adds activePlayerList and runningPlayerList (XI) - BUGGY!!! - last sable rev866
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@@ -14,17 +14,17 @@
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using namespace std;
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LocalBeRo::LocalBeRo(HandInterface* hi, int id, int dP, int sB, GameState gS)
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: 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)
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: 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)
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{
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currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
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lastPlayersTurnIt = myHand->getRunningPlayerList()->begin();
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int i;
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// int i;
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//SmallBlind-Position ermitteln
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
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}
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
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// }
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}
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@@ -47,11 +47,57 @@ void LocalBeRo::nextPlayer() {
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void LocalBeRo::run() {
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int i;
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PlayerListIterator it;
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if (firstRun) {
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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++) {
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if((*smallBlindPositionIt)->getMyButton() == BUTTON_SMALL_BLIND) break;
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}
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// determine running player before smallBlind (for heads up: determine dealer/smallblind)
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PlayerListIterator it_1, it_2;
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size_t i;
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// running player before smallBlind
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if(myHand->getActivePlayerList()->size() > 2) {
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it_1 = smallBlindPositionIt;
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for(i=0; i<myHand->getActivePlayerList()->size(); i++) {
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if(it_1 == myHand->getActivePlayerList()->begin()) it_1 = myHand->getActivePlayerList()->end();
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it_1--;
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it_2 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *it_1);
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// running player found
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if(it_2 != myHand->getRunningPlayerList()->end()) {
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lastPlayersTurnIt = it_2;
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break;
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}
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}
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}
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// heads up: bigBlind begins -> dealer/smallBlind is running player before bigBlind
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else {
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it_1 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *smallBlindPositionIt);
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if( it_1 == myHand->getRunningPlayerList()->end() ) {
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cout << "ERROR - lastPlayersTurnIt-detection in localBeRo" << endl;
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}
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// smallBlind found
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else {
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lastPlayersTurnIt = it_1;
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}
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}
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currentPlayersTurnIt = lastPlayersTurnIt;
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myHand->getGuiInterface()->dealBeRoCards(myBeRoID);
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firstRun = 0;
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firstRun = false;
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}
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@@ -72,30 +118,44 @@ void LocalBeRo::run() {
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break;
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default: { cout << "ERROR in localbero.cpp - wrong myBeRoID" << endl;}
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}
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logBoardCardsDone = 1;
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logBoardCardsDone = true;
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}
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bool allHighestSet = 1;
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bool allHighestSet = true;
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// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
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if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
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// if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
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// }
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// }
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// test if all running players have same sets (else allHighestSet = false)
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for(it=myHand->getRunningPlayerList()->begin(); it!=myHand->getRunningPlayerList()->end(); it++) {
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if(highestSet != (*it)->getMySet()) {
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allHighestSet = false;
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}
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}
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// prfen, ob Flop wirklich dran ist
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// prfen, ob aktuelle bero wirklich dran ist
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if(!firstRound && allHighestSet) {
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// Flop nicht dran, weil alle Sets gleich sind
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//also gehe in Turn
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// aktuelle bero nicht dran, weil alle Sets gleich sind
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//also gehe in naechste bero
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myHand->setActualRound(myBeRoID+1);
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//Action loeschen und ActionButtons refresh
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0);
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// if(myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0);
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// }
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//Action loeschen und ActionButtons refresh
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for(it=myHand->getRunningPlayerList()->begin(); it!=myHand->getRunningPlayerList()->end(); it++) {
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(*it)->setMyAction(PLAYER_ACTION_NONE);
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}
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//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
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myHand->getBoard()->collectSets();
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myHand->getBoard()->collectPot();
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@@ -103,12 +163,12 @@ void LocalBeRo::run() {
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myHand->getGuiInterface()->refreshSet();
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myHand->getGuiInterface()->refreshCash();
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { myHand->getGuiInterface()->refreshAction(i,0); }
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { myHand->getGuiInterface()->refreshAction(i,PLAYER_ACTION_NONE); }
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myHand->switchRounds();
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}
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else {
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// Flop ist wirklich dran
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// aktuelle bero ist wirklich dran
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// Anzahl der effektiv gespielten Runden (des human player) erhöhen
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if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) {
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@@ -127,35 +187,67 @@ void LocalBeRo::run() {
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// not first round in heads up (for headsup dealer is smallblind so it is dealers turn)
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// naechsten Spieler ermitteln
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int i;
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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++) {
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playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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}
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firstHeadsUpRound = 0;
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// int i;
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// 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++) {
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// playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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// }
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// firstHeadsUpRound = 0;
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// determine next running player
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currentPlayersTurnIt++;
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if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
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// }
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// else { firstHeadsUpRound = 0; }
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////// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ////////////////
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//Spieler-Position vor SmallBlind-Position ermitteln
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int activePlayerBeforeSmallBlind = smallBlindPosition;
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// 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++) {
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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++) {
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// activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS);
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// }
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// myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
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(*currentPlayersTurnIt)->setMyTurn(true);
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activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS);
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}
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myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
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//highlight active players groupbox and clear action
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myHand->getGuiInterface()->refreshGroupbox(playersTurn,2);
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myHand->getGuiInterface()->refreshAction(playersTurn,0);
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myHand->getGuiInterface()->refreshGroupbox((*currentPlayersTurnIt)->getMyID(),2);
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myHand->getGuiInterface()->refreshAction((*currentPlayersTurnIt)->getMyID(),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
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind && myHand->getActivePlayerList()->size() >= 3) { firstRound = 0; }
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if(myHand->getActivePlayerList()->size() < 3 && (myHand->getPlayerArray()[playersTurn]->getMyID() == dealerPosition || myHand->getPlayerArray()[playersTurn]->getMyID() == smallBlindPosition)) { firstRound = 0; }
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// if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind && myHand->getActivePlayerList()->size() >= 3) { firstRound = 0; }
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// if(myHand->getActivePlayerList()->size() < 3 && (myHand->getPlayerArray()[playersTurn]->getMyID() == dealerPosition || myHand->getPlayerArray()[playersTurn]->getMyID() == smallBlindPosition)) { firstRound = 0; }
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if(playersTurn == 0) {
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if( (*currentPlayersTurnIt) == (*lastPlayersTurnIt) ) {
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firstRound = false;
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}
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if((*currentPlayersTurnIt)->getMyID() == 0) {
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// Wir sind dran
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myHand->getGuiInterface()->meInAction();
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}
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