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pokerth/src/engine/local_engine/localberopreflop.cpp
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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;
LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, unsigned dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP)
{
// PlayerListConstIterator it_c;
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setHighestSet(2*getSmallBlind());
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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;
// }
// search player in runningPlayerList before first action player -> run() determine next player who will do first action
// 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);
// search bigBlindPosition in runningPlayerList
PlayerListIterator bigBlindPositionIt = getMyHand()->getRunningPlayerIt(getBigBlindPositionId());
// 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
if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
// search smallBlindPosition in runningPlayerList
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);
// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
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);
// }
}
// smallBlindPlayer found in runningPlayerList -> running player before first action player
else {
setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
}
}
// bigBlindPlayer found in runningPlayerList -> player before first action player
else {
setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
}
}
// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
else {
// 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() );
}
setCurrentPlayersTurnId( getFirstRoundLastPlayersTurnId() );
// cout << "playerID constructor beropreflop: " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
/////////////// testing
// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
// 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());
}
LocalBeRoPreflop::~LocalBeRoPreflop()
{
}
void LocalBeRoPreflop::run() {
int i;
bool allHighestSet = true;
// PlayerListIterator it;
PlayerListConstIterator it_c;
// test if all running players have same sets (else allHighestSet = false)
for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
if(getHighestSet() != (*it_c)->getMySet()) {
allHighestSet = false;
break;
}
}
// determine next player
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// cout << "playerID begin preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
// it++;
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// cout << "size: " << getMyHand()->getRunningPlayerList()->size() << endl;
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// cout << "currentPlayerID: " << getCurrentPlayersTurnId() << endl;
PlayerListConstIterator currentPlayersTurnIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
assert( currentPlayersTurnIt != getMyHand()->getRunningPlayerList()->end() );
currentPlayersTurnIt++;
if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) currentPlayersTurnIt = getMyHand()->getRunningPlayerList()->begin();
setCurrentPlayersTurnId( (*currentPlayersTurnIt)->getMyUniqueID() );
// setCurrentPlayersTurnIt(++getCurrentPlayersTurnIt());
// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) setCurrentPlayersTurnIt(getMyHand()->getRunningPlayerList()->begin());
// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) cout << "!!!" << endl;
// cout << "playerID middle preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
// exceptions
// if next player is small blind and only all-in-big-blind with less than smallblind amount is nonfold too -> preflop is over
PlayerListConstIterator bigBlindPositionIt = getMyHand()->getActivePlayerIt(getBigBlindPositionId());
assert(bigBlindPositionIt != getMyHand()->getActivePlayerList()->end());
PlayerListConstIterator currentPlayersTurnConstIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
assert(currentPlayersTurnConstIt != getMyHand()->getRunningPlayerList()->end());
if((*currentPlayersTurnConstIt)->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
setFirstRound(false);
allHighestSet = true;
}
// 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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// prfen, ob Preflop wirklich dran ist
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if(!getFirstRound() && allHighestSet) {
// 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);
//Action loeschen und ActionButtons refresh
for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
(*it_c)->setMyAction(PLAYER_ACTION_NONE);
}
//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);
// }
//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();
}
else {
// Preflop ist wirklich dran
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// falls BigBlind, dann PreflopFirstRound zuende
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
// lastPlayersTurn -> PreflopFirstRound is over
// if( (*(getCurrentPlayersTurnIt())) == (*(getLastPlayersTurnIt())) ) {
// setFirstRound(false);
// }
// lastPlayersTurn -> PreflopFirstRound is over
if( getCurrentPlayersTurnId() == getFirstRoundLastPlayersTurnId() ) {
setFirstRound(false);
}
// getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
(*currentPlayersTurnConstIt)->setMyTurn(true);
// (*(getCurrentPlayersTurnIt()))->setMyTurn(true);
//highlight active players groupbox and clear action
// getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
// getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
//highlight active players groupbox and clear action
getMyHand()->getGuiInterface()->refreshGroupbox( getCurrentPlayersTurnId() , 2 );
getMyHand()->getGuiInterface()->refreshAction( getCurrentPlayersTurnId() , PLAYER_ACTION_NONE );
if( getCurrentPlayersTurnId() == 0) {
// Wir sind dran
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getMyHand()->getGuiInterface()->meInAction();
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
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getMyHand()->getGuiInterface()->beRoAnimation2(getMyBeRoID());
}
}
}