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It's generally preferred to import individual libraries without. Since you just use ArrayList and List from util , have them separate. Do you really want this to only work for Poker?
If you'd like to have some reusability using the same Deck for other games , then you can allow the game to decide which cards to use not every game uses the standard 52 cards.
Since fullDeck holds all the cards in a Deck , you won't need deckLength. You already got some great advise about your Deck class, so I'll focus on your Hands class.
Sometimes, it helps to think about the real-life situation: Is it the responsibility of the hand or of the player to get cards from the deck?
Generally, it's not, and the Hand class shouldn't be responsible for it either. Your Hand class is also quite static.
It is hardcoded how many cards a hand can have, so you cannot for example play Omaha. The way cards are added to a hand right now, you also cannot play a game where cards are added at different points in time for example Stud.
You could also create a CardCollection class containing logic for adding, getting, and showing cards , which the Hand class extends. That way, you could also add a TableCards class, which also extends CardCollection.
I would suggest to give Rank enum cardinality. This can help you with calculating game situations. Is a Card object supposed to represent a kind of card e.
For example, if you shuffled together two decks, and the top two cards of the shuffled-together deck are both "club queen", should those be represented by the same Card object, or should one card object represent "club queen which is at position 0 in a particular deck" and the other one "club queen which is at position 1 in that same deck"?
I would suggest that you define a concept of a "card container" [used for hands, decks, etc. Each container should have a means of identifying the cards which occupy it, and each card should have a means of identifying the one container which contains it.
Moving a card from one container to another should cause it to be removed from the former and added to the latter. There are two things I want to point out that has been shown in other answers, but not pointed out why it should change like this.
This is not how you should give two cards to a player. With this code, there is a probability that the player will be given the same two cards.
That should not happen. Then I would be able to do: An array is mutable , so it is possible to change the values of it.
And as your variable is public , it is possible to access it from other classes. This is why those variables should absolutely be private.
And as they are meant to be used as constants, they should also be static. This however still makes them mutable, which is why an enum is a good approach.
It is not possible to add a member to an enum at runtime. As they have private visibility though, it is okay to use them as private static final String , just make sure that your code doesn't change any index of them.
Imagine you're playing poker. Give yourself a hand that's a four of a kind. Think about how you, as a person, would determine what you have.
I would personally sort my hand, then count the incidences of each card. If I have 4 of the same value, then I've got a four of a kind and can stop.
Okay, now a straight. I'd again sort my hand. Repeat this process until you work down to the lowest valued hands. Sign up or log in Sign up using Google.
Sign up using Facebook. How we find the second value will be unique to each type of hand: If those values are equal, we move onto the next determining factor, like the highest card besides the pair, or the low pair of a two pair hand.
Some hands will only have two determining factors, like a straight. The first value would be a straight's spot in the rank of the poker hands greater than 3 of a kind, less than a flush , and the second value would be the top card in the straight 7, jack, king, etc.
For a high card, we'd have 0, as high card is the lowest ranked hand, and the next 5 values would be the ranks of the cards in the hand in descending order.
All righty, now with the dirty work, figuring out the actual value of our poker hand. Let's start with a pair situation.
How would we figure out if there is a pair? If we have two cards of the same rank. How will we implement this? We could cycle through the ranks, seeing if any of the ranks has two cards with its value.
But then, for 3 of a kind, we'd have to do the same thing again. How about we make an array of int s starting at 0 with 13 slots one for each rank , then go through the cards; with each card, we increment the appropriate index of the array.
Let's see a code representation:. All the code from this point on is put in the Hand constructor where our comment was. For simplicity's sake, we've used card ranks starting at 1 for ace instead of 0 for ace.
If we use 0 for ace, then we would be using 9 for 10, which is just confusing. Since our card ranks run , the first index of our array 0 will be empty.
Okay, so now, we have our array of card ranks, now we need to find if there are actually any pairs. We need to know if there is a pair, and if there is, what rank the pair is.
So we make an int sameCards to record how many cards are of the same rank, and an int groupRank to hold the rank of the pair. We make an int sameCards because we may have more than two cards of the same value, maybe even 3 or 4 hopefully not 5, unless our processor is a crooked dealer.
We could've just made a bool isPair , but we want to know if there is a 3 or 4 of a kind as well. This will work fine if there's a pair, three of a kind, or four of a kind.
But wait a second, let's say we have a full house. There is a pair of kings, so we record 2 as sameCards and 13 as groupRank.
But we keep going through the other ranks, and if there are 3 fives, then we overwrite sameCards with 3 since the number of cards of that rank is more than the current value of sameCards.
We can do hands with one group of cards, but not hands with 2. We need a way to keep track of at least two different groups of cards, tracking the number of cards and the rank of each.
Think about it a bit before moving on. The rest of the code is all a little easier, and you can come back to this part later. If ranks[x] is greater than sameCards , we assign the data there; otherwise, if it is greater than sameCards2 , we assign the data there.
Now, I'm sure you all saw the nested if , so I guess I might as well tell you what it is for. Say the if wasn't there: But the pair we found earlier is just overwritten and not recorded anywhere, when it should have been stuck into sameCards2.
So, the if statement checks if sameCards was previously assigned to something before overwriting it, and if it was, we take care of that.
We find 2 queens, so we record that value in sameCards , since 2 is more than the 1 we initialized sameCards with. Then, we find 2 7's, so we record that in sameCards2.
We find 3 Jacks, record those in sameCards , then find 2 threes, so we record them in sameCards2. Two 8's, then three 4's. We write the data from the two 8's into sameCards2 , then put the data from the three 4's into sameCards1.
There's a little more to go, but you've made it over the hill; the rest of the code is all downhill from here.
We've written the code to determine a pair, 2 pairs, three of a kind, four of a kind, and a full house. The determinations left to do is whether we have a flush or a straight.
Let's do a flush first. How do we find out if all the cards are the same suit? Well, if two cards are not the same suit, then there's no flush, so let's try this.
We hitch a ride on the loop that iterates through the cards recording their ranks:. Okey dokey, travel through the cards, and if one of their suits doesn't match the suit of the next card, then there' no flush.
To figure out if there's a straight, we need to know if there are five cards in a row. So, if there is one card in five5 consecutive ranks, we have a straight.
We check to see if there is one card of 5 consecutive ranks. There's a loop to do straights up to king high, and we add a special separate if for an ace high straight, since the number of aces is contained in ranks.
Yay, we've covered all the different types of hands!