human player handling for engine
This commit is contained in:
@@ -1082,16 +1082,44 @@ void LocalPlayer::preflopEngine() {
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// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myCards[0] << " " << myCards[1] << endl;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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it_c = currentHand->getActivePlayerIt(0);
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if( it_c != currentHand->getActivePlayerList()->end() ) {
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if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
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int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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myNiveau[0] -= aggValue;
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myNiveau[2] -= aggValue;
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// count number of active human players
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size_t countHumanPlayers = 0;
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for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyType() == PLAYER_TYPE_HUMAN) {
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countHumanPlayers++;
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}
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}
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if(countHumanPlayers) {
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// local or network game and only one human player is active --> set aggValue
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if(countHumanPlayers == 1) {
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for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyType() == PLAYER_TYPE_HUMAN && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
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int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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myNiveau[0] -= aggValue;
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myNiveau[2] -= aggValue;
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}
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}
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// network game
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} else {
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myNiveau[0] -= 3;
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myNiveau[2] -= 3;
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}
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}
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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// it_c = currentHand->getActivePlayerIt(0);
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// if( it_c != currentHand->getActivePlayerList()->end() ) {
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// if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
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// int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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// myNiveau[0] -= aggValue;
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// myNiveau[2] -= aggValue;
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// }
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//
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// }
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// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
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@@ -1363,7 +1391,7 @@ void LocalPlayer::flopEngine() {
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int raise = 0;
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int bet = 0;
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int i;
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// int i;
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int cBluff;
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int pBluff;
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int rand;
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@@ -1387,17 +1415,46 @@ void LocalPlayer::flopEngine() {
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int individualHighestSet = currentHand->getCurrentBeRo()->getHighestSet();
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if(individualHighestSet > myCash) individualHighestSet = myCash;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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it_c = currentHand->getActivePlayerIt(0);
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if( it_c != currentHand->getActivePlayerList()->end() ) {
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if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
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int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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}
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}
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// count number of active human players
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size_t countHumanPlayers = 0;
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for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyType() == PLAYER_TYPE_HUMAN) {
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countHumanPlayers++;
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}
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}
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if(countHumanPlayers) {
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// local or network game and only one human player is active --> set aggValue
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if(countHumanPlayers == 1) {
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for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyType() == PLAYER_TYPE_HUMAN && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
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int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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myNiveau[0] -= aggValue;
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myNiveau[1] -= aggValue;
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myNiveau[2] -= aggValue;
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}
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}
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// network game
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} else {
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myNiveau[0] -= 3;
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myNiveau[1] -= 3;
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myNiveau[2] -= 3;
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}
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}
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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// it_c = currentHand->getActivePlayerIt(0);
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// if( it_c != currentHand->getActivePlayerList()->end() ) {
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// if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
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// int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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// for(i=0; i<3; i++) {
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// myNiveau[i] -= aggValue;
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// }
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// }
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//
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// }
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// Check-Bluff generieren
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@@ -2000,7 +2057,7 @@ void LocalPlayer::turnEngine() {
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int raise = 0;
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int bet = 0;
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int i;
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// int i;
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int cBluff;
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int pBluff;
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int rand;
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@@ -2016,17 +2073,45 @@ void LocalPlayer::turnEngine() {
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// 3. Call -- Raise
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myNiveau[2] = 69 + myDude4/* - 6*(currentHand->getActivePlayerList().size() - 2)*/;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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it_c = currentHand->getActivePlayerIt(0);
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if( it_c != currentHand->getActivePlayerList()->end() ) {
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if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
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int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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}
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// count number of active human players
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size_t countHumanPlayers = 0;
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for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyType() == PLAYER_TYPE_HUMAN) {
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countHumanPlayers++;
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}
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}
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if(countHumanPlayers) {
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// local or network game and only one human player is active --> set aggValue
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if(countHumanPlayers == 1) {
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for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyType() == PLAYER_TYPE_HUMAN && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
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int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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myNiveau[0] -= aggValue;
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myNiveau[1] -= aggValue;
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myNiveau[2] -= aggValue;
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}
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}
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// network game
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} else {
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myNiveau[0] -= 3;
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myNiveau[1] -= 3;
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myNiveau[2] -= 3;
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}
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}
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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// it_c = currentHand->getActivePlayerIt(0);
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// if( it_c != currentHand->getActivePlayerList()->end() ) {
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// if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
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// int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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// for(i=0; i<3; i++) {
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// myNiveau[i] -= aggValue;
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// }
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// }
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//
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// }
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@@ -2394,7 +2479,7 @@ void LocalPlayer::riverEngine() {
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int raise = 0;
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int bet = 0;
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int i;
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// int i;
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int rand;
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int pBluff;
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PlayerListConstIterator it_c;
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@@ -2409,17 +2494,45 @@ void LocalPlayer::riverEngine() {
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// 3. Call -- Raise
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myNiveau[2] = 69 + myDude4/* - 6*(currentHand->getActivePlayerList().size() - 2)*/;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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it_c = currentHand->getActivePlayerIt(0);
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if( it_c != currentHand->getActivePlayerList()->end() ) {
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if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
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int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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}
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}
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// count number of active human players
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size_t countHumanPlayers = 0;
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for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyType() == PLAYER_TYPE_HUMAN) {
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countHumanPlayers++;
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}
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}
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if(countHumanPlayers) {
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// local or network game and only one human player is active --> set aggValue
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if(countHumanPlayers == 1) {
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for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
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if((*it_c)->getMyType() == PLAYER_TYPE_HUMAN && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
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int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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myNiveau[0] -= aggValue;
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myNiveau[1] -= aggValue;
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myNiveau[2] -= aggValue;
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}
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}
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// network game
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} else {
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myNiveau[0] -= 3;
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myNiveau[1] -= 3;
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myNiveau[2] -= 3;
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}
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}
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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// it_c = currentHand->getActivePlayerIt(0);
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// if( it_c != currentHand->getActivePlayerList()->end() ) {
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// if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) {
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// int aggValue = (int)((( (*it_c)->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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// for(i=0; i<3; i++) {
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// myNiveau[i] -= aggValue;
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// }
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// }
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//
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// }
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