adds activePlayerList and runningPlayerList (XI) - BUGGY!!! - last sable rev866

This commit is contained in:
doitux
2007-09-25 21:46:38 +00:00
parent 0dcd313c9d
commit 0ea06c8a96
3 changed files with 140 additions and 40 deletions
+125 -33
View File
@@ -14,17 +14,17 @@
using namespace std;
LocalBeRo::LocalBeRo(HandInterface* hi, int id, int dP, int sB, GameState gS)
: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), minimumRaise(2*sB), firstRun(1), firstRound(1), firstHeadsUpRound(1), logBoardCardsDone(0)
: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(false), minimumRaise(2*sB), firstRun(true), firstRound(true), firstHeadsUpRound(true), logBoardCardsDone(false)
{
currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
lastPlayersTurnIt = myHand->getRunningPlayerList()->begin();
int i;
// int i;
//SmallBlind-Position ermitteln
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
}
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
// }
}
@@ -47,11 +47,57 @@ void LocalBeRo::nextPlayer() {
void LocalBeRo::run() {
int i;
PlayerListIterator it;
if (firstRun) {
// 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
if(myHand->getActivePlayerList()->size() > 2) {
it_1 = smallBlindPositionIt;
for(i=0; i<myHand->getActivePlayerList()->size(); i++) {
if(it_1 == myHand->getActivePlayerList()->begin()) it_1 = myHand->getActivePlayerList()->end();
it_1--;
it_2 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *it_1);
// running player found
if(it_2 != myHand->getRunningPlayerList()->end()) {
lastPlayersTurnIt = it_2;
break;
}
}
}
// heads up: bigBlind begins -> dealer/smallBlind is running player before bigBlind
else {
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;
}
}
currentPlayersTurnIt = lastPlayersTurnIt;
myHand->getGuiInterface()->dealBeRoCards(myBeRoID);
firstRun = 0;
firstRun = false;
}
@@ -72,30 +118,44 @@ void LocalBeRo::run() {
break;
default: { cout << "ERROR in localbero.cpp - wrong myBeRoID" << endl;}
}
logBoardCardsDone = 1;
logBoardCardsDone = true;
}
bool allHighestSet = 1;
bool allHighestSet = true;
// 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; }
// 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; }
// }
// }
// test if all running players have same sets (else allHighestSet = false)
for(it=myHand->getRunningPlayerList()->begin(); it!=myHand->getRunningPlayerList()->end(); it++) {
if(highestSet != (*it)->getMySet()) {
allHighestSet = false;
}
}
// prfen, ob Flop wirklich dran ist
// prfen, ob aktuelle bero wirklich dran ist
if(!firstRound && allHighestSet) {
// Flop nicht dran, weil alle Sets gleich sind
//also gehe in Turn
// aktuelle bero nicht dran, weil alle Sets gleich sind
//also gehe in naechste bero
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);
// 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=myHand->getRunningPlayerList()->begin(); it!=myHand->getRunningPlayerList()->end(); it++) {
(*it)->setMyAction(PLAYER_ACTION_NONE);
}
//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
myHand->getBoard()->collectSets();
myHand->getBoard()->collectPot();
@@ -103,12 +163,12 @@ void LocalBeRo::run() {
myHand->getGuiInterface()->refreshSet();
myHand->getGuiInterface()->refreshCash();
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { myHand->getGuiInterface()->refreshAction(i,0); }
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { myHand->getGuiInterface()->refreshAction(i,PLAYER_ACTION_NONE); }
myHand->switchRounds();
}
else {
// Flop ist wirklich dran
// aktuelle bero ist wirklich dran
// Anzahl der effektiv gespielten Runden (des human player) erhöhen
if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) {
@@ -127,35 +187,67 @@ void LocalBeRo::run() {
// 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;
// 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();
// }
// else { firstHeadsUpRound = 0; }
////// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ////////////////
//Spieler-Position vor SmallBlind-Position ermitteln
int activePlayerBeforeSmallBlind = smallBlindPosition;
// int activePlayerBeforeSmallBlind = smallBlindPosition;
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++) {
// 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);
(*currentPlayersTurnIt)->setMyTurn(true);
activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS);
}
myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
//highlight active players groupbox and clear action
myHand->getGuiInterface()->refreshGroupbox(playersTurn,2);
myHand->getGuiInterface()->refreshAction(playersTurn,0);
myHand->getGuiInterface()->refreshGroupbox((*currentPlayersTurnIt)->getMyID(),2);
myHand->getGuiInterface()->refreshAction((*currentPlayersTurnIt)->getMyID(),0);
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
// 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; }
// 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; }
if(playersTurn == 0) {
if( (*currentPlayersTurnIt) == (*lastPlayersTurnIt) ) {
firstRound = false;
}
if((*currentPlayersTurnIt)->getMyID() == 0) {
// Wir sind dran
myHand->getGuiInterface()->meInAction();
}
+10 -6
View File
@@ -25,19 +25,16 @@
using namespace std;
LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP)
{
setHighestSet(2*getSmallBlind());
// determine bigBlindPlayer
bigBlindPositionIt = getMyHand()->getActivePlayerList()->begin();
// determine bigBlindPosition
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;
PlayerListIterator it_1, it_2, it_3;
// search bigBlindPosition in runningPlayerList
it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
@@ -50,14 +47,21 @@ LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) :
// search smallBlindPosition in runningPlayerList
PlayerListIterator smallBlindPositionIt = bigBlindPositionIt;
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(it_2 == getMyHand()->getRunningPlayerList()->end()) {
it_2 = smallBlindPositionIt;
if(it_2 == getMyHand()->getActivePlayerList()->begin()) it_2 = getMyHand()->getActivePlayerList()->end();
it_2--;
setLastPlayersTurnIt(it_2);
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 {
+5 -1
View File
@@ -370,12 +370,16 @@ void LocalHand::switchRounds() {
// cout << "playerID begin switchRounds(): " << getCurrentBeRo()->get
int i;
PlayerListIterator it;
PlayerListIterator it, it_1;
// refresh runningPlayerList
for(it=runningPlayerList->begin(); it!=runningPlayerList->end(); ) {
if((*it)->getMyAction() == 1 || (*it)->getMyAction() == 6) {
it = runningPlayerList->erase(it);
it_1 = it;
if(it_1 == runningPlayerList->begin()) it_1 = runningPlayerList->end();
it_1--;
getCurrentBeRo()->setCurrentPlayersTurnIt(it_1);
} else {
it++;
}