This is something I was trying to avoid since the beginning: considering limits or balance, but, available actions, considering that there is an initial amount in the game, should also consider the current available balance of the player. Of course, by implementing the engine it is possible to perform many other check according with the state of the customer (its balance, its limits etc) but ... actions are definitely wrong in some cases:
balance is too low to double
balance is too low to split
balance is too low to perform insurance
balance is too low on right or left after split to double
so, i think i should implement a value that represents the "current limit" of the user (unlimited by default) that if specified it will be considered to unlock actions.
This is something I was trying to avoid since the beginning: considering limits or balance, but, available actions, considering that there is an initial amount in the game, should also consider the current available balance of the player. Of course, by implementing the engine it is possible to perform many other check according with the state of the customer (its balance, its limits etc) but ... actions are definitely wrong in some cases:
so, i think i should implement a value that represents the "current limit" of the user (unlimited by default) that if specified it will be considered to unlock actions.