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/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *Irische Segenswnsche,
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "localberopreflop.h"
#include <handinterface.h>
#include <game_defs.h>
using namespace std ;
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LocalBeRoPreflop :: LocalBeRoPreflop ( HandInterface * hi , int id , unsigned dP , int sB ) : LocalBeRo ( hi , id , dP , sB , GAME_STATE_PREFLOP )
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{
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// PlayerListConstIterator it_c;
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setHighestSet ( 2 * getSmallBlind ());
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}
LocalBeRoPreflop ::~ LocalBeRoPreflop ()
{
}
void LocalBeRoPreflop :: run () {
if ( getFirstRun ()) {
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// determine bigBlindPosition -> old: delete
// for(bigBlindPositionIt=getMyHand()->getActivePlayerList()->begin(); bigBlindPositionIt!=getMyHand()->getActivePlayerList()->end(); bigBlindPositionIt++) {
// if((*bigBlindPositionIt)->getMyButton() == BUTTON_BIG_BLIND) break;
// }
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// search player in runningPlayerList before first action player -> run() determine next player who will do first action
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// PlayerListIterator it_1, it_2, it_3;
PlayerListIterator it ;
// search bigBlindPosition in runningPlayerList -> old: delete
// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// search bigBlindPosition in runningPlayerList
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PlayerListIterator bigBlindPositionIt = getMyHand () -> getRunningPlayerIt ( getBigBlindPositionId ());
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// more than 2 players are still active -> runningPlayerList is not empty
if ( getMyHand () -> getActivePlayerList () -> size () > 2 ) {
// bigBlindPlayer not found in runningPlayerList (he is all in) -> bigBlindPlayer is not the running player before first action player
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if ( bigBlindPositionIt == getMyHand () -> getRunningPlayerList () -> end ()) {
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// search smallBlindPosition in runningPlayerList
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PlayerListIterator smallBlindPositionIt = getMyHand () -> getRunningPlayerIt ( getSmallBlindPositionId ());
// if(smallBlindPositionIt == getMyHand()->getActivePlayerList()->begin()) smallBlindPositionIt = getMyHand()->getActivePlayerList()->end();
// smallBlindPositionIt--;
// it_2 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *smallBlindPositionIt);
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// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
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if ( smallBlindPositionIt == getMyHand () -> getRunningPlayerList () -> end ()) {
it = getMyHand () -> getActivePlayerIt ( getSmallBlindPositionId ());
assert ( it != getMyHand () -> getActivePlayerList () -> end ());
if ( it == getMyHand () -> getActivePlayerList () -> begin ()) it = getMyHand () -> getActivePlayerList () -> end ();
it -- ;
setFirstRoundLastPlayersTurnId ( ( * it ) -> getMyUniqueID () );
// it_3 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *it_2);
// if(it_3 == getMyHand()->getRunningPlayerList()->end()) {
// cout << "ERROR - lastPlayersTurnIt-detection in localBeRoPreflop" << endl;
// } else {
// setLastPlayersTurnIt(it_3);
// }
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}
// smallBlindPlayer found in runningPlayerList -> running player before first action player
else {
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setFirstRoundLastPlayersTurnId ( getSmallBlindPositionId () );
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}
}
// bigBlindPlayer found in runningPlayerList -> player before first action player
else {
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setFirstRoundLastPlayersTurnId ( getBigBlindPositionId () );
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}
}
// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
else {
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// bigBlindPlayer not found in runningPlayerList (he is all in) -> only smallBlind has to choose fold or call the bigBlindAmount
if ( bigBlindPositionIt == getMyHand () -> getRunningPlayerList () -> end ()) {
// search smallBlindPosition in runningPlayerList
PlayerListIterator smallBlindPositionIt = getMyHand () -> getRunningPlayerIt ( getSmallBlindPositionId ());
// smallBlindPlayer not found in runningPlayerList (he is all in) -> no running player -> showdown and no firstRoundLastPlayersTurnId is used
if ( smallBlindPositionIt == getMyHand () -> getRunningPlayerList () -> end ()) {
}
// smallBlindPlayer found in runningPlayerList -> running player before first action player (himself)
else {
setFirstRoundLastPlayersTurnId ( getSmallBlindPositionId () );
}
}
setFirstRoundLastPlayersTurnId ( getBigBlindPositionId () );
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}
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setCurrentPlayersTurnId ( getFirstRoundLastPlayersTurnId () );
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// cout << "playerID constructor beropreflop: " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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/////////////// testing
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// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// bigBlindPosition is not all in
// if(it!=getMyHand()->getRunningPlayerList()->end()) {
//
// }
// if(it_1!=getMyHand()->getRunningPlayerList()->end()) {
// cout << getMyHand()->getMyID() << ": " << "gefunden!" << endl;
// cout << "\t PlayerID: " << (*it_1)->getMyID() << endl;
// it_2 = it_1;
// if(it_1 == getMyHand()->getRunningPlayerList()->begin()) it_1 = getMyHand()->getRunningPlayerList()->end();
// it_1--;
// cout << "\t PlayerID vor bigBlind: " << (*it_1)->getMyID() << endl;
// cout << "\t PlayerID vor bigBlind: " << (*it_2)->getMyID() << endl;
// } else {
// cout << getMyHand()->getMyID() << ": " << "nicht gefunden" << endl;
//
// }
//////////////// old
// set first runningPlayer before bigBlindPlayer to playersTurn -> run() determine next one who will do first action
// setPlayersTurn((*bigBlindPositionIt)->getMyID());
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setFirstRun ( false );
}
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int i ;
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bool allHighestSet = true ;
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// PlayerListIterator it;
PlayerListConstIterator it_c ;
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// test if all running players have same sets (else allHighestSet = false)
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for ( it_c = getMyHand () -> getRunningPlayerList () -> begin (); it_c != getMyHand () -> getRunningPlayerList () -> end (); it_c ++ ) {
if ( getHighestSet () != ( * it_c ) -> getMySet ()) {
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allHighestSet = false ;
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break ;
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}
}
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// determine next player
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// cout << "playerID begin preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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// it++;
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// cout << "size: " << getMyHand()->getRunningPlayerList()->size() << endl;
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// cout << "currentPlayerID: " << getCurrentPlayersTurnId() << endl;
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PlayerListConstIterator currentPlayersTurnIt = getMyHand () -> getRunningPlayerIt ( getCurrentPlayersTurnId () );
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assert ( currentPlayersTurnIt != getMyHand () -> getRunningPlayerList () -> end () );
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currentPlayersTurnIt ++ ;
if ( currentPlayersTurnIt == getMyHand () -> getRunningPlayerList () -> end ()) currentPlayersTurnIt = getMyHand () -> getRunningPlayerList () -> begin ();
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setCurrentPlayersTurnId ( ( * currentPlayersTurnIt ) -> getMyUniqueID () );
// setCurrentPlayersTurnIt(++getCurrentPlayersTurnIt());
// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) setCurrentPlayersTurnIt(getMyHand()->getRunningPlayerList()->begin());
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// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) cout << "!!!" << endl;
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// cout << "playerID middle preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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PlayerListConstIterator currentPlayersTurnConstIt ;
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// exceptions
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// no.1: if in first Preflop Round next player is small blind and only all-in-big-blind with less than smallblind amount is nonfold too -> preflop is over
// if(getFirstRound()) {
// PlayerListConstIterator bigBlindPositionIt = getMyHand()->getActivePlayerIt(getBigBlindPositionId());
// assert(bigBlindPositionIt != getMyHand()->getActivePlayerList()->end());
//
// currentPlayersTurnConstIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
// assert(currentPlayersTurnConstIt != getMyHand()->getRunningPlayerList()->end());
//
// int nonFoldPlayerCounter = 0;
// for (it_c=getMyHand()->getActivePlayerList()->begin(); it_c!=getMyHand()->getActivePlayerList()->end(); it_c++) {
// if ((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) nonFoldPlayerCounter++;
// }
//
// if((*currentPlayersTurnConstIt)->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && nonFoldPlayerCounter == 2) {
// setFirstRound(false);
// allHighestSet = true;
// getMyHand()->setAllInCondition(true);
// }
// }
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// determine next player
// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
//
// setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
// // falls BigBlind, dann PreflopFirstRound zuende
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind()) setFirstRound(false);
// // if next player is small blind and only all-in-big-blind with <= 2*smallblind is nonfold too
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
// setFirstRound(false);
// allHighestSet = true;
// }
// }
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// cout << "firstRound. " << getFirstRound() << " - allHighestSet: " << allHighestSet << endl;
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// prfen, ob Preflop wirklich dran ist
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if ( ! getFirstRound () && allHighestSet ) {
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// Preflop nicht dran, weil wir nicht mehr in erster PreflopRunde und alle Sets gleich sind
//also gehe in Flop
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getMyHand () -> setActualRound ( GAME_STATE_FLOP );
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// exception no.1 - see above
// if(getMyHand()->getAllInCondition()) getMyHand()->setActualRound(GAME_STATE_PREFLOP);;
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//Action loeschen und ActionButtons refresh
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for ( it_c = getMyHand () -> getRunningPlayerList () -> begin (); it_c != getMyHand () -> getRunningPlayerList () -> end (); it_c ++ ) {
( * it_c ) -> setMyAction ( PLAYER_ACTION_NONE );
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}
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//Action loeschen und ActionButtons refresh
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) getMyHand()->getPlayerArray()[i]->setMyAction(PLAYER_ACTION_NONE);
// }
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//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
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getMyHand () -> getBoard () -> collectSets ();
getMyHand () -> getBoard () -> collectPot ();
getMyHand () -> getGuiInterface () -> refreshPot ();
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getMyHand () -> getGuiInterface () -> refreshSet ();
getMyHand () -> getGuiInterface () -> refreshCash ();
for ( i = 0 ; i < MAX_NUMBER_OF_PLAYERS ; i ++ ) { getMyHand () -> getGuiInterface () -> refreshAction ( i , PLAYER_ACTION_NONE ); }
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getMyHand () -> switchRounds ();
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}
else {
// Preflop ist wirklich dran
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// falls BigBlind, dann PreflopFirstRound zuende
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// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
// lastPlayersTurn -> PreflopFirstRound is over
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// if( (*(getCurrentPlayersTurnIt())) == (*(getLastPlayersTurnIt())) ) {
// setFirstRound(false);
// }
// lastPlayersTurn -> PreflopFirstRound is over
if ( getCurrentPlayersTurnId () == getFirstRoundLastPlayersTurnId () ) {
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setFirstRound ( false );
}
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// getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
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currentPlayersTurnConstIt = getMyHand () -> getRunningPlayerIt ( getCurrentPlayersTurnId () );
assert ( currentPlayersTurnConstIt != getMyHand () -> getRunningPlayerList () -> end ());
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( * currentPlayersTurnConstIt ) -> setMyTurn ( true );
// (*(getCurrentPlayersTurnIt()))->setMyTurn(true);
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//highlight active players groupbox and clear action
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// getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
// getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
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//highlight active players groupbox and clear action
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getMyHand () -> getGuiInterface () -> refreshGroupbox ( getCurrentPlayersTurnId () , 2 );
getMyHand () -> getGuiInterface () -> refreshAction ( getCurrentPlayersTurnId () , PLAYER_ACTION_NONE );
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if ( getCurrentPlayersTurnId () == 0 ) {
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// Wir sind dran
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getMyHand () -> getGuiInterface () -> meInAction ();
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}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
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getMyHand () -> getGuiInterface () -> beRoAnimation2 ( getMyBeRoID ());
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}
}
}