adds activePlayerList and runningPlayerList (XIV) - !!! BROKEN !!! - last sable rev866
This commit is contained in:
@@ -13,12 +13,36 @@
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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(false), minimumRaise(2*sB), firstRun(true), firstRound(true), firstHeadsUpRound(true), currentPlayersTurn(0), firstRoundLastPlayersTurn(0), logBoardCardsDone(false)
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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), firstRound(true), firstHeadsUpRound(true), currentPlayersTurnId(0), firstRoundLastPlayersTurnId(0), 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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PlayerListConstIterator it_c;
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// determine bigBlindPosition
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for(it_c=myHand->getActivePlayerList()->begin(); it_c!=myHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyButton() == BUTTON_BIG_BLIND) {
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bigBlindPositionId = (*it_c)->getMyUniqueID();
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break;
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}
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}
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assert(it_c!=myHand->getActivePlayerList()->end());
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// determine smallBlindPosition
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for(it_c=myHand->getActivePlayerList()->begin(); it_c!=myHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyButton() == BUTTON_SMALL_BLIND) {
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smallBlindPositionId = (*it_c)->getMyUniqueID();
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break;
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}
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}
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assert(it_c!=myHand->getActivePlayerList()->end());
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// int i;
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//SmallBlind-Position ermitteln
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@@ -40,7 +64,10 @@ void LocalBeRo::nextPlayer() {
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// cout << "playerID in nextPlayer(): " << (*currentPlayersTurnIt)->getMyID() << endl;
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(*currentPlayersTurnIt)->action();
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PlayerListConstIterator currentPlayersTurnConstIt = myHand->getRunningPlayerIt(currentPlayersTurnId);
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assert( currentPlayersTurnConstIt != myHand->getRunningPlayerList()->end() );
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(*currentPlayersTurnConstIt)->action();
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}
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@@ -24,7 +24,7 @@
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*/
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class LocalBeRo : public BeRoInterface{
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public:
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LocalBeRo(HandInterface* hi, int id, int dP, int sB, GameState gS);
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LocalBeRo(HandInterface* hi, int id, unsigned dP, int sB, GameState gS);
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~LocalBeRo();
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GameState getMyBeRoID() const { return myBeRoID; }
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@@ -53,11 +53,11 @@ protected:
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void setPlayersTurn(int theValue) { playersTurn = theValue; }
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int getPlayersTurn() const { return playersTurn;}
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void setCurrentPlayersTurn(unsigned theValue) { currentPlayersTurn = theValue; }
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unsigned getCurrentPlayersTurn() const { return currentPlayersTurn;}
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void setCurrentPlayersTurnId(unsigned theValue) { currentPlayersTurnId = theValue; }
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unsigned getCurrentPlayersTurnId() const { return currentPlayersTurnId;}
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void setFirstRoundLastPlayersTurn(unsigned theValue) { firstRoundLastPlayersTurn = theValue; }
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unsigned getFirstRoundLastPlayersTurn() const { return firstRoundLastPlayersTurn;}
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void setFirstRoundLastPlayersTurnId(unsigned theValue) { firstRoundLastPlayersTurnId = theValue; }
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unsigned getFirstRoundLastPlayersTurnId() const { return firstRoundLastPlayersTurnId;}
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void setCurrentPlayersTurnIt(PlayerListIterator theValue) { currentPlayersTurnIt = theValue; }
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PlayerListIterator getCurrentPlayersTurnIt() const { return currentPlayersTurnIt; }
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@@ -71,6 +71,17 @@ protected:
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void setFirstRound(bool theValue) { firstRound = theValue;}
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bool getFirstRound() const { return firstRound;}
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void setDealerPositionId(unsigned theValue) { dealerPositionId = theValue;}
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unsigned getDealerPositionId() const { return dealerPositionId; }
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void setSmallBlindPositionId(unsigned theValue) { smallBlindPositionId = theValue;}
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unsigned getSmallBlindPositionId() const { return smallBlindPositionId; }
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void setBigBlindPositionId(unsigned theValue) { bigBlindPositionId = theValue;}
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unsigned getBigBlindPositionId() const { return bigBlindPositionId; }
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void setSmallBlindPosition(int theValue) { smallBlindPosition = theValue;}
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int getSmallBlindPosition() const { return smallBlindPosition; }
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@@ -92,6 +103,11 @@ private:
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int dealerPosition;
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int smallBlindPosition;
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unsigned dealerPositionId;
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unsigned smallBlindPositionId;
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unsigned bigBlindPositionId;
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int smallBlind;
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int highestSet;
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int minimumRaise;
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@@ -104,8 +120,8 @@ private:
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PlayerListIterator currentPlayersTurnIt; // iterator for runningPlayerList
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PlayerListIterator lastPlayersTurnIt; // iterator for runningPlayerList
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unsigned currentPlayersTurn;
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unsigned firstRoundLastPlayersTurn;
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unsigned currentPlayersTurnId;
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unsigned firstRoundLastPlayersTurnId;
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bool logBoardCardsDone;
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@@ -24,7 +24,7 @@
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using namespace std;
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LocalBeRoFlop::LocalBeRoFlop(HandInterface* hi, int id, int dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_FLOP)
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LocalBeRoFlop::LocalBeRoFlop(HandInterface* hi, int id, unsigned dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_FLOP)
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{
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}
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@@ -28,7 +28,7 @@ class HandInterface;
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class LocalBeRoFlop : public LocalBeRo{
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public:
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LocalBeRoFlop(HandInterface*, int, int, int);
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LocalBeRoFlop(HandInterface*, int, unsigned, int);
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~LocalBeRoFlop();
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};
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@@ -24,70 +24,93 @@
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using namespace std;
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LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP), bigBlindPosition(0)
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LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, unsigned dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP)
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{
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PlayerListConstIterator it_c;
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// PlayerListConstIterator it_c;
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setHighestSet(2*getSmallBlind());
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// determine bigBlindPosition
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for(bigBlindPositionIt=getMyHand()->getActivePlayerList()->begin(); bigBlindPositionIt!=getMyHand()->getActivePlayerList()->end(); bigBlindPositionIt++) {
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if((*bigBlindPositionIt)->getMyButton() == BUTTON_BIG_BLIND) break;
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}
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// determine bigBlindPosition -> old: delete
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// for(bigBlindPositionIt=getMyHand()->getActivePlayerList()->begin(); bigBlindPositionIt!=getMyHand()->getActivePlayerList()->end(); bigBlindPositionIt++) {
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// if((*bigBlindPositionIt)->getMyButton() == BUTTON_BIG_BLIND) break;
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// }
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for(it_c=getMyHand()->getActivePlayerList()->begin(); it_c!=getMyHand()->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyButton() == BUTTON_BIG_BLIND) {
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bigBlindPosition = (*it_c)->getMyUniqueID();
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break;
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};
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}
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// search player in runningPlayerList before first action player -> run() determine next player who will do first action
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PlayerListIterator it_1, it_2, it_3;
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// PlayerListIterator it_1, it_2, it_3;
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PlayerListIterator it;
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// search bigBlindPosition in runningPlayerList -> old: delete
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// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// search bigBlindPosition in runningPlayerList
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it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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PlayerListIterator bigBlindPositionIt = getMyHand()->getRunningPlayerIt(getBigBlindPositionId());
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// more than 2 players are still active -> runningPlayerList is not empty
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if(getMyHand()->getActivePlayerList()->size() > 2) {
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// bigBlindPlayer not found in runningPlayerList (he is all in) -> bigBlindPlayer is not the running player before first action player
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if(it_1 == getMyHand()->getRunningPlayerList()->end()) {
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if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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// search smallBlindPosition in runningPlayerList
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PlayerListIterator smallBlindPositionIt = bigBlindPositionIt;
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if(smallBlindPositionIt == getMyHand()->getActivePlayerList()->begin()) smallBlindPositionIt = getMyHand()->getActivePlayerList()->end();
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smallBlindPositionIt--;
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it_2 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *smallBlindPositionIt);
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PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
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// if(smallBlindPositionIt == getMyHand()->getActivePlayerList()->begin()) smallBlindPositionIt = getMyHand()->getActivePlayerList()->end();
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// smallBlindPositionIt--;
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// it_2 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *smallBlindPositionIt);
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// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
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if(it_2 == getMyHand()->getRunningPlayerList()->end()) {
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it_2 = smallBlindPositionIt;
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if(it_2 == getMyHand()->getActivePlayerList()->begin()) it_2 = getMyHand()->getActivePlayerList()->end();
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it_2--;
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it_3 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *it_2);
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if(it_3 == getMyHand()->getRunningPlayerList()->end()) {
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cout << "ERROR - lastPlayersTurnIt-detection in localBeRoPreflop" << endl;
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} else {
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setLastPlayersTurnIt(it_3);
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}
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if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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it = getMyHand()->getActivePlayerIt(getSmallBlindPositionId());
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assert(it != getMyHand()->getActivePlayerList()->end());
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if(it == getMyHand()->getActivePlayerList()->begin()) it = getMyHand()->getActivePlayerList()->end();
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it--;
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setFirstRoundLastPlayersTurnId( (*it)->getMyUniqueID() );
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// it_3 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *it_2);
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// if(it_3 == getMyHand()->getRunningPlayerList()->end()) {
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// cout << "ERROR - lastPlayersTurnIt-detection in localBeRoPreflop" << endl;
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// } else {
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// setLastPlayersTurnIt(it_3);
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// }
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}
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// smallBlindPlayer found in runningPlayerList -> running player before first action player
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else {
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setLastPlayersTurnIt(it_2);
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setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
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}
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}
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// bigBlindPlayer found in runningPlayerList -> player before first action player
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else {
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setLastPlayersTurnIt(it_1);
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setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
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}
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}
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// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
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else {
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setLastPlayersTurnIt(it_1);
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// bigBlindPlayer not found in runningPlayerList (he is all in) -> only smallBlind has to choose fold or call the bigBlindAmount
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if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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// search smallBlindPosition in runningPlayerList
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PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
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// smallBlindPlayer not found in runningPlayerList (he is all in) -> no running player -> showdown and no firstRoundLastPlayersTurnId is used
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if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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}
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// smallBlindPlayer found in runningPlayerList -> running player before first action player (himself)
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else {
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setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
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}
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}
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setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
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}
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setCurrentPlayersTurnIt(getLastPlayersTurnIt());
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setCurrentPlayersTurnId( getFirstRoundLastPlayersTurnId() );
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// cout << "playerID constructor beropreflop: " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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@@ -97,7 +120,7 @@ LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) :
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it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// bigBlindPosition is not all in
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// if(it!=getMyHand()->getRunningPlayerList()->end()) {
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@@ -142,13 +165,14 @@ void LocalBeRoPreflop::run() {
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int i;
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bool allHighestSet = true;
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PlayerListIterator it;
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// PlayerListIterator it;
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PlayerListConstIterator it_c;
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// test if all running players have same sets (else allHighestSet = false)
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for(it=getMyHand()->getRunningPlayerList()->begin(); it!=getMyHand()->getRunningPlayerList()->end(); it++) {
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if(getHighestSet() != (*it)->getMySet()) {
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for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
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if(getHighestSet() != (*it_c)->getMySet()) {
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allHighestSet = false;
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}
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}
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@@ -157,26 +181,59 @@ void LocalBeRoPreflop::run() {
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// cout << "playerID begin preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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it = getCurrentPlayersTurnIt();
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// it++;
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it++;
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PlayerListIterator currentPlayersTurnIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
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assert( currentPlayersTurnIt != getMyHand()->getRunningPlayerList()->end() );
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setCurrentPlayersTurnIt(it);
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currentPlayersTurnIt++;
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if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) currentPlayersTurnIt = getMyHand()->getRunningPlayerList()->begin();
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if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) setCurrentPlayersTurnIt(getMyHand()->getRunningPlayerList()->begin());
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setCurrentPlayersTurnId( (*currentPlayersTurnIt)->getMyUniqueID() );
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// setCurrentPlayersTurnIt(++getCurrentPlayersTurnIt());
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// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) setCurrentPlayersTurnIt(getMyHand()->getRunningPlayerList()->begin());
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// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) cout << "!!!" << endl;
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// cout << "playerID middle preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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// exceptions
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// if next player is small blind and only all-in-big-blind with less than smallblind amount is nonfold too -> preflop is over
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if((*(getCurrentPlayersTurnIt()))->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
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PlayerListConstIterator bigBlindPositionIt = getMyHand()->getActivePlayerIt(getBigBlindPositionId());
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assert(bigBlindPositionIt != getMyHand()->getActivePlayerList()->end());
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PlayerListConstIterator currentPlayersTurnConstIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
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assert(currentPlayersTurnConstIt != getMyHand()->getRunningPlayerList()->end());
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if((*currentPlayersTurnConstIt)->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
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setFirstRound(false);
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allHighestSet = true;
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}
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// determine next player
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// 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++) {
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//
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@@ -198,8 +255,8 @@ void LocalBeRoPreflop::run() {
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getMyHand()->setActualRound(GAME_STATE_FLOP);
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//Action loeschen und ActionButtons refresh
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for(it=getMyHand()->getRunningPlayerList()->begin(); it!=getMyHand()->getRunningPlayerList()->end(); it++) {
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(*it)->setMyAction(PLAYER_ACTION_NONE);
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for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
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(*it_c)->setMyAction(PLAYER_ACTION_NONE);
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}
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//Action loeschen und ActionButtons refresh
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@@ -225,24 +282,32 @@ void LocalBeRoPreflop::run() {
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// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
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// lastPlayersTurn -> PreflopFirstRound is over
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if( (*(getCurrentPlayersTurnIt())) == (*(getLastPlayersTurnIt())) ) {
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// if( (*(getCurrentPlayersTurnIt())) == (*(getLastPlayersTurnIt())) ) {
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// setFirstRound(false);
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// }
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// lastPlayersTurn -> PreflopFirstRound is over
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if( getCurrentPlayersTurnId() == getFirstRoundLastPlayersTurnId() ) {
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setFirstRound(false);
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}
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// getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
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(*(getCurrentPlayersTurnIt()))->setMyTurn(true);
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(*currentPlayersTurnConstIt)->setMyTurn(true);
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// (*(getCurrentPlayersTurnIt()))->setMyTurn(true);
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//highlight active players groupbox and clear action
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// getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
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// getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
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//highlight active players groupbox and clear action
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getMyHand()->getGuiInterface()->refreshGroupbox( (*(getCurrentPlayersTurnIt()))->getMyID() , 2 );
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getMyHand()->getGuiInterface()->refreshAction( (*(getCurrentPlayersTurnIt()))->getMyID() , PLAYER_ACTION_NONE );
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getMyHand()->getGuiInterface()->refreshGroupbox( getCurrentPlayersTurnId() , 2 );
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getMyHand()->getGuiInterface()->refreshAction( getCurrentPlayersTurnId() , PLAYER_ACTION_NONE );
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if((*(getCurrentPlayersTurnIt()))->getMyID() == 0) {
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if( getCurrentPlayersTurnId() == 0) {
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// Wir sind dran
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getMyHand()->getGuiInterface()->meInAction();
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}
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@@ -28,14 +28,14 @@ class HandInterface;
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||||
class LocalBeRoPreflop : public LocalBeRo{
|
||||
|
||||
public:
|
||||
LocalBeRoPreflop(HandInterface*, int, int, int);
|
||||
LocalBeRoPreflop(HandInterface*, int, unsigned, int);
|
||||
~LocalBeRoPreflop();
|
||||
|
||||
void run();
|
||||
|
||||
private:
|
||||
PlayerListIterator bigBlindPositionIt; // iterator for activePlayerList
|
||||
unsigned bigBlindPosition;
|
||||
// PlayerListIterator bigBlindPositionIt; // iterator for activePlayerList
|
||||
// unsigned bigBlindPositionId;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
|
||||
using namespace std;
|
||||
|
||||
LocalBeRoRiver::LocalBeRoRiver(HandInterface* hi, int id, int dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_RIVER)
|
||||
LocalBeRoRiver::LocalBeRoRiver(HandInterface* hi, int id, unsigned dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_RIVER)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -28,7 +28,7 @@ class HandInterface;
|
||||
|
||||
class LocalBeRoRiver : public LocalBeRo{
|
||||
public:
|
||||
LocalBeRoRiver(HandInterface*, int, int, int);
|
||||
LocalBeRoRiver(HandInterface*, int, unsigned, int);
|
||||
~LocalBeRoRiver();
|
||||
};
|
||||
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
using namespace std;
|
||||
|
||||
LocalBeRoTurn::LocalBeRoTurn(HandInterface* hi, int id, int dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_TURN)
|
||||
LocalBeRoTurn::LocalBeRoTurn(HandInterface* hi, int id, unsigned dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_TURN)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -27,7 +27,7 @@ class HandInterface;
|
||||
|
||||
class LocalBeRoTurn : public LocalBeRo{
|
||||
public:
|
||||
LocalBeRoTurn(HandInterface*, int, int, int);
|
||||
LocalBeRoTurn(HandInterface*, int, unsigned, int);
|
||||
~LocalBeRoTurn();
|
||||
|
||||
};
|
||||
|
||||
@@ -48,7 +48,7 @@ BoardInterface* LocalEngineFactory::createBoard() { return new LocalBoard; }
|
||||
|
||||
boost::shared_ptr<PlayerInterface> LocalEngineFactory::createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB) { return boost::shared_ptr<PlayerInterface> (new LocalPlayer(myConfig, b, id, uniqueId, type, name, avatar, sC, aS, mB)); }
|
||||
|
||||
std::vector<boost::shared_ptr<BeRoInterface> > LocalEngineFactory::createBeRo(HandInterface* hi, int id, int dP, int sB) {
|
||||
std::vector<boost::shared_ptr<BeRoInterface> > LocalEngineFactory::createBeRo(HandInterface* hi, int id, unsigned dP, int sB) {
|
||||
|
||||
std::vector<boost::shared_ptr<BeRoInterface> > myBeRo;
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@ public:
|
||||
HandInterface* createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC);
|
||||
BoardInterface* createBoard();
|
||||
boost::shared_ptr<PlayerInterface> createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
|
||||
std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface* hi, int id, int dP, int sB);
|
||||
std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface* hi, int id, unsigned dP, int sB);
|
||||
|
||||
private:
|
||||
ConfigFile *myConfig;
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
|
||||
using namespace std;
|
||||
|
||||
LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC)
|
||||
LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl, PlayerList apl, PlayerList rpl, int id, int sP, unsigned dP, int sB,int sC)
|
||||
: myFactory(f), myGui(g), myBoard(b), playerArray(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(false),
|
||||
cardsShown(false), bettingRoundsPlayed(0)
|
||||
{
|
||||
@@ -495,3 +495,31 @@ void LocalHand::switchRounds() {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
PlayerListIterator LocalHand::getActivePlayerIt(unsigned uniqueId) const {
|
||||
|
||||
PlayerListIterator it;
|
||||
|
||||
for(it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
|
||||
if((*it)->getMyUniqueID() == uniqueId) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return it;
|
||||
|
||||
}
|
||||
|
||||
PlayerListIterator LocalHand::getRunningPlayerIt(unsigned uniqueId) const {
|
||||
|
||||
PlayerListIterator it;
|
||||
|
||||
for(it=runningPlayerList->begin(); it!=runningPlayerList->end(); it++) {
|
||||
if((*it)->getMyUniqueID() == uniqueId) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return it;
|
||||
|
||||
}
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
|
||||
class LocalHand : public HandInterface{
|
||||
public:
|
||||
LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface*, BoardInterface*, std::vector<boost::shared_ptr<PlayerInterface> >, PlayerList, PlayerList, int, int, int, int, int);
|
||||
LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface*, BoardInterface*, std::vector<boost::shared_ptr<PlayerInterface> >, PlayerList, PlayerList, int, int, unsigned, int, int);
|
||||
~LocalHand();
|
||||
|
||||
void start();
|
||||
@@ -43,6 +43,9 @@ public:
|
||||
PlayerList getActivePlayerList() const {return activePlayerList;}
|
||||
PlayerList getRunningPlayerList() const {return runningPlayerList;}
|
||||
|
||||
PlayerListIterator getActivePlayerIt(unsigned) const;
|
||||
PlayerListIterator getRunningPlayerIt(unsigned) const;
|
||||
|
||||
BoardInterface* getBoard() const { return myBoard; }
|
||||
boost::shared_ptr<BeRoInterface> getPreflop() const { return myBeRo[GAME_STATE_PREFLOP]; }
|
||||
boost::shared_ptr<BeRoInterface> getFlop() const { return myBeRo[GAME_STATE_FLOP]; }
|
||||
@@ -100,7 +103,7 @@ private:
|
||||
|
||||
int myID;
|
||||
int startQuantityPlayers;
|
||||
int dealerPosition; // -1 -> neutral
|
||||
unsigned dealerPosition; // -1 -> neutral
|
||||
int actualRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river
|
||||
int smallBlind;
|
||||
int startCash;
|
||||
|
||||
Reference in New Issue
Block a user