prepare implementing new cards value function for calculating odds: rename myCards to myHoleCards
This commit is contained in:
@@ -53,7 +53,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost:
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for(it=seatsList->begin(); it!=seatsList->end(); ++it) {
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(*it)->setHand(this);
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// set myFlipCards 0
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(*it)->setMyCardsFlip(0, 0);
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(*it)->setMyHoleCardsFlip(0, 0);
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}
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// generate cards and assign to board and player
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@@ -97,7 +97,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost:
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// complete whole player hand
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for(j=0; j<2; j++) tempPlayerAndBoardArray[j] = tempPlayerArray[j];
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyHoleCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(CardsValue::cardsValueOld(tempPlayerAndBoardArray, bestHandPos));
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(*it)->setMyBestHandPosition(bestHandPos);
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(*it)->setMyRoundStartCash((*it)->getMyCash());
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@@ -861,7 +861,7 @@ static const RoundData FlopValues[] = {
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LocalPlayer::LocalPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, bool sotS, int mB)
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: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar),
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myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), logHoleCardsDone(false), myCash(sC), mySet(0), myLastRelativeSet(0), myAction(PLAYER_ACTION_NONE),
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myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(0), myCardsFlip(0), myRoundStartCash(0), lastMoneyWon(0),
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myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(0), myHoleCardsFlip(0), myRoundStartCash(0), lastMoneyWon(0),
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sBluff(0), sBluffStatus(false), m_actionTimeoutCounter(0), m_isSessionActive(false), m_isKicked(false), m_isMuted(false)
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{
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@@ -870,7 +870,7 @@ LocalPlayer::LocalPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType ty
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myNiveau[i] = 0;
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}
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for(i=0; i<2; i++) {
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myCards[i] = -1;
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myHoleCards[i] = -1;
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}
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// myBestHandPosition mit -1 initialisieren
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@@ -1070,7 +1070,7 @@ void LocalPlayer::preflopEngine()
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myNiveau[2] += (21-myCash/individualHighestSet)/2;
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}
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// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myCards[0] << " " << myCards[1] << endl;
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// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myHoleCards[0] << " " << myHoleCards[1] << endl;
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// count number of active human players
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size_t countHumanPlayers = 0;
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@@ -1530,7 +1530,7 @@ void LocalPlayer::turnEngine()
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// int boardCards[5];
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// int i;
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// for(i=0; i<2; i++) tempArray[i] = myCards[i];
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// for(i=0; i<2; i++) tempArray[i] = myHoleCards[i];
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// currentBoard->getMyCards(boardCards);
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// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
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@@ -1804,7 +1804,7 @@ void LocalPlayer::riverEngine()
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// int boardCards[5];
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// int i;
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// for(i=0; i<2; i++) tempArray[i] = myCards[i];
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// for(i=0; i<2; i++) tempArray[i] = myHoleCards[i];
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// currentBoard->getMyCards(boardCards);
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// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
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@@ -2821,9 +2821,9 @@ void LocalPlayer::calcMyOdds()
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switch(currentHand->getCurrentRound()) {
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case 0: {
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case GAME_STATE_PREFLOP: {
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handCode = CardsValue::holeCardsToIntCode(myCards);
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handCode = CardsValue::holeCardsToIntCode(myHoleCards);
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// übergang solange preflopValue und flopValue noch nicht bereinigt
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int players = currentHand->getActivePlayerList()->size();
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@@ -2841,14 +2841,14 @@ void LocalPlayer::calcMyOdds()
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}
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break;
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case 1: {
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case GAME_STATE_FLOP: {
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int tempArray[5];
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int boardCards[5];
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int i;
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for(i=0; i<2; i++) tempArray[i] = myCards[i];
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for(i=0; i<2; i++) tempArray[i] = myHoleCards[i];
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currentHand->getBoard()->getMyCards(boardCards);
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for(i=0; i<3; i++) tempArray[2+i] = boardCards[i];
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@@ -2886,9 +2886,7 @@ void LocalPlayer::calcMyOdds()
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}
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break;
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case 2: {
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// Prozent ausrechnen
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case GAME_STATE_TURN: {
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int i, j, k;
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int tempBoardCardsArray[5];
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@@ -2896,8 +2894,8 @@ void LocalPlayer::calcMyOdds()
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int tempOpponentCardsArray[7];
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currentHand->getBoard()->getMyCards(tempBoardCardsArray);
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tempMyCardsArray[0] = myCards[0];
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tempMyCardsArray[1] = myCards[1];
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tempMyCardsArray[0] = myHoleCards[0];
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tempMyCardsArray[1] = myHoleCards[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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@@ -2908,6 +2906,12 @@ void LocalPlayer::calcMyOdds()
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tempOpponentCardsArray[4] = tempBoardCardsArray[2];
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tempOpponentCardsArray[5] = tempBoardCardsArray[3];
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int myCards[4] = { 0,0,0,0 };
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int opponentCards[4] = { 0,0,0,0 };
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int tempMyCardsValue;
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int tempOpponentCardsValue;
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@@ -2915,11 +2919,11 @@ void LocalPlayer::calcMyOdds()
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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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if(i != myHoleCards[0] && i != myHoleCards[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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if(j != myHoleCards[0] && j != myHoleCards[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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if(k != myHoleCards[0] && k != myHoleCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
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countAll++;
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@@ -2942,7 +2946,7 @@ void LocalPlayer::calcMyOdds()
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}
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break;
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case 3: {
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case GAME_STATE_RIVER: {
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// Prozent ausrechnen
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@@ -2952,8 +2956,8 @@ void LocalPlayer::calcMyOdds()
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int tempOpponentCardsArray[7];
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currentHand->getBoard()->getMyCards(tempBoardCardsArray);
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tempMyCardsArray[0] = myCards[0];
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tempMyCardsArray[1] = myCards[1];
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tempMyCardsArray[0] = myHoleCards[0];
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tempMyCardsArray[1] = myHoleCards[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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@@ -2973,9 +2977,9 @@ void LocalPlayer::calcMyOdds()
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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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if(i != myHoleCards[0] && i != myHoleCards[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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if(j != myHoleCards[0] && j != myHoleCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
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countAll++;
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@@ -3277,7 +3281,7 @@ void LocalPlayer::preflopEngine3()
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// cout << "preflop-bluff " << bluff << endl;
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// Potential
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int potential = 10*(4*(CardsValue::holeCardsClass(myCards[0], myCards[1]))+1*tempRand)/50-myDude;
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int potential = 10*(4*(CardsValue::holeCardsClass(myHoleCards[0], myHoleCards[1]))+1*tempRand)/50-myDude;
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int setToHighest = currentHand->getCurrentBeRo()->getHighestSet() - mySet;
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@@ -3287,7 +3291,7 @@ void LocalPlayer::preflopEngine3()
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Tools::GetRand(2, 3, 1, &tempFold);
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// FOLD --> wenn Potential negativ oder HighestSet zu hoch
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if( (potential*setToHighest<0 || (setToHighest > tempFold * currentHand->getSmallBlind() && potential<1) || (setToHighest > 2 * tempFold * currentHand->getSmallBlind() && potential<2) || (setToHighest > 4 * tempFold * currentHand->getSmallBlind() && potential<3) || (setToHighest > 10 * tempFold * currentHand->getSmallBlind() && potential<4)) && CardsValue::holeCardsClass(myCards[0], myCards[1]) < 9 && bluff > 15) {
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if( (potential*setToHighest<0 || (setToHighest > tempFold * currentHand->getSmallBlind() && potential<1) || (setToHighest > 2 * tempFold * currentHand->getSmallBlind() && potential<2) || (setToHighest > 4 * tempFold * currentHand->getSmallBlind() && potential<3) || (setToHighest > 10 * tempFold * currentHand->getSmallBlind() && potential<4)) && CardsValue::holeCardsClass(myHoleCards[0], myHoleCards[1]) < 9 && bluff > 15) {
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myAction = PLAYER_ACTION_FOLD;
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} else {
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// RAISE --> wenn hohes Potential
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@@ -3443,8 +3447,8 @@ void LocalPlayer::flopEngine3()
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int tempOpponentCardsArray[7];
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currentHand->getBoard()->getMyCards(tempBoardCardsArray);
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tempMyCardsArray[0] = myCards[0];
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tempMyCardsArray[1] = myCards[1];
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tempMyCardsArray[0] = myHoleCards[0];
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tempMyCardsArray[1] = myHoleCards[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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@@ -3460,13 +3464,13 @@ void LocalPlayer::flopEngine3()
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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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if(i != myHoleCards[0] && i != myHoleCards[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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if(j != myHoleCards[0] && j != myHoleCards[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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if(k != myHoleCards[0] && k != myHoleCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
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for(l=k+1; l<52; l++) {
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if(l != myCards[0] && l != myCards[1] && l != tempBoardCardsArray[0] && l != tempBoardCardsArray[1] && l != tempBoardCardsArray[2]) {
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if(l != myHoleCards[0] && l != myHoleCards[1] && l != tempBoardCardsArray[0] && l != tempBoardCardsArray[1] && l != tempBoardCardsArray[2]) {
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countAll++;
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@@ -3614,8 +3618,8 @@ void LocalPlayer::turnEngine3()
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int tempOpponentCardsArray[7];
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currentHand->getBoard()->getMyCards(tempBoardCardsArray);
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tempMyCardsArray[0] = myCards[0];
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tempMyCardsArray[1] = myCards[1];
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tempMyCardsArray[0] = myHoleCards[0];
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tempMyCardsArray[1] = myHoleCards[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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@@ -3633,11 +3637,11 @@ void LocalPlayer::turnEngine3()
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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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if(i != myHoleCards[0] && i != myHoleCards[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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if(j != myHoleCards[0] && j != myHoleCards[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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if(k != myHoleCards[0] && k != myHoleCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
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countAll++;
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@@ -3780,8 +3784,8 @@ void LocalPlayer::riverEngine3()
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int tempOpponentCardsArray[7];
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currentHand->getBoard()->getMyCards(tempBoardCardsArray);
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tempMyCardsArray[0] = myCards[0];
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tempMyCardsArray[1] = myCards[1];
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tempMyCardsArray[0] = myHoleCards[0];
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tempMyCardsArray[1] = myHoleCards[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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@@ -3801,9 +3805,9 @@ void LocalPlayer::riverEngine3()
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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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if(i != myHoleCards[0] && i != myHoleCards[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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if(j != myHoleCards[0] && j != myHoleCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
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countAll++;
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@@ -157,13 +157,13 @@ public:
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return myStayOnTableStatus;
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}
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void setMyCards(int* theValue) {
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void setMyHoleCards(int* theValue) {
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int i;
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for(i=0; i<2; i++) myCards[i] = theValue[i];
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for(i=0; i<2; i++) myHoleCards[i] = theValue[i];
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}
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void getMyCards(int* theValue) const {
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void getMyHoleCards(int* theValue) const {
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int i;
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for(i=0; i<2; i++) theValue[i] = myCards[i];
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for(i=0; i<2; i++) theValue[i] = myHoleCards[i];
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}
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void setMyTurn(bool theValue) {
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@@ -173,27 +173,27 @@ public:
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return myTurn;
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}
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void setMyCardsFlip(bool theValue, int state) {
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myCardsFlip = theValue;
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void setMyHoleCardsFlip(bool theValue, int state) {
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myHoleCardsFlip = theValue;
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// log flipping cards
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if(myCardsFlip) {
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if(myHoleCardsFlip) {
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switch(state) {
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case 1:
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currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt);
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currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1], myCardsValueInt);
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break;
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case 2:
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currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]);
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currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1]);
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break;
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case 3:
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currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has");
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currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1], myCardsValueInt, "has");
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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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}
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bool getMyCardsFlip() const {
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return myCardsFlip;
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bool getMyHoleCardsFlip() const {
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return myHoleCardsFlip;
|
||||
}
|
||||
|
||||
void setMyCardsValueInt(int theValue) {
|
||||
@@ -329,7 +329,7 @@ private:
|
||||
int myNiveau[3];
|
||||
bool logHoleCardsDone;
|
||||
|
||||
int myCards[2];
|
||||
int myHoleCards[2];
|
||||
int myCash;
|
||||
int mySet;
|
||||
int myLastRelativeSet;
|
||||
@@ -338,7 +338,7 @@ private:
|
||||
bool myActiveStatus; // 0 = inactive, 1 = active
|
||||
bool myStayOnTableStatus; // 0 = left, 1 = stay
|
||||
bool myTurn; // 0 = no, 1 = yes
|
||||
bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
|
||||
bool myHoleCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
|
||||
int myRoundStartCash;
|
||||
int lastMoneyWon;
|
||||
|
||||
|
||||
+1
-1
@@ -601,7 +601,7 @@ Log::logHoleCardsHandName(PlayerList activePlayerList, boost::shared_ptr<PlayerI
|
||||
if( mySqliteLogDb != 0) {
|
||||
|
||||
int myCards[2];
|
||||
player->getMyCards(myCards);
|
||||
player->getMyHoleCards(myCards);
|
||||
sql += "UPDATE Hand SET ";
|
||||
if(currentRound==GAME_STATE_POST_RIVER && player->getMyCardsValueInt()>0) {
|
||||
sql += "Seat_" + boost::lexical_cast<string>(player->getMyID()+1) + "_Hand_text=\"" + CardsValue::determineHandName(player->getMyCardsValueInt(),activePlayerList) + "\"";
|
||||
|
||||
@@ -44,7 +44,7 @@ ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boos
|
||||
for(it=seatsList->begin(); it!=seatsList->end(); ++it) {
|
||||
(*it)->setHand(this);
|
||||
// myFlipCards auf 0 setzen
|
||||
(*it)->setMyCardsFlip(0, 0);
|
||||
(*it)->setMyHoleCardsFlip(0, 0);
|
||||
}
|
||||
|
||||
// roundStartCashArray fuellen
|
||||
|
||||
@@ -38,12 +38,12 @@ using namespace std;
|
||||
ClientPlayer::ClientPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, bool sotS, int mB)
|
||||
: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type),
|
||||
myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), logHoleCardsDone(false), myCash(sC), mySet(0), myLastRelativeSet(0),
|
||||
myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
|
||||
myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(false), myHoleCardsFlip(false), myRoundStartCash(0),
|
||||
lastMoneyWon(0), sBluff(0), sBluffStatus(false), m_isSessionActive(false), m_isKicked(false), m_isMuted(false)
|
||||
{
|
||||
myBestHandPosition[0] = myBestHandPosition[1] = myBestHandPosition[2] = myBestHandPosition[3] = myBestHandPosition[4] = 0;
|
||||
myNiveau[0] = myNiveau[1] = myNiveau[2] = 0;
|
||||
myCards[0] = myCards[1] = 0;
|
||||
myHoleCards[0] = myHoleCards[1] = 0;
|
||||
myAverageSets[0] = myAverageSets[1] = myAverageSets[2] = myAverageSets[3] = 0;
|
||||
myAggressive[0] = myAggressive[1] = myAggressive[2] = myAggressive[3] = myAggressive[4] = myAggressive[5] = myAggressive[6] = false;
|
||||
}
|
||||
@@ -264,19 +264,19 @@ ClientPlayer::getMyStayOnTableStatus() const
|
||||
}
|
||||
|
||||
void
|
||||
ClientPlayer::setMyCards(int* theValue)
|
||||
ClientPlayer::setMyHoleCards(int* theValue)
|
||||
{
|
||||
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
|
||||
for (int i = 0; i < 2; i++)
|
||||
myCards[i] = theValue[i];
|
||||
myHoleCards[i] = theValue[i];
|
||||
}
|
||||
|
||||
void
|
||||
ClientPlayer::getMyCards(int* theValue) const
|
||||
ClientPlayer::getMyHoleCards(int* theValue) const
|
||||
{
|
||||
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
|
||||
for (int i = 0; i < 2; i++)
|
||||
theValue[i] = myCards[i];
|
||||
theValue[i] = myHoleCards[i];
|
||||
}
|
||||
|
||||
void
|
||||
@@ -294,21 +294,21 @@ ClientPlayer::getMyTurn() const
|
||||
}
|
||||
|
||||
void
|
||||
ClientPlayer::setMyCardsFlip(bool theValue, int state)
|
||||
ClientPlayer::setMyHoleCardsFlip(bool theValue, int state)
|
||||
{
|
||||
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
|
||||
myCardsFlip = theValue;
|
||||
myHoleCardsFlip = theValue;
|
||||
// log flipping cards
|
||||
if (myCardsFlip) {
|
||||
if (myHoleCardsFlip) {
|
||||
switch(state) {
|
||||
case 1:
|
||||
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt);
|
||||
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1], myCardsValueInt);
|
||||
break;
|
||||
case 2:
|
||||
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]);
|
||||
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1]);
|
||||
break;
|
||||
case 3:
|
||||
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has");
|
||||
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1], myCardsValueInt, "has");
|
||||
break;
|
||||
default:
|
||||
;
|
||||
@@ -317,10 +317,10 @@ ClientPlayer::setMyCardsFlip(bool theValue, int state)
|
||||
}
|
||||
|
||||
bool
|
||||
ClientPlayer::getMyCardsFlip() const
|
||||
ClientPlayer::getMyHoleCardsFlip() const
|
||||
{
|
||||
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
|
||||
return myCardsFlip;
|
||||
return myHoleCardsFlip;
|
||||
}
|
||||
|
||||
void
|
||||
|
||||
@@ -89,14 +89,14 @@ public:
|
||||
void setMyStayOnTableStatus(bool theValue);
|
||||
bool getMyStayOnTableStatus() const;
|
||||
|
||||
void setMyCards(int* theValue);
|
||||
void getMyCards(int* theValue) const;
|
||||
void setMyHoleCards(int* theValue);
|
||||
void getMyHoleCards(int* theValue) const;
|
||||
|
||||
void setMyTurn(bool theValue);
|
||||
bool getMyTurn() const;
|
||||
|
||||
void setMyCardsFlip(bool theValue, int state);
|
||||
bool getMyCardsFlip() const;
|
||||
void setMyHoleCardsFlip(bool theValue, int state);
|
||||
bool getMyHoleCardsFlip() const;
|
||||
|
||||
void setMyCardsValueInt(int theValue);
|
||||
int getMyCardsValueInt() const;
|
||||
@@ -184,7 +184,7 @@ private:
|
||||
int myNiveau[3];
|
||||
bool logHoleCardsDone;
|
||||
|
||||
int myCards[2];
|
||||
int myHoleCards[2];
|
||||
int myCash;
|
||||
int mySet;
|
||||
int myLastRelativeSet;
|
||||
@@ -193,7 +193,7 @@ private:
|
||||
bool myActiveStatus; // 0 = inactive, 1 = active
|
||||
bool myStayOnTableStatus; // 0 = left, 1 = stay
|
||||
bool myTurn; // 0 = no, 1 = yes
|
||||
bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
|
||||
bool myHoleCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
|
||||
int myRoundStartCash;
|
||||
int lastMoneyWon;
|
||||
|
||||
|
||||
@@ -87,14 +87,14 @@ public:
|
||||
virtual void setMyStayOnTableStatus(bool theValue) =0;
|
||||
virtual bool getMyStayOnTableStatus() const =0;
|
||||
|
||||
virtual void setMyCards(int* theValue) =0;
|
||||
virtual void getMyCards(int* theValue) const =0;
|
||||
virtual void setMyHoleCards(int* theValue) =0;
|
||||
virtual void getMyHoleCards(int* theValue) const =0;
|
||||
|
||||
virtual void setMyTurn(bool theValue) =0;
|
||||
virtual bool getMyTurn() const =0;
|
||||
|
||||
virtual void setMyCardsFlip(bool theValue, int state) =0;
|
||||
virtual bool getMyCardsFlip() const =0;
|
||||
virtual void setMyHoleCardsFlip(bool theValue, int state) =0;
|
||||
virtual bool getMyHoleCardsFlip() const =0;
|
||||
|
||||
virtual void setMyCardsValueInt(int theValue) =0;
|
||||
virtual int getMyCardsValueInt() const =0;
|
||||
|
||||
@@ -834,7 +834,7 @@ void gameTableImpl::applySettings(settingsDialogImpl* mySettingsDialog)
|
||||
QPixmap tempCardsPixmapArray[2];
|
||||
int tempCardsIntArray[2];
|
||||
|
||||
humanPlayer->getMyCards(tempCardsIntArray);
|
||||
humanPlayer->getMyHoleCards(tempCardsIntArray);
|
||||
if(myConfig->readConfigInt("AntiPeekMode")) {
|
||||
holeCardsArray[0][0]->setPixmap(flipside, true);
|
||||
tempCardsPixmapArray[0] = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[0], 10)+".png"));
|
||||
@@ -1440,7 +1440,7 @@ void gameTableImpl::dealHoleCards()
|
||||
PlayerListConstIterator it_c;
|
||||
PlayerList seatsList = currentGame->getSeatsList();
|
||||
for (it_c=seatsList->begin(); it_c!=seatsList->end(); ++it_c) {
|
||||
(*it_c)->getMyCards(tempCardsIntArray);
|
||||
(*it_c)->getMyHoleCards(tempCardsIntArray);
|
||||
for(j=0; j<2; j++) {
|
||||
if((*it_c)->getMyActiveStatus()) {
|
||||
if (( (*it_c)->getMyID() == 0) || (currentGame->getCurrentHand()->getLog() && currentGame->getCurrentHand()->getLog()->getDebugMode()) ) {
|
||||
@@ -2550,7 +2550,7 @@ void gameTableImpl::postRiverRunAnimation2()
|
||||
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); ++it_c) {
|
||||
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
|
||||
//set Player value (logging) for all in already shown cards
|
||||
(*it_c)->setMyCardsFlip(1,3);
|
||||
(*it_c)->setMyHoleCardsFlip(1,3);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2843,7 +2843,7 @@ void gameTableImpl::showHoleCards(unsigned playerId, bool allIn)
|
||||
|
||||
if((*it_c)->getMyUniqueID() == playerId) {
|
||||
|
||||
(*it_c)->getMyCards(tempCardsIntArray);
|
||||
(*it_c)->getMyHoleCards(tempCardsIntArray);
|
||||
for(j=0; j<2; j++) {
|
||||
|
||||
if(showFlipcardAnimation) { // with Eye-Candy
|
||||
@@ -2855,9 +2855,9 @@ void gameTableImpl::showHoleCards(unsigned playerId, bool allIn)
|
||||
}
|
||||
//set Player value (logging)
|
||||
if(currentHand->getCurrentRound() < GAME_STATE_RIVER || allIn) {
|
||||
(*it_c)->setMyCardsFlip(1,2); //for bero before postriver or allin just log the hole cards
|
||||
(*it_c)->setMyHoleCardsFlip(1,2); //for bero before postriver or allin just log the hole cards
|
||||
} else {
|
||||
(*it_c)->setMyCardsFlip(1,1); //for postriver log the value
|
||||
(*it_c)->setMyHoleCardsFlip(1,1); //for postriver log the value
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4014,7 +4014,7 @@ void gameTableImpl::refreshCardsChance(GameState bero)
|
||||
int boardCards[5];
|
||||
int holeCards[2];
|
||||
|
||||
humanPlayer->getMyCards(holeCards);
|
||||
humanPlayer->getMyHoleCards(holeCards);
|
||||
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(boardCards);
|
||||
|
||||
if(humanPlayer->getMyAction() == PLAYER_ACTION_FOLD) {
|
||||
|
||||
@@ -470,7 +470,7 @@ void guiLog::showLog(QString fileStringPdb, QTextBrowser *tb_tmp, int uniqueGame
|
||||
|
||||
int guiLog::exportLog(QString fileStringPdb,int modus,int uniqueGameID_req)
|
||||
{
|
||||
bool neu = true;
|
||||
bool neu = true;
|
||||
|
||||
result_struct results;
|
||||
results.result_Session = 0;
|
||||
|
||||
@@ -772,9 +772,9 @@ void startWindowImpl::networkError(int errorID, int /*osErrorID*/)
|
||||
}
|
||||
break;
|
||||
case ERR_SOCK_CONNECT_IPV6_FAILED: {
|
||||
MyMessageBox::warning(this, tr("Network Error"),
|
||||
tr("Could not connect to the server.\n\nPlease note: IPv6 is enabled in the settings. The connection fails if your provider does not support IPv6.\nThis may be fixed by unchecking the \"Use IPv6\" checkbox in the settings."),
|
||||
QMessageBox::Close);
|
||||
MyMessageBox::warning(this, tr("Network Error"),
|
||||
tr("Could not connect to the server.\n\nPlease note: IPv6 is enabled in the settings. The connection fails if your provider does not support IPv6.\nThis may be fixed by unchecking the \"Use IPv6\" checkbox in the settings."),
|
||||
QMessageBox::Close);
|
||||
}
|
||||
break;
|
||||
case ERR_SOCK_CONNECT_TIMEOUT: {
|
||||
@@ -784,9 +784,9 @@ void startWindowImpl::networkError(int errorID, int /*osErrorID*/)
|
||||
}
|
||||
break;
|
||||
case ERR_SOCK_CONNECT_IPV6_TIMEOUT: {
|
||||
MyMessageBox::warning(this, tr("Network Error"),
|
||||
tr("Connection timed out.\nPlease check the server address.\n\nPlease note: IPv6 is enabled in the settings. The connection fails if your provider does not support IPv6.\nThis may be fixed by unchecking the \"Use IPv6\" checkbox in the settings."),
|
||||
QMessageBox::Close);
|
||||
MyMessageBox::warning(this, tr("Network Error"),
|
||||
tr("Connection timed out.\nPlease check the server address.\n\nPlease note: IPv6 is enabled in the settings. The connection fails if your provider does not support IPv6.\nThis may be fixed by unchecking the \"Use IPv6\" checkbox in the settings."),
|
||||
QMessageBox::Close);
|
||||
}
|
||||
break;
|
||||
case ERR_SOCK_SELECT_FAILED: {
|
||||
|
||||
@@ -535,8 +535,7 @@ ClientStateStartConnect::TimerTimeout(const boost::system::error_code& ec, boost
|
||||
client->GetContext().GetSessionData()->GetAsioSocket()->close(ec);
|
||||
if (client->GetContext().GetAddrFamily() == AF_INET6) {
|
||||
throw ClientException(__FILE__, __LINE__, ERR_SOCK_CONNECT_IPV6_TIMEOUT, 0);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
throw ClientException(__FILE__, __LINE__, ERR_SOCK_CONNECT_TIMEOUT, 0);
|
||||
}
|
||||
}
|
||||
@@ -1652,7 +1651,7 @@ ClientStateWaitHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client
|
||||
// Basic synchronisation before a new hand is started.
|
||||
client->GetGui().waitForGuiUpdateDone();
|
||||
// Start new hand.
|
||||
client->GetGame()->getSeatsList()->front()->setMyCards(myCards);
|
||||
client->GetGame()->getSeatsList()->front()->setMyHoleCards(myCards);
|
||||
client->GetGame()->initHand();
|
||||
client->GetGame()->getCurrentHand()->setSmallBlind(netHandStart.smallblind());
|
||||
client->GetGame()->getCurrentHand()->getCurrentBeRo()->setMinimumRaise(2 * netHandStart.smallblind());
|
||||
@@ -1692,7 +1691,7 @@ ClientStateWaitHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client
|
||||
int bestHandPos[5];
|
||||
tmpCards[0] = static_cast<int>(r.resultcard1());
|
||||
tmpCards[1] = static_cast<int>(r.resultcard2());
|
||||
tmpPlayer->setMyCards(tmpCards);
|
||||
tmpPlayer->setMyHoleCards(tmpCards);
|
||||
for (int num = 0; num < 5; num++) {
|
||||
bestHandPos[num] = r.besthandposition(num);
|
||||
}
|
||||
@@ -1940,7 +1939,7 @@ ClientStateRunHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client,
|
||||
int tmpCards[2];
|
||||
tmpCards[0] = static_cast<int>(p.allincard1());
|
||||
tmpCards[1] = static_cast<int>(p.allincard2());
|
||||
tmpPlayer->setMyCards(tmpCards);
|
||||
tmpPlayer->setMyHoleCards(tmpCards);
|
||||
}
|
||||
client->GetGui().flipHolecardsAllIn();
|
||||
if(curGame->getCurrentHand()->getCurrentRound()<GAME_STATE_RIVER) {
|
||||
@@ -2012,7 +2011,7 @@ ClientStateRunHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client,
|
||||
int bestHandPos[5];
|
||||
tmpCards[0] = static_cast<int>(r.resultcard1());
|
||||
tmpCards[1] = static_cast<int>(r.resultcard2());
|
||||
tmpPlayer->setMyCards(tmpCards);
|
||||
tmpPlayer->setMyHoleCards(tmpCards);
|
||||
for (int num = 0; num < 5; num++) {
|
||||
bestHandPos[num] = r.besthandposition(num);
|
||||
}
|
||||
|
||||
@@ -210,7 +210,7 @@ SetPlayerResult(PlayerResult &playerResult, boost::shared_ptr<PlayerInterface> t
|
||||
playerResult.set_playerid(tmpPlayer->getMyUniqueID());
|
||||
int tmpCards[2];
|
||||
int bestHandPos[5];
|
||||
tmpPlayer->getMyCards(tmpCards);
|
||||
tmpPlayer->getMyHoleCards(tmpCards);
|
||||
playerResult.set_resultcard1(tmpCards[0]);
|
||||
playerResult.set_resultcard2(tmpCards[1]);
|
||||
tmpPlayer->getMyBestHandPosition(bestHandPos);
|
||||
@@ -999,7 +999,7 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
|
||||
AllInShowCardsMessage::PlayerAllIn *playerAllIn = netAllInShow->add_playersallin();
|
||||
playerAllIn->set_playerid((*i)->getMyUniqueID());
|
||||
int tmpCards[2];
|
||||
(*i)->getMyCards(tmpCards);
|
||||
(*i)->getMyHoleCards(tmpCards);
|
||||
playerAllIn->set_allincard1(tmpCards[0]);
|
||||
playerAllIn->set_allincard2(tmpCards[1]);
|
||||
++i;
|
||||
@@ -1257,7 +1257,7 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
|
||||
if (tmpSession) {
|
||||
int cards[2];
|
||||
bool errorFlag = false;
|
||||
tmpPlayer->getMyCards(cards);
|
||||
tmpPlayer->getMyHoleCards(cards);
|
||||
|
||||
boost::shared_ptr<NetPacket> notifyCards = CreateNetPacketHandStart(*server);
|
||||
HandStartMessage *netHandStart = notifyCards->GetMsg()->mutable_handstartmessage();
|
||||
|
||||
Reference in New Issue
Block a user