adds activePlayerList and runningPlayerList (XIV) - !!! BROKEN !!! - last sable rev866
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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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