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pokerth/src/engine/local_engine/localboard.cpp
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/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* 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 "localboard.h"
#include "handinterface.h"
#include <game_defs.h>
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using namespace std;
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LocalBoard::LocalBoard() : BoardInterface(), playerArray(0), currentHand(0), pot(0), sets(0)
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{
}
LocalBoard::~LocalBoard()
{
}
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void LocalBoard::setPlayer(PlayerInterface** p) { playerArray = p; }
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void LocalBoard::setHand(HandInterface* br) { currentHand = br; }
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void LocalBoard::collectSets() {
sets = 0;
int i;
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) sets += playerArray[i]->getMySet();
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}
void LocalBoard::collectPot() {
int i;
pot += sets;
sets = 0;
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++){ playerArray[i]->setMySetNull(); }
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}
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void LocalBoard::distributePot() {
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size_t i,j,k;
// filling player stes vector
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vector<int> playerSets;
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for(i=0; i<(size_t)MAX_NUMBER_OF_PLAYERS; i++) {
if(playerArray[i]->getMyActiveStatus()) {
playerSets.push_back(((playerArray[i]->getMyRoundStartCash())-(playerArray[i]->getMyCash())));
} else {
playerSets.push_back(0);
}
}
// sort player sets asc
vector<int> playerSetsSort = playerSets;
sort(playerSetsSort.begin(), playerSetsSort.end());
// pot[0] = potLevel0, pot[1] = potLevel1, ...
// vector< vector<int> > pot;
// potLevel[0] = amount, potLevel[1] = sum, potLevel[2..n] = winner
vector<int> potLevel;
// temp var
int highestCardsValue;
size_t winnerCount;
size_t mod;
int winnerPointer;
bool winnerHit;
// level loop
for(i=0; i<playerSetsSort.size(); i++) {
// for(i=0; i<4; i++) {
// restart levelHighestCardsValue
highestCardsValue = 0;
// level detection
if(playerSetsSort[i] > 0) {
// level amount
potLevel.push_back(playerSetsSort[i]);
// level sum
potLevel.push_back((playerSetsSort.size()-i)*potLevel[0]);
// determine level highestCardsValue
for(j=0; j<MAX_NUMBER_OF_PLAYERS; j++) {
if(playerArray[j]->getMyCardsValueInt() > highestCardsValue && playerArray[j]->getMyActiveStatus() && playerArray[j]->getMyAction() != PLAYER_ACTION_FOLD && playerSets[j] >= potLevel[0]) {
highestCardsValue = playerArray[j]->getMyCardsValueInt();
}
}
// level winners
for(j=0; j<MAX_NUMBER_OF_PLAYERS; j++) {
if(highestCardsValue == playerArray[j]->getMyCardsValueInt() && playerArray[j]->getMyActiveStatus() && playerArray[j]->getMyAction() != PLAYER_ACTION_FOLD) {
potLevel.push_back(playerArray[j]->getMyID());
}
}
// determine the number of level winners
winnerCount = potLevel.size()-2;
// distribute the pot level sum to level winners
mod = (potLevel[1])%winnerCount;
// pot level sum divisible by winnerCount
if(mod == 0) {
for(j=2; j<potLevel.size(); j++) {
playerArray[potLevel[j]]->setMyCash(playerArray[potLevel[j]]->getMyCash() + ((potLevel[1])/winnerCount));
}
}
// pot level sum not divisible by winnerCount
// --> distribution after smallBlind (perhaps lastActionPlayer? - TODO)
else {
winnerPointer = currentHand->getDealerPosition();
for(j=0; j<winnerCount; j++) {
do {
winnerPointer = (winnerPointer+1)%(MAX_NUMBER_OF_PLAYERS);
winnerHit = false;
for(k=2; k<potLevel.size(); k++) {
if(winnerPointer == potLevel[k]) winnerHit = true;
}
} while(!winnerHit);
if(j<mod) {
playerArray[winnerPointer]->setMyCash(playerArray[winnerPointer]->getMyCash() + (int)((potLevel[1])/winnerCount) + 1);
} else {
playerArray[winnerPointer]->setMyCash(playerArray[winnerPointer]->getMyCash() + (int)((potLevel[1])/winnerCount));
}
}
}
// reevaluate the player sets
for(j=0; j<playerSets.size(); j++) {
if(playerSets[j]>0) {
playerSets[j] -= potLevel[0];
}
}
// sort player sets asc
playerSetsSort = playerSets;
sort(playerSetsSort.begin(), playerSetsSort.end());
// pot refresh
pot -= potLevel[1];
// clear potLevel
potLevel.clear();
}
}
// playerSetsSort output
// for(i=0; i<playerSetsSort.size(); i++) cout << i << ": " << playerSetsSort.at(i) << endl;
// potLevel output
// cout << "potLevel" << endl;
// for(i=0; i<potLevel.size(); i++) cout << i << ": " << potLevel.at(i) << endl;
// cout << pot << endl;
// ERROR-Outputs
if(pot!=0) cout << "distributePot-ERROR: Pot = " << pot << endl;
int sum = 0;
for(i=0; i<(size_t)MAX_NUMBER_OF_PLAYERS; i++) {
if(playerArray[i]->getMyActiveStatus())
sum += playerArray[i]->getMyCash();
}
if(sum != (currentHand->getStartQuantityPlayers() * currentHand->getStartCash()))
cout << "distributePot-ERROR: PlayersSumCash = " << sum << endl;
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}
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