engine 0.4 rev14
This commit is contained in:
@@ -351,7 +351,7 @@ void LocalPlayer::preflopEngine() {
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j++;
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}
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for(k=0; k<8 ; k++) preflopValue[k] = buffer[k+j+1];
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myHoleCardsValue = 100*atof(preflopValue);
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myHoleCardsValue = 100.0*atof(preflopValue);
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break;
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}
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}
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@@ -710,7 +710,7 @@ void LocalPlayer::flopEngine() {
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j++;
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}
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for(k=0; k<8 ; k++) preflopValue[k] = buffer[k+j+1];
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myHoleCardsValue = 100*atof(preflopValue);
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myHoleCardsValue = 100.0*atof(preflopValue);
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break;
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}
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}
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@@ -731,18 +731,11 @@ void LocalPlayer::flopEngine() {
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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myNiveau[0] = 40 + myDude4 - 6*(actualHand->getActualQuantityPlayers() - 2);
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myNiveau[0] = 38 + myDude4 - 6*(actualHand->getActualQuantityPlayers() - 2);
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// 2. Check -- Bet
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myNiveau[1] = 48 + myDude4 - 6*(actualHand->getActualQuantityPlayers() - 2);
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myNiveau[1] = 50 + myDude4 - 6*(actualHand->getActualQuantityPlayers() - 2);
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// 3. Call -- Raise
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myNiveau[2] = 53 + myDude4 - 6*(actualHand->getActualQuantityPlayers() - 2);
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// Verhaeltnis Set / Cash
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if(myCash/actualHand->getPreflop()->getHighestSet() >= 25) {
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myNiveau[0] += (25-myCash/actualHand->getPreflop()->getHighestSet())/10;
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} else {
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myNiveau[0] += (25-myCash/actualHand->getPreflop()->getHighestSet())/3;
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}
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myNiveau[2] = 62 + myDude4 - 6*(actualHand->getActualQuantityPlayers() - 2);
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// auf Aggresivität des humanPlayers eingehen
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int aggValue = ( (50*(actualHand->getPlayerArray()[0]->getMyAverageSets()-6*actualHand->getSmallBlind())) / (actualHand->getStartQuantityPlayers()*actualHand->getStartCash() - 6*actualHand->getSmallBlind()) );
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@@ -755,10 +748,16 @@ void LocalPlayer::flopEngine() {
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// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
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// aktive oder passivie Situation ? -> im preflop nur passiv
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// aktiv oder passiv?
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if(actualHand->getFlop()->getHighestSet() > 0) {
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// Verhaeltnis Set / Cash
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if(myCash/actualHand->getFlop()->getHighestSet() >= 25) {
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myNiveau[0] += (25-myCash/actualHand->getFlop()->getHighestSet())/10;
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} else {
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myNiveau[0] += (25-myCash/actualHand->getFlop()->getHighestSet())/3;
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}
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// raise (bei hohem Niveau)
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if(myHoleCardsValue >= myNiveau[2]) {
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@@ -782,21 +781,26 @@ void LocalPlayer::flopEngine() {
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if(raise == 0) {
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raise = actualHand->getFlop()->getHighestSet();
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}
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// all in bei nur wenigen Chips
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if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
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raise = myCash;
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}
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myAction = 5;
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}
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}
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else {
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// call
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if(myHoleCardsValue >= myNiveau[0] || (mySet >= actualHand->getFlop()->getHighestSet()/2 && myHoleCardsValue >= myNiveau[0]-5)) {
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// bigBlind --> check
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if(myButton == 3 && mySet == actualHand->getFlop()->getHighestSet()) myAction = 2;
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// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
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if(myHoleCardsValue >= myNiveau[0] || (mySet >= actualHand->getFlop()->getHighestSet()/2 && myHoleCardsValue >= myNiveau[0]-5) || (myRoundStartCash-myCash > actualHand->getFlop()->getHighestSet() && myNiveau[0]-3)) {
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// all in bei knappem call
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if(myCash-actualHand->getFlop()->getHighestSet() <= (myCash*1.0)/4.0) {
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raise = myCash;
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myAction = 5;
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}
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else myAction = 3;
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}
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// fold
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else {
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// bigBlind -> check
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if(myButton == 3 && mySet == actualHand->getFlop()->getHighestSet()) myAction = 2;
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else myAction = 1;
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myAction = 1;
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}
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}
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}
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@@ -807,11 +811,14 @@ void LocalPlayer::flopEngine() {
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}
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// bet
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else {
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bet = (((int)myHoleCardsValue-myNiveau[1])/2)*2*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise == 0) {
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bet = (((int)myHoleCardsValue-myNiveau[1])/4)*2*actualHand->getSmallBlind();
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if(bet == 0) {
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bet = 2*actualHand->getSmallBlind();
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}
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// all in bei nur wenigen Chips
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if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
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raise = myCash;
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}
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myAction = 4;
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}
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@@ -1154,9 +1161,9 @@ void LocalPlayer::flopEngine() {
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void LocalPlayer::turnEngine() {
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// ConfigFile myConfig;
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// if(myConfig.readConfigInt("EngineVersion")) {
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// cout << "Engine 0.3" << endl;
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ConfigFile myConfig;
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if(myConfig.readConfigInt("EngineVersion")) {
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// cout << "Engine 0.3" << endl;
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// Prozent ausrechnen
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@@ -1322,26 +1329,252 @@ void LocalPlayer::turnEngine() {
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}
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}
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// }
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}
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// // ################### ENGINE 0.4 #################
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// else {
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// // cout << "Engine 0.4" << endl;
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else {
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// cout << "Engine 0.4" << endl;
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// int tempArray[6];
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// int boardCards[5];
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// int i;
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//
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// for(i=0; i<2; i++) tempArray[i] = myCards[i];
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// actualBoard->getMyCards(boardCards);
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// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
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//
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// // for(i=0; i<5; i++) cout << tempArray[i] << " ";
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// // cout << endl;
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//
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// // cout << myID << ": ";
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//
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// for(i=0; i<5; i++) cout << tempArray[i] << " ";
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// cout << endl;
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// cout << myID << ": ";
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// turnCardsValue(tempArray);
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//
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// }
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// Prozent ausrechnen
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int i, j, k;
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int tempBoardCardsArray[5];
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int tempMyCardsArray[7];
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int tempOpponentCardsArray[7];
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actualBoard->getMyCards(tempBoardCardsArray);
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tempMyCardsArray[0] = myCards[0];
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tempMyCardsArray[1] = myCards[1];
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tempMyCardsArray[2] = tempBoardCardsArray[0];
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tempMyCardsArray[3] = tempBoardCardsArray[1];
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tempMyCardsArray[4] = tempBoardCardsArray[2];
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tempMyCardsArray[5] = tempBoardCardsArray[3];
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tempOpponentCardsArray[2] = tempBoardCardsArray[0];
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tempOpponentCardsArray[3] = tempBoardCardsArray[1];
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tempOpponentCardsArray[4] = tempBoardCardsArray[2];
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tempOpponentCardsArray[5] = tempBoardCardsArray[3];
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int tempMyCardsValue;
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int tempOpponentCardsValue;
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int countAll = 0;
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int countMy = 0;
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for(i=0; i<49; i++) {
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if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
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for(j=i+1; j<50; j++) {
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if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
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for(k=j+1; k<51; k++) {
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if(k != myCards[0] && k != myCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
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countAll++;
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tempOpponentCardsArray[0] = i;
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tempOpponentCardsArray[1] = j;
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tempOpponentCardsArray[6] = k;
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tempMyCardsArray[6] = k;
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tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
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tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
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if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
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}
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}
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}
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}
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}
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}
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myHoleCardsValue = 100.0*(countMy*1.0)/(countAll*1.0);
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// cout << "Prozent: " << percent << endl;
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int raise = 0;
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int bet = 0;
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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myNiveau[0] = 38 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 2. Check -- Bet
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myNiveau[1] = 50 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 3. Call -- Raise
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myNiveau[2] = 62 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// auf Aggresivität des humanPlayers eingehen
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int aggValue = ( (50*(actualHand->getPlayerArray()[0]->getMyAverageSets()-6*actualHand->getSmallBlind())) / (actualHand->getStartQuantityPlayers()*actualHand->getStartCash() - 6*actualHand->getSmallBlind()) );
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if(aggValue > 0) {
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myNiveau[0] -= aggValue;
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myNiveau[2] -= aggValue;
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}
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// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
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// aktiv oder passiv?
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if(actualHand->getTurn()->getHighestSet() > 0) {
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// Verhaeltnis Set / Cash
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// if(myCash/actualHand->getTurn()->getHighestSet() >= 25) {
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// myNiveau[0] += (25-myCash/actualHand->getTurn()->getHighestSet())/10;
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// } else {
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// myNiveau[0] += (25-myCash/actualHand->getTurn()->getHighestSet())/3;
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// }
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// raise (bei hohem Niveau)
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if(myHoleCardsValue >= myNiveau[2]) {
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// raise-loop unterbinden -> d.h. entweder call oder bei superblatt all in
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if(actualHand->getTurn()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
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// all in
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if(myHoleCardsValue >= myNiveau[2] + 8) {
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raise = myCash;
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myAction = 5;
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}
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// nur call
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else {
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myAction = 3;
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}
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// Standard-Raise-Routine
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} else {
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// raise-Betrag ermitteln
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raise = (((int)myHoleCardsValue-myNiveau[2])/2)*2*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise == 0) {
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raise = actualHand->getTurn()->getHighestSet();
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}
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// all in bei nur wenigen Chips
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if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
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raise = myCash;
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}
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myAction = 5;
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}
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}
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else {
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// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
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if(myHoleCardsValue >= myNiveau[0] || (mySet >= actualHand->getTurn()->getHighestSet()/2 && myHoleCardsValue >= myNiveau[0]-5) || (myRoundStartCash-myCash > actualHand->getTurn()->getHighestSet() && myNiveau[0]-3)) {
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// all in bei knappem call
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if(myCash-actualHand->getTurn()->getHighestSet() <= (myCash*1)/4) {
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raise = myCash;
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myAction = 5;
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}
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else myAction = 3;
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}
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// fold
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else {
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myAction = 1;
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}
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}
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}
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else {
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// check
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if(myHoleCardsValue < myNiveau[1]) {
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myAction = 2;
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}
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// bet
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else {
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bet = (((int)myHoleCardsValue-myNiveau[1])/3)*2*actualHand->getSmallBlind();
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if(bet == 0) {
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bet = 2*actualHand->getSmallBlind();
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}
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// all in bei nur wenigen Chips
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if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
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raise = myCash;
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}
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myAction = 4;
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}
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}
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// Auswertung
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switch(myAction) {
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// none
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case 0: {}
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break;
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// fold
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case 1: {}
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break;
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// check
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case 2: {}
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break;
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// call
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case 3: {
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// all in
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if(actualHand->getTurn()->getHighestSet() >= myCash) {
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mySet += myCash;
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myCash = 0;
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myAction = 6;
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}
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// sonst
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else {
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myCash = myCash - actualHand->getTurn()->getHighestSet() + mySet;
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mySet = actualHand->getTurn()->getHighestSet();
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}
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}
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break;
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// bet
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case 4: {
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// all in
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if(bet >= myCash) {
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mySet += myCash;
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myCash = 0;
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myAction = 6;
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actualHand->getTurn()->setHighestSet(mySet);
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}
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// sonst
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else {
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myCash = myCash - bet;
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mySet = bet;
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actualHand->getTurn()->setHighestSet(mySet);
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}
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}
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break;
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// raise
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case 5: {
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// all in
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if(actualHand->getTurn()->getHighestSet() + raise >= myCash) {
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mySet += myCash;
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myCash = 0;
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myAction = 6;
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if(mySet > actualHand->getTurn()->getHighestSet()) actualHand->getTurn()->setHighestSet(mySet);
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}
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// sonst
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else {
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myCash = myCash + mySet - actualHand->getTurn()->getHighestSet() - raise;
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mySet = actualHand->getTurn()->getHighestSet() + raise;
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actualHand->getTurn()->setHighestSet(mySet);
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}
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}
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break;
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// all in
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case 6: {}
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break;
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default: {}
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}
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}
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}
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@@ -1364,163 +1597,426 @@ void LocalPlayer::turnEngine() {
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void LocalPlayer::riverEngine() {
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// Prozent ausrechnen
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ConfigFile myConfig;
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if(myConfig.readConfigInt("EngineVersion")) {
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// cout << "Engine 0.3" << endl;
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int i, j;
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int tempBoardCardsArray[5];
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int tempMyCardsArray[7];
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int tempOpponentCardsArray[7];
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actualBoard->getMyCards(tempBoardCardsArray);
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tempMyCardsArray[0] = myCards[0];
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tempMyCardsArray[1] = myCards[1];
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tempMyCardsArray[2] = tempBoardCardsArray[0];
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tempMyCardsArray[3] = tempBoardCardsArray[1];
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tempMyCardsArray[4] = tempBoardCardsArray[2];
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tempMyCardsArray[5] = tempBoardCardsArray[3];
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tempMyCardsArray[6] = tempBoardCardsArray[4];
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tempOpponentCardsArray[2] = tempBoardCardsArray[0];
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tempOpponentCardsArray[3] = tempBoardCardsArray[1];
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tempOpponentCardsArray[4] = tempBoardCardsArray[2];
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tempOpponentCardsArray[5] = tempBoardCardsArray[3];
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tempOpponentCardsArray[6] = tempBoardCardsArray[4];
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int tempMyCardsValue;
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int tempOpponentCardsValue;
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int countAll = 0;
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int countMy = 0;
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for(i=0; i<49; i++) {
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if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
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for(j=i+1; j<50; j++) {
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if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
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countAll++;
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tempOpponentCardsArray[0] = i;
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tempOpponentCardsArray[1] = j;
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tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
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tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
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if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
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// Prozent ausrechnen
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int i, j;
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int tempBoardCardsArray[5];
|
||||
int tempMyCardsArray[7];
|
||||
int tempOpponentCardsArray[7];
|
||||
actualBoard->getMyCards(tempBoardCardsArray);
|
||||
|
||||
tempMyCardsArray[0] = myCards[0];
|
||||
tempMyCardsArray[1] = myCards[1];
|
||||
tempMyCardsArray[2] = tempBoardCardsArray[0];
|
||||
tempMyCardsArray[3] = tempBoardCardsArray[1];
|
||||
tempMyCardsArray[4] = tempBoardCardsArray[2];
|
||||
tempMyCardsArray[5] = tempBoardCardsArray[3];
|
||||
tempMyCardsArray[6] = tempBoardCardsArray[4];
|
||||
|
||||
tempOpponentCardsArray[2] = tempBoardCardsArray[0];
|
||||
tempOpponentCardsArray[3] = tempBoardCardsArray[1];
|
||||
tempOpponentCardsArray[4] = tempBoardCardsArray[2];
|
||||
tempOpponentCardsArray[5] = tempBoardCardsArray[3];
|
||||
tempOpponentCardsArray[6] = tempBoardCardsArray[4];
|
||||
|
||||
int tempMyCardsValue;
|
||||
int tempOpponentCardsValue;
|
||||
|
||||
int countAll = 0;
|
||||
int countMy = 0;
|
||||
|
||||
for(i=0; i<49; i++) {
|
||||
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
|
||||
for(j=i+1; j<50; j++) {
|
||||
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
|
||||
|
||||
countAll++;
|
||||
|
||||
tempOpponentCardsArray[0] = i;
|
||||
tempOpponentCardsArray[1] = j;
|
||||
tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
|
||||
tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
|
||||
|
||||
if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
double percent = (countMy*1.0)/(countAll*1.0);
|
||||
// cout << "Prozent: " << percent << endl;
|
||||
|
||||
Tools myTool;
|
||||
int raise;
|
||||
|
||||
// Bauchgefhl (zufï¿Ålig)
|
||||
int tempRand;
|
||||
myTool.getRandNumber((int)(percent*10.)-2,(int)(percent*10.)+2,1,&tempRand,0);
|
||||
|
||||
// bluff, checkbluff
|
||||
int bluff;
|
||||
myTool.getRandNumber(1,100,1,&bluff,0);
|
||||
|
||||
// cout << "river-bluff " << bluff << endl;
|
||||
|
||||
// Potential
|
||||
int potential = (10*(5*(int)(percent*100.)+10*tempRand*1))/600-myDude;
|
||||
|
||||
int setToHighest = actualHand->getRiver()->getHighestSet() - mySet;
|
||||
|
||||
// temp fr das Vielfache des Small Blind, sodass HighestSet zu hoch ist
|
||||
int tempFold;
|
||||
tempFold = (actualHand->getPlayerArray()[0]->getMyAverageSets())/(6*actualHand->getSmallBlind());
|
||||
// myTool.getRandNumber(4,6,1,&tempFold,0);
|
||||
|
||||
// FOLD
|
||||
// --> wenn potential negativ oder HighestSet zu hoch
|
||||
if( (potential*setToHighest<0 || (setToHighest > tempFold * actualHand->getSmallBlind() && potential<1) || (setToHighest > 3 * tempFold * actualHand->getSmallBlind() && potential<2) || (setToHighest > 9 * tempFold * actualHand->getSmallBlind() && potential<3) || (setToHighest > 20*tempFold * actualHand->getSmallBlind() && potential<4) || (setToHighest > 40 *tempFold * actualHand->getSmallBlind() && potential<5)) && percent < 0.90 && bluff > 15) {
|
||||
myAction=1;
|
||||
}
|
||||
}
|
||||
|
||||
double percent = (countMy*1.0)/(countAll*1.0);
|
||||
// cout << "Prozent: " << percent << endl;
|
||||
|
||||
Tools myTool;
|
||||
int raise;
|
||||
|
||||
// Bauchgefhl (zufï¿Ålig)
|
||||
int tempRand;
|
||||
myTool.getRandNumber((int)(percent*10.)-2,(int)(percent*10.)+2,1,&tempRand,0);
|
||||
|
||||
// bluff, checkbluff
|
||||
int bluff;
|
||||
myTool.getRandNumber(1,100,1,&bluff,0);
|
||||
|
||||
// cout << "river-bluff " << bluff << endl;
|
||||
|
||||
// Potential
|
||||
int potential = (10*(5*(int)(percent*100.)+10*tempRand*1))/600-myDude;
|
||||
|
||||
int setToHighest = actualHand->getRiver()->getHighestSet() - mySet;
|
||||
|
||||
// temp fr das Vielfache des Small Blind, sodass HighestSet zu hoch ist
|
||||
int tempFold;
|
||||
tempFold = (actualHand->getPlayerArray()[0]->getMyAverageSets())/(6*actualHand->getSmallBlind());
|
||||
// myTool.getRandNumber(4,6,1,&tempFold,0);
|
||||
|
||||
// FOLD
|
||||
// --> wenn potential negativ oder HighestSet zu hoch
|
||||
if( (potential*setToHighest<0 || (setToHighest > tempFold * actualHand->getSmallBlind() && potential<1) || (setToHighest > 3 * tempFold * actualHand->getSmallBlind() && potential<2) || (setToHighest > 9 * tempFold * actualHand->getSmallBlind() && potential<3) || (setToHighest > 20*tempFold * actualHand->getSmallBlind() && potential<4) || (setToHighest > 40 *tempFold * actualHand->getSmallBlind() && potential<5)) && percent < 0.90 && bluff > 15) {
|
||||
myAction=1;
|
||||
}
|
||||
else {
|
||||
// CHECK und BET --> wenn noch keiner was gesetzt hat
|
||||
if(actualHand->getRiver()->getHighestSet() == 0) {
|
||||
// CHECK --> wenn Potential klein
|
||||
if((potential<2 || bluff >= 92) && bluff > 15) {
|
||||
// check
|
||||
myAction = 2;
|
||||
}
|
||||
// BET --> wenn Potential hoch
|
||||
else {
|
||||
|
||||
if(bluff <= 5) mySet = (bluff+3) * actualHand->getSmallBlind();
|
||||
else {
|
||||
// CHECK und BET --> wenn noch keiner was gesetzt hat
|
||||
if(actualHand->getRiver()->getHighestSet() == 0) {
|
||||
// CHECK --> wenn Potential klein
|
||||
if((potential<2 || bluff >= 92) && bluff > 15) {
|
||||
// check
|
||||
myAction = 2;
|
||||
}
|
||||
// BET --> wenn Potential hoch
|
||||
else {
|
||||
if(bluff <= 15 ) mySet = ((bluff-1)/5) * 2 * actualHand->getSmallBlind();
|
||||
// je hï¿Åer das Potential, desto hï¿Åher der Einsatz (zur Basis SmallBlind)
|
||||
else mySet = (potential-1) * 4 * actualHand->getSmallBlind();
|
||||
}
|
||||
|
||||
// All In
|
||||
if(mySet >= myCash) {
|
||||
mySet = myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
|
||||
}
|
||||
// sonst
|
||||
else {
|
||||
myCash -= mySet;
|
||||
myAction = 4;
|
||||
}
|
||||
actualHand->getRiver()->setHighestSet(mySet);
|
||||
}
|
||||
|
||||
}
|
||||
// CALL und RAISE --> wenn bereits gesetzt wurde
|
||||
else {
|
||||
// RAISE --> wenn Potential besonders gut
|
||||
if(potential >=4 && 2 * tempFold * actualHand->getSmallBlind() >= actualHand->getRiver()->getHighestSet() || (bluff <= 2 && 4 * tempFold * actualHand->getSmallBlind() >= actualHand->getRiver()->getHighestSet())) {
|
||||
|
||||
// bluff - raise
|
||||
if(bluff <= 2 ) raise = bluff * actualHand->getRiver()->getHighestSet();
|
||||
// Betrag, der ber dem aktuell HighestSet gesetzt werden soll
|
||||
else raise = ( potential - 3 ) * actualHand->getRiver()->getHighestSet();
|
||||
|
||||
// All In
|
||||
if(actualHand->getRiver()->getHighestSet() + raise >= myCash) {
|
||||
|
||||
mySet += myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
if(mySet > actualHand->getRiver()->getHighestSet()) actualHand->getRiver()->setHighestSet(mySet);
|
||||
|
||||
}
|
||||
// sonst
|
||||
else {
|
||||
|
||||
myCash = myCash + mySet - actualHand->getRiver()->getHighestSet() - raise;
|
||||
mySet = actualHand->getRiver()->getHighestSet() + raise;
|
||||
|
||||
if(bluff <= 5) mySet = (bluff+3) * actualHand->getSmallBlind();
|
||||
else {
|
||||
if(bluff <= 15 ) mySet = ((bluff-1)/5) * 2 * actualHand->getSmallBlind();
|
||||
// je hï¿Åer das Potential, desto hï¿Åher der Einsatz (zur Basis SmallBlind)
|
||||
else mySet = (potential-1) * 4 * actualHand->getSmallBlind();
|
||||
}
|
||||
|
||||
// All In
|
||||
if(mySet >= myCash) {
|
||||
mySet = myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
|
||||
}
|
||||
// sonst
|
||||
else {
|
||||
myCash -= mySet;
|
||||
myAction = 4;
|
||||
}
|
||||
actualHand->getRiver()->setHighestSet(mySet);
|
||||
}
|
||||
|
||||
}
|
||||
// CALL und RAISE --> wenn bereits gesetzt wurde
|
||||
else {
|
||||
// RAISE --> wenn Potential besonders gut
|
||||
if(potential >=4 && 2 * tempFold * actualHand->getSmallBlind() >= actualHand->getRiver()->getHighestSet() || (bluff <= 2 && 4 * tempFold * actualHand->getSmallBlind() >= actualHand->getRiver()->getHighestSet())) {
|
||||
|
||||
// bluff - raise
|
||||
if(bluff <= 2 ) raise = bluff * actualHand->getRiver()->getHighestSet();
|
||||
// Betrag, der ber dem aktuell HighestSet gesetzt werden soll
|
||||
else raise = ( potential - 3 ) * actualHand->getRiver()->getHighestSet();
|
||||
|
||||
// All In
|
||||
if(actualHand->getRiver()->getHighestSet() + raise >= myCash) {
|
||||
|
||||
mySet += myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
if(mySet > actualHand->getRiver()->getHighestSet()) actualHand->getRiver()->setHighestSet(mySet);
|
||||
|
||||
}
|
||||
// sonst
|
||||
else {
|
||||
|
||||
myCash = myCash + mySet - actualHand->getRiver()->getHighestSet() - raise;
|
||||
mySet = actualHand->getRiver()->getHighestSet() + raise;
|
||||
actualHand->getRiver()->setHighestSet(mySet);
|
||||
myAction = 5;
|
||||
}
|
||||
}
|
||||
// CALL --> bei normalen Potential
|
||||
else {
|
||||
// All In
|
||||
if(actualHand->getRiver()->getHighestSet() >= myCash) {
|
||||
|
||||
mySet += myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
|
||||
}
|
||||
// sonst
|
||||
else {
|
||||
myCash = myCash - actualHand->getRiver()->getHighestSet() + mySet;
|
||||
mySet = actualHand->getRiver()->getHighestSet();
|
||||
myAction = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
// // ################### ENGINE 0.4 #################
|
||||
else {
|
||||
// cout << "Engine 0.4" << endl;
|
||||
// int tempArray[6];
|
||||
// int boardCards[5];
|
||||
// int i;
|
||||
|
||||
// for(i=0; i<2; i++) tempArray[i] = myCards[i];
|
||||
// actualBoard->getMyCards(boardCards);
|
||||
// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
|
||||
|
||||
// for(i=0; i<5; i++) cout << tempArray[i] << " ";
|
||||
// cout << endl;
|
||||
|
||||
// cout << myID << ": ";
|
||||
|
||||
// turnCardsValue(tempArray);
|
||||
|
||||
|
||||
|
||||
|
||||
// Prozent ausrechnen
|
||||
|
||||
int i, j;
|
||||
int tempBoardCardsArray[5];
|
||||
int tempMyCardsArray[7];
|
||||
int tempOpponentCardsArray[7];
|
||||
actualBoard->getMyCards(tempBoardCardsArray);
|
||||
|
||||
tempMyCardsArray[0] = myCards[0];
|
||||
tempMyCardsArray[1] = myCards[1];
|
||||
tempMyCardsArray[2] = tempBoardCardsArray[0];
|
||||
tempMyCardsArray[3] = tempBoardCardsArray[1];
|
||||
tempMyCardsArray[4] = tempBoardCardsArray[2];
|
||||
tempMyCardsArray[5] = tempBoardCardsArray[3];
|
||||
tempMyCardsArray[6] = tempBoardCardsArray[4];
|
||||
|
||||
tempOpponentCardsArray[2] = tempBoardCardsArray[0];
|
||||
tempOpponentCardsArray[3] = tempBoardCardsArray[1];
|
||||
tempOpponentCardsArray[4] = tempBoardCardsArray[2];
|
||||
tempOpponentCardsArray[5] = tempBoardCardsArray[3];
|
||||
tempOpponentCardsArray[6] = tempBoardCardsArray[4];
|
||||
|
||||
int tempMyCardsValue;
|
||||
int tempOpponentCardsValue;
|
||||
|
||||
int countAll = 0;
|
||||
int countMy = 0;
|
||||
|
||||
for(i=0; i<49; i++) {
|
||||
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
|
||||
for(j=i+1; j<50; j++) {
|
||||
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
|
||||
|
||||
countAll++;
|
||||
|
||||
tempOpponentCardsArray[0] = i;
|
||||
tempOpponentCardsArray[1] = j;
|
||||
tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
|
||||
tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
|
||||
|
||||
if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
myHoleCardsValue = 100.0*(countMy*1.0)/(countAll*1.0);
|
||||
|
||||
|
||||
|
||||
int raise = 0;
|
||||
int bet = 0;
|
||||
|
||||
// Niveaus setzen + Dude + Anzahl Gegenspieler
|
||||
// 1. Fold -- Call
|
||||
myNiveau[0] = 38 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
|
||||
// 2. Check -- Bet
|
||||
myNiveau[1] = 50 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
|
||||
// 3. Call -- Raise
|
||||
myNiveau[2] = 62 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
|
||||
|
||||
// auf Aggresivität des humanPlayers eingehen
|
||||
int aggValue = ( (50*(actualHand->getPlayerArray()[0]->getMyAverageSets()-6*actualHand->getSmallBlind())) / (actualHand->getStartQuantityPlayers()*actualHand->getStartCash() - 6*actualHand->getSmallBlind()) );
|
||||
|
||||
if(aggValue > 0) {
|
||||
myNiveau[0] -= aggValue;
|
||||
myNiveau[2] -= aggValue;
|
||||
}
|
||||
|
||||
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
|
||||
|
||||
|
||||
// aktiv oder passiv?
|
||||
if(actualHand->getRiver()->getHighestSet() > 0) {
|
||||
|
||||
// Verhaeltnis Set / Cash
|
||||
// if(myCash/actualHand->getRiver()->getHighestSet() >= 25) {
|
||||
// myNiveau[0] += (25-myCash/actualHand->getRiver()->getHighestSet())/10;
|
||||
// } else {
|
||||
// myNiveau[0] += (25-myCash/actualHand->getRiver()->getHighestSet())/3;
|
||||
// }
|
||||
|
||||
// raise (bei hohem Niveau)
|
||||
if(myHoleCardsValue >= myNiveau[2]) {
|
||||
|
||||
// raise-loop unterbinden -> d.h. entweder call oder bei superblatt all in
|
||||
if(actualHand->getRiver()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
|
||||
// all in
|
||||
if(myHoleCardsValue >= myNiveau[2] + 8) {
|
||||
raise = myCash;
|
||||
myAction = 5;
|
||||
}
|
||||
// nur call
|
||||
else {
|
||||
myAction = 3;
|
||||
}
|
||||
|
||||
// Standard-Raise-Routine
|
||||
} else {
|
||||
// raise-Betrag ermitteln
|
||||
raise = (((int)myHoleCardsValue-myNiveau[2])/2)*2*actualHand->getSmallBlind();
|
||||
// raise-Betrag zu klein -> mindestens Standard-raise
|
||||
if(raise == 0) {
|
||||
raise = actualHand->getRiver()->getHighestSet();
|
||||
}
|
||||
// all in bei nur wenigen Chips
|
||||
if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
|
||||
raise = myCash;
|
||||
}
|
||||
myAction = 5;
|
||||
}
|
||||
}
|
||||
// CALL --> bei normalen Potential
|
||||
else {
|
||||
// All In
|
||||
// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
|
||||
if(myHoleCardsValue >= myNiveau[0] || (mySet >= actualHand->getRiver()->getHighestSet()/2 && myHoleCardsValue >= myNiveau[0]-5) || (myRoundStartCash-myCash > actualHand->getRiver()->getHighestSet() && myNiveau[0]-3)) {
|
||||
// all in bei knappem call
|
||||
if(myCash-actualHand->getRiver()->getHighestSet() <= (myCash*1)/4) {
|
||||
raise = myCash;
|
||||
myAction = 5;
|
||||
}
|
||||
else myAction = 3;
|
||||
}
|
||||
// fold
|
||||
else {
|
||||
myAction = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
// check
|
||||
if(myHoleCardsValue < myNiveau[1]) {
|
||||
myAction = 2;
|
||||
}
|
||||
// bet
|
||||
else {
|
||||
bet = (((int)myHoleCardsValue-myNiveau[1])/3)*2*actualHand->getSmallBlind();
|
||||
if(bet == 0) {
|
||||
bet = 2*actualHand->getSmallBlind();
|
||||
}
|
||||
// all in bei nur wenigen Chips
|
||||
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
|
||||
raise = myCash;
|
||||
}
|
||||
myAction = 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Auswertung
|
||||
|
||||
switch(myAction) {
|
||||
// none
|
||||
case 0: {}
|
||||
break;
|
||||
// fold
|
||||
case 1: {}
|
||||
break;
|
||||
// check
|
||||
case 2: {}
|
||||
break;
|
||||
// call
|
||||
case 3: {
|
||||
// all in
|
||||
if(actualHand->getRiver()->getHighestSet() >= myCash) {
|
||||
|
||||
mySet += myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
|
||||
|
||||
mySet += myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
|
||||
}
|
||||
// sonst
|
||||
else {
|
||||
myCash = myCash - actualHand->getRiver()->getHighestSet() + mySet;
|
||||
mySet = actualHand->getRiver()->getHighestSet();
|
||||
myAction = 3;
|
||||
}
|
||||
}
|
||||
break;
|
||||
// bet
|
||||
case 4: {
|
||||
// all in
|
||||
if(bet >= myCash) {
|
||||
mySet += myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
actualHand->getRiver()->setHighestSet(mySet);
|
||||
}
|
||||
// sonst
|
||||
else {
|
||||
myCash = myCash - bet;
|
||||
mySet = bet;
|
||||
actualHand->getRiver()->setHighestSet(mySet);
|
||||
}
|
||||
|
||||
}
|
||||
break;
|
||||
// raise
|
||||
case 5: {
|
||||
// all in
|
||||
if(actualHand->getRiver()->getHighestSet() + raise >= myCash) {
|
||||
mySet += myCash;
|
||||
myCash = 0;
|
||||
myAction = 6;
|
||||
if(mySet > actualHand->getRiver()->getHighestSet()) actualHand->getRiver()->setHighestSet(mySet);
|
||||
}
|
||||
// sonst
|
||||
else {
|
||||
myCash = myCash + mySet - actualHand->getRiver()->getHighestSet() - raise;
|
||||
mySet = actualHand->getRiver()->getHighestSet() + raise;
|
||||
actualHand->getRiver()->setHighestSet(mySet);
|
||||
}
|
||||
}
|
||||
break;
|
||||
// all in
|
||||
case 6: {}
|
||||
break;
|
||||
default: {}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user