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`define STATE_DEAL_P1 3'b000
`define STATE_DEAL_D1 3'b001
`define STATE_DEAL_P2 3'b010
`define STATE_DEAL_D2 3'b011
`define STATE_DEAL_P3 3'b100
`define STATE_DEAL_D3 3'b101
`define STATE_END 3'b110
module statemachine(slow_clock, resetb, dscore, pscore, pcard3,
load_pcard1, load_pcard2, load_pcard3,
load_dcard1, load_dcard2, load_dcard3,
player_win_light, dealer_win_light);
input logic slow_clock, resetb;
input logic [3:0] dscore, pscore, pcard3;
output logic load_pcard1, load_pcard2, load_pcard3,
load_dcard1, load_dcard2, load_dcard3,
player_win_light, dealer_win_light;
logic [2:0] state;
always_ff @(posedge slow_clock) casex ({resetb, state})
4'b0_xxx:
state <= `STATE_DEAL_P1;
{1'b1, `STATE_DEAL_P1}:
state <= `STATE_DEAL_D1;
{1'b1, `STATE_DEAL_D1}:
state <= `STATE_DEAL_P2;
{1'b1, `STATE_DEAL_P2}:
state <= `STATE_DEAL_D2;
{1'b1, `STATE_DEAL_D2}:
if ((pscore >= 8) || (dscore >= 8)) state <= `STATE_END;
else if (pscore <= 5) state <= `STATE_DEAL_P3;
else if (dscore <= 5) state <=`STATE_DEAL_D3;
else state = `STATE_END;
{1'b1, `STATE_DEAL_P3}: casex ({dscore, pcard3})
/* Banker 6 on a player's third card 6 or 7. */
{4'd6, 4'd6}, {4'd6, 4'd7},
/* Banker 5 on a player's third card 4 through 7. */
{4'd5, 4'd4}, {4'd5, 4'd5}, {4'd5, 4'd6}, {4'd5, 4'd7},
/* Banker 4 on a player's third card 2 through 7. */
{4'd4, 4'd2}, {4'd4, 4'd3}, {4'd4, 4'd4},
{4'd4, 4'd5}, {4'd4, 4'd6}, {4'd4, 4'd7},
/* Banker 3 on a player's third card 1 through 7. */
{4'd3, 4'd1}, {4'd3, 4'd2}, {4'd3, 4'd3}, {4'd3, 4'd4},
{4'd3, 4'd5}, {4'd3, 4'd6}, {4'd3, 4'd7},
/* Banker 0, 1, or 2. */
{4'd0, 4'bxxxx}, {4'd1, 4'bxxxx}, {4'd2, 4'bxxxx}:
state <= `STATE_DEAL_D3;
/* Banker stands otherwise. */
default: state <= `STATE_END;
endcase
{1'b1, `STATE_DEAL_D3}:
state <= `STATE_END;
{1'b1, `STATE_END}:
state <= `STATE_END;
default:
state <= `STATE_DEAL_P1;
endcase
always_comb begin
{player_win_light, dealer_win_light,
load_pcard1, load_pcard2, load_pcard3,
load_dcard1, load_dcard2, load_dcard3}
= 8'b0;
case (state)
`STATE_DEAL_P1: load_pcard1 = 1'b1;
`STATE_DEAL_P2: load_pcard2 = 1'b1;
`STATE_DEAL_P3: load_pcard3 = 1'b1;
`STATE_DEAL_D1: load_dcard1 = 1'b1;
`STATE_DEAL_D2: load_dcard2 = 1'b1;
`STATE_DEAL_D3: load_dcard3 = 1'b1;
`STATE_END: begin
if (pscore >= dscore) player_win_light = 1'b1;
if (dscore >= pscore) dealer_win_light = 1'b1;
end
endcase
end
endmodule: statemachine
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