.DealCard()); playerHand.AddCard(deck.DealCard()); if (StackTheDeck) { // even out the hands dealt to the player so it's proportionate to the // number of cells in the three grids var rand = randomizer.GetFloatFromZeroToOne(); if (rand < 0.33F) { // deal a pair deck.ForceNextCardToBe(playerHand.Cards[0].Rank); } if (rand >= 0.33F && rand < 0.66F) { // deal a soft hand if (playerHand.Cards[0].Rank != Card.Ranks.Ace) { deck.ForceNextCardToBe(Card.Ranks.Ace); } else { deck.EnsureNextCardIsnt(Card.Ranks.Ace); // avoid a pair of Aces } } // yes, our normal deal for hard hands may result in a pair or a hard hand, but // we don't care since we're just trying to even out the proportion of those type of hands } playerHand.AddCard(deck.DealCard()); playerHands.Clear(); playerHands.Add(playerHand); // we need to track how much bet per hand, since you can double down after a split. betAmountPerHand.Clear(); betAmountPerHand.Add(testConditions.BetSize); playerChips -= testConditions.BetSize; // 1. check for player Blackjack if (playerHand.HandValue() == 21) { // if the dealer also has 21, then it's a tie if (dealerHand.HandValue() != 21) { playerChips += betAmountPerHand[0]; // return the bet } else { // Blackjack typically pays 3:2, although some casinos do 5:4 playerChips += testConditions.BlackjackPayoffSize; } betAmountPerHand[0] = 0; continue; // go to next hand } // 2. if the dealer has blackjack, then simply move to the next hand, since playerChips was already decremented if (dealerHand.HandValue() == 21) { continue; } // 3. If the player has a playable hand, get a decision and play until standing or busting // If split is selected, a new hand is added to playerHands, which is why we loop like this: for (var handIndex = 0; handIndex < playerHands.Count; handIndex++) { playerHand = playerHands[handIndex]; var gameState = GameState.PlayerDrawing; while (gameState == GameState.PlayerDrawing) { // if the hand was split and resulted in Blackjack, pay off and more to the next hand if (playerHand.HandValue() == 21) { if (playerHand.Cards.Count == 2) // Blackjack { int blackjackPayoff = testConditions.BlackjackPayoffSize * betAmountPerHand[handIndex] / testConditions.BetSize; playerChips += blackjackPayoff; betAmountPerHand[handIndex] = 0; } gameState = GameState.DealerDrawing; break; } var action = strategy.GetActionForHand(playerHand, dealerHand.Cards[0]); // if there's an attempt to double-down with more than 2 cards, turn into a hit if (action == ActionToTake.Double && playerHand.Cards.Count > 2) { action = ActionToTake.Hit; } switch (action) { case ActionToTake.Hit: playerHand.AddCard(deck.DealCard()); // if we're at 21, we automatically stand if (playerHand.HandValue() == 21) { gameState = GameState.DealerDrawing; } // did we bust? if (playerHand.HandValue() > 21) { betAmountPerHand[handIndex] = 0; gameState = GameState.PlayerBusted; } break; case ActionToTake.Stand: gameState = GameState.DealerDrawing; break; case ActionToTake.Double: // double down means bet another chip, and get one and only card card playerChips -= testConditions.BetSize; betAmountPerHand[handIndex] += testConditions.BetSize; playerHand.AddCard(deck.DealCard()); if (playerHand.HandValue() > 21) { betAmountPerHand[handIndex] = 0; gameState = GameState.PlayerBusted; } else { gameState = GameState.DealerDrawing; } break; case ActionToTake.Split: // add the new hand to our collection var newHand = new Hand(); newHand.AddCard(playerHand.Cards[1]); playerHand.Cards[1] = deck.DealCard(); newHand.AddCard(deck.DealCard()); playerHands.Add(newHand); // our extra bet playerChips -= testConditions.BetSize; betAmountPerHand.Add(testConditions.BetSize); break; } } } // 4. if there are playable hands for the player, get the dealer decisions bool playerHandsAvailable = betAmountPerHand.Sum() > 0; if (playerHandsAvailable) { var gameState = GameState.DealerDrawing; // draw until holding 17 or busting while (dealerHand.HandValue() < 17) { dealerHand.AddCard(deck.DealCard()); if (dealerHand.HandValue() > 21) { // payoff each hand that is still valid - busts and blackjacks have 0 for betAmountPerHand for (int handIndex = 0; handIndex < playerHands.Count; handIndex++) { playerChips += betAmountPerHand[handIndex] * 2; // the original bet and a matching amount } gameState = GameState.DealerBusted; break; } } // 5. and then compare the dealer hand to each player hand if (gameState != GameState.DealerBusted) { int dealerHandValue = dealerHand.HandValue(); for (int handIndex = 0; handIndex < playerHands.Count; handIndex++) { var playerHandValue = playerHands[handIndex].HandValue(); // if it's a tie, give the player his bet back if (playerHandValue == dealerHandValue) { playerChips += betAmountPerHand[handIndex]; } else { if (playerHandValue > dealerHandValue) { // player won playerChips += betAmountPerHand[handIndex] * 2; // the original bet and a matching amount } else { // player lost, nothing to do since the chips have already been decremented } } } } } } return(playerChips); }