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pokerth/src/engine/local_engine/localbero.cpp
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//
// C++ Implementation: localbero
//
// Description:
//
//
// Author: FThauer FHammer <webmaster@pokerth.net>, (C) 2007
//
// Copyright: See COPYING file that comes with this distribution
//
//
#include "localbero.h"
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using namespace std;
LocalBeRo::LocalBeRo(HandInterface* hi, int id, unsigned dP, int sB, GameState gS)
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: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), dealerPosition(dP), smallBlindPosition(0), dealerPositionId(dP), smallBlindPositionId(0), bigBlindPositionId(0), smallBlind(sB), highestSet(false), minimumRaise(2*sB), firstRun(true), firstRunGui(true), firstRound(true), firstHeadsUpRound(true), currentPlayersTurnId(0), firstRoundLastPlayersTurnId(0), logBoardCardsDone(false)
{
currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
lastPlayersTurnIt = myHand->getRunningPlayerList()->begin();
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PlayerListConstIterator it_c;
// determine bigBlindPosition
for(it_c=myHand->getActivePlayerList()->begin(); it_c!=myHand->getActivePlayerList()->end(); it_c++) {
if((*it_c)->getMyButton() == BUTTON_BIG_BLIND) {
bigBlindPositionId = (*it_c)->getMyUniqueID();
break;
}
}
assert(it_c!=myHand->getActivePlayerList()->end());
// determine smallBlindPosition
for(it_c=myHand->getActivePlayerList()->begin(); it_c!=myHand->getActivePlayerList()->end(); it_c++) {
if((*it_c)->getMyButton() == BUTTON_SMALL_BLIND) {
smallBlindPositionId = (*it_c)->getMyUniqueID();
break;
}
}
assert(it_c!=myHand->getActivePlayerList()->end());
// int i;
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//SmallBlind-Position ermitteln
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
// }
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}
LocalBeRo::~LocalBeRo()
{
}
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void LocalBeRo::nextPlayer() {
// myHand->getPlayerArray()[playersTurn]->action();
// cout << "playerID in nextPlayer(): " << (*currentPlayersTurnIt)->getMyID() << endl;
PlayerListConstIterator currentPlayersTurnConstIt = myHand->getRunningPlayerIt(currentPlayersTurnId);
assert( currentPlayersTurnConstIt != myHand->getRunningPlayerList()->end() );
(*currentPlayersTurnConstIt)->action();
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}
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void LocalBeRo::run() {
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if(firstRunGui) {
firstRunGui = false;
myHand->getGuiInterface()->dealBeRoCards(myBeRoID);
}
else {
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if(firstRun) {
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firstRun = false;
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/*
// determine smallBlindPosition
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PlayerListIterator smallBlindPositionIt;
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for(smallBlindPositionIt=myHand->getActivePlayerList()->begin(); smallBlindPositionIt!=myHand->getActivePlayerList()->end(); smallBlindPositionIt++) {
if((*smallBlindPositionIt)->getMyButton() == BUTTON_SMALL_BLIND) break;
}
// determine running player before smallBlind (for heads up: determine dealer/smallblind)
PlayerListIterator it_1, it_2;
size_t i;
// running player before smallBlind
if(myHand->getActivePlayerList()->size() > 2) {
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it_1 = smallBlindPositionIt;
for(i=0; i<myHand->getActivePlayerList()->size(); i++) {
if(it_1 == myHand->getActivePlayerList()->begin()) it_1 = myHand->getActivePlayerList()->end();
it_1--;
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it_2 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *it_1);
// running player found
if(it_2 != myHand->getRunningPlayerList()->end()) {
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lastPlayersTurnIt = it_2;
break;
}
}
}
// heads up: bigBlind begins -> dealer/smallBlind is running player before bigBlind
else {
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it_1 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *smallBlindPositionIt);
if( it_1 == myHand->getRunningPlayerList()->end() ) {
cout << "ERROR - lastPlayersTurnIt-detection in localBeRo" << endl;
}
// smallBlind found
else {
lastPlayersTurnIt = it_1;
}
}
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currentPlayersTurnIt = lastPlayersTurnIt;
*/
if(!(myHand->getAllInCondition())) {
// determine smallBlindPosition
// PlayerListIterator smallBlindPositionIt;
// for(smallBlindPositionIt=myHand->getActivePlayerList()->begin(); smallBlindPositionIt!=myHand->getActivePlayerList()->end(); smallBlindPositionIt++) {
// if((*smallBlindPositionIt)->getMyButton() == BUTTON_SMALL_BLIND) break;
// }
// determine running player before smallBlind (for heads up: determine dealer/smallblind)
PlayerListIterator it_1, it_2;
size_t i;
// running player before smallBlind
bool runningPlayerFound = false;
if(myHand->getActivePlayerList()->size() > 2) {
it_1 = myHand->getActivePlayerIt(smallBlindPositionId);
assert( it_1 != myHand->getActivePlayerList()->end() );
for(i=0; i<myHand->getActivePlayerList()->size(); i++) {
if(it_1 == myHand->getActivePlayerList()->begin()) it_1 = myHand->getActivePlayerList()->end();
it_1--;
it_2 = myHand->getRunningPlayerIt((*it_1)->getMyUniqueID());
// running player found
if(it_2 != myHand->getRunningPlayerList()->end()) {
firstRoundLastPlayersTurnId = (*it_2)->getMyUniqueID();
runningPlayerFound = true;
break;
}
}
assert(runningPlayerFound);
}
// heads up: bigBlind begins -> dealer/smallBlind is running player before bigBlind
else {
firstRoundLastPlayersTurnId = smallBlindPositionId;
}
currentPlayersTurnId = firstRoundLastPlayersTurnId;
}
}
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//log the turned cards
if(!logBoardCardsDone) {
int tempBoardCardsArray[5];
myHand->getBoard()->getMyCards(tempBoardCardsArray);
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switch(myBeRoID) {
case GAME_STATE_FLOP: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2]);
break;
case GAME_STATE_TURN: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3]);
break;
case GAME_STATE_RIVER: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3], tempBoardCardsArray[4]);
break;
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default: { cout << "ERROR in localbero.cpp - wrong myBeRoID" << endl;}
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}
logBoardCardsDone = true;
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}
bool allHighestSet = true;
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// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
// if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
// }
// }
PlayerListIterator it;
PlayerListIterator it_c;
// test if all running players have same sets (else allHighestSet = false)
for( it_c = myHand->getRunningPlayerList()->begin(); it_c != myHand->getRunningPlayerList()->end(); it_c++) {
if(highestSet != (*it_c)->getMySet()) {
allHighestSet = false;
break;
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}
}
int i;
// prfen, ob aktuelle bero wirklich dran ist
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if(!firstRound && allHighestSet) {
// aktuelle bero nicht dran, weil alle Sets gleich sind
//also gehe in naechste bero
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myHand->setActualRound(myBeRoID+1);
//Action loeschen und ActionButtons refresh
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0);
// }
//Action loeschen und ActionButtons refresh
for(it_c=myHand->getRunningPlayerList()->begin(); it_c!=myHand->getRunningPlayerList()->end(); it_c++) {
(*it_c)->setMyAction(PLAYER_ACTION_NONE);
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}
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//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
myHand->getBoard()->collectSets();
myHand->getBoard()->collectPot();
myHand->getGuiInterface()->refreshPot();
myHand->getGuiInterface()->refreshSet();
myHand->getGuiInterface()->refreshCash();
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { myHand->getGuiInterface()->refreshAction(i,PLAYER_ACTION_NONE); }
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myHand->switchRounds();
}
else {
// aktuelle bero ist wirklich dran
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// Anzahl der effektiv gespielten Runden (des human player) erhöhen
// if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) {
// myHand->setBettingRoundsPlayed(myBeRoID);
// }
// Anzahl der effektiv gespielten Runden (des human player) erhöhen
it_c = myHand->getActivePlayerIt(0);
if( it_c != myHand->getActivePlayerList()->end() ) {
// human player is active
if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
myHand->setBettingRoundsPlayed(myBeRoID);
}
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}
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//// !!!!!!!!!!!!!!!!1!!!! very buggy, rule breaking -> TODO !!!!!!!!!!!!11!!!!!!!! //////////////
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//// headsup:
//// preflop: dealer is small blind and begins
//// flop, trun, river: big blind begins
//// !!!!!!!!! attention: exception if player failed before !!!!!!!!
// if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpRound == 1) || myHand->getPlayerArray()[playersTurn]->getMyActiveStatus() == 0 ) {
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// not first round in heads up (for headsup dealer is smallblind so it is dealers turn)
// naechsten Spieler ermitteln
// int i;
// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && ((myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) == 0 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6)) || i==0; i++) {
// playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
// }
// firstHeadsUpRound = 0;
// determine next running player
// currentPlayersTurnIt++;
// if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
// determine next running player
PlayerListConstIterator currentPlayersTurnIt = myHand->getRunningPlayerIt( currentPlayersTurnId );
assert( currentPlayersTurnIt != myHand->getRunningPlayerList()->end() );
currentPlayersTurnIt++;
if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
currentPlayersTurnId = (*currentPlayersTurnIt)->getMyUniqueID();
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// }
// else { firstHeadsUpRound = 0; }
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////// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ////////////////
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//Spieler-Position vor SmallBlind-Position ermitteln
// int activePlayerBeforeSmallBlind = smallBlindPosition;
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// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6) || i==0; i++) {
// activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS);
// }
// myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
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//highlight active players groupbox and clear action
myHand->getGuiInterface()->refreshGroupbox(currentPlayersTurnId,2);
myHand->getGuiInterface()->refreshAction(currentPlayersTurnId,0);
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// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
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// ausnahme bei heads up !!! --> TODO
// if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind && myHand->getActivePlayerList()->size() >= 3) { firstRound = 0; }
// if(myHand->getActivePlayerList()->size() < 3 && (myHand->getPlayerArray()[playersTurn]->getMyID() == dealerPosition || myHand->getPlayerArray()[playersTurn]->getMyID() == smallBlindPosition)) { firstRound = 0; }
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currentPlayersTurnIt = myHand->getRunningPlayerIt( currentPlayersTurnId );
assert( currentPlayersTurnIt != myHand->getRunningPlayerList()->end() );
(*currentPlayersTurnIt)->setMyTurn(true);
if( currentPlayersTurnId == firstRoundLastPlayersTurnId ) {
firstRound = false;
}
if( currentPlayersTurnId == 0) {
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// Wir sind dran
myHand->getGuiInterface()->meInAction();
}
else {
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//Gegner sind dran
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myHand->getGuiInterface()->beRoAnimation2(myBeRoID);
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}
}
}
}