adds activePlayerList and runningPlayerList (XIII) - BUGGY!!! - last sable rev866
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@@ -29,6 +29,7 @@ class HandInterface;
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typedef boost::shared_ptr<std::list<boost::shared_ptr<PlayerInterface> > > PlayerList;
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typedef std::list<boost::shared_ptr<PlayerInterface> >::iterator PlayerListIterator;
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typedef std::list<boost::shared_ptr<PlayerInterface> >::const_iterator PlayerListConstIterator;
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class BoardInterface {
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@@ -14,7 +14,7 @@
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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), logBoardCardsDone(false)
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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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{
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currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
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lastPlayersTurnIt = myHand->getRunningPlayerList()->begin();
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@@ -38,7 +38,7 @@ void LocalBeRo::nextPlayer() {
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// myHand->getPlayerArray()[playersTurn]->action();
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cout << "playerID in nextPlayer(): " << (*currentPlayersTurnIt)->getMyID() << endl;
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// cout << "playerID in nextPlayer(): " << (*currentPlayersTurnIt)->getMyID() << endl;
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(*currentPlayersTurnIt)->action();
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@@ -53,6 +53,12 @@ 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 setFirstRoundLastPlayersTurn(unsigned theValue) { firstRoundLastPlayersTurn = theValue; }
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unsigned getFirstRoundLastPlayersTurn() const { return firstRoundLastPlayersTurn;}
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void setCurrentPlayersTurnIt(PlayerListIterator theValue) { currentPlayersTurnIt = theValue; }
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PlayerListIterator getCurrentPlayersTurnIt() const { return currentPlayersTurnIt; }
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@@ -98,6 +104,9 @@ 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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bool logBoardCardsDone;
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int lastActionPlayer;
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@@ -24,8 +24,10 @@
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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)
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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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{
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PlayerListConstIterator it_c;
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setHighestSet(2*getSmallBlind());
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// determine bigBlindPosition
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@@ -33,6 +35,13 @@ LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) :
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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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@@ -80,7 +89,7 @@ LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) :
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setCurrentPlayersTurnIt(getLastPlayersTurnIt());
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cout << "playerID constructor preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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// cout << "playerID constructor beropreflop: " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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/////////////// testing
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@@ -35,6 +35,7 @@ public:
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private:
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PlayerListIterator bigBlindPositionIt; // iterator for activePlayerList
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unsigned bigBlindPosition;
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};
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#endif
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@@ -27,12 +27,12 @@
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using namespace std;
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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)
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: 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(0),
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: 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),
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cardsShown(false), bettingRoundsPlayed(0)
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{
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int i, j, k;
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PlayerListIterator it;
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PlayerListConstIterator it_c;
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CardsValue myCardsValue;
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@@ -46,10 +46,10 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// roundStartCashArray fllen
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
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}
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
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// }
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// Karten generieren und Board sowie Player zuweisen
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int *cardsArray = new int[2*activePlayerList->size()+5];
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Tools::getRandNumber(0, 51, 2*activePlayerList->size()+5, cardsArray, 1);
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@@ -65,18 +65,19 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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k = 0;
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myBoard->setMyCards(tempBoardArray);
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for(it=activePlayerList->begin(); it!=activePlayerList->end(); it++, k++) {
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for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++, k++) {
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(*it)->getMyBestHandPosition(bestHandPos);
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(*it_c)->getMyBestHandPosition(bestHandPos);
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for(j=0; j<2; j++) {
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tempPlayerArray[j] = cardsArray[2*k+j+5];
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tempPlayerAndBoardArray[j] = cardsArray[2*k+j+5];
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}
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(*it)->setMyCards(tempPlayerArray);
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(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray, bestHandPos));
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(*it)->setMyBestHandPosition(bestHandPos);
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(*it_c)->setMyCards(tempPlayerArray);
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(*it_c)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray, bestHandPos));
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(*it_c)->setMyBestHandPosition(bestHandPos);
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(*it_c)->setMyRoundStartCash((*it_c)->getMyCash());
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// myBestHandPosition auf Fehler ueberpruefen
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for(j=0; j<5; j++) {
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@@ -86,10 +87,10 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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}
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// sBluff für alle aktiver Spieler außer human player setzen --> TODO for ai-player in internet
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if((*it)->getMyID() != 0) {
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if((*it_c)->getMyID() != 0) {
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Tools::getRandNumber(1,100,1,&sBluff,0);
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(*it)->setSBluff(sBluff);
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(*it)->setSBluffStatus(0);
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(*it_c)->setSBluff(sBluff);
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(*it_c)->setSBluffStatus(0);
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}
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}
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@@ -99,7 +100,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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if(DEBUG_MODE) {
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int temp5Array[5];
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// int temp5Array[5];
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switch(myID) {
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@@ -285,7 +286,7 @@ void LocalHand::start() {
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void LocalHand::assignButtons() {
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int i,j;
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PlayerListIterator it;
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PlayerListConstIterator it_c;
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// alle Buttons loeschen
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
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@@ -317,50 +318,43 @@ void LocalHand::assignButtons() {
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}
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//do sets --> TODO switch?
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for (it=runningPlayerList->begin(); it!=runningPlayerList->end(); ) {
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for (it_c=runningPlayerList->begin(); it_c!=runningPlayerList->end(); it_c++) {
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//small blind
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if((*it)->getMyButton() == 2) {
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if((*it_c)->getMyButton() == 2) {
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// All in ?
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if((*it)->getMyCash() <= smallBlind) {
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if((*it_c)->getMyCash() <= smallBlind) {
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(*it)->setMySet((*it)->getMyCash());
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(*it_c)->setMySet((*it_c)->getMyCash());
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// 1 to do not log this
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(*it)->setMyAction(6,1);
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(*it_c)->setMyAction(6,1);
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// delete this player from runningPlayerList
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it = runningPlayerList->erase(it);
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// it_c = runningPlayerList->erase(it_c);
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}
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else {
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(*it)->setMySet(smallBlind);
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it++;
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(*it_c)->setMySet(smallBlind);
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}
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} else {
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//big blind
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if((*it)->getMyButton() == 3) {
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// all in ?
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if((*it)->getMyCash() <= 2*smallBlind) {
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(*it)->setMySet((*it)->getMyCash());
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// 1 to do not log this
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(*it)->setMyAction(6,1);
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// delete this player from runningPlayerList
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it = runningPlayerList->erase(it);
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}
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else {
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(*it)->setMySet(2*smallBlind);
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it++;
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}
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} else {
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it++;
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}
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}
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//big blind
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if((*it_c)->getMyButton() == 3) {
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// all in ?
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if((*it_c)->getMyCash() <= 2*smallBlind) {
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(*it_c)->setMySet((*it_c)->getMyCash());
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// 1 to do not log this
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(*it_c)->setMyAction(6,1);
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// delete this player from runningPlayerList
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// it_c = runningPlayerList->erase(it_c);
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}
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else {
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(*it_c)->setMySet(2*smallBlind);
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}
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}
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}
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}
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@@ -370,16 +364,17 @@ void LocalHand::switchRounds() {
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// cout << "playerID begin switchRounds(): " << getCurrentBeRo()->get
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int i;
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PlayerListIterator it, it_1;
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PlayerListIterator it;
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PlayerListConstIterator it_c;
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// refresh runningPlayerList
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for(it=runningPlayerList->begin(); it!=runningPlayerList->end(); ) {
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if((*it)->getMyAction() == 1 || (*it)->getMyAction() == 6) {
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it = runningPlayerList->erase(it);
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it_1 = it;
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if(it_1 == runningPlayerList->begin()) it_1 = runningPlayerList->end();
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it_1--;
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getCurrentBeRo()->setCurrentPlayersTurnIt(it_1);
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// it_1 = it;
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// if(it_1 == runningPlayerList->begin()) it_1 = runningPlayerList->end();
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// it_1--;
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// getCurrentBeRo()->setCurrentPlayersTurnIt(it_1);
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} else {
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it++;
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}
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@@ -387,14 +382,14 @@ void LocalHand::switchRounds() {
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// Anzahl der Spieler ermitteln, welche All In sind
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int allInPlayersCounter = 0;
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for (it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
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if ((*it)->getMyAction() == 6) allInPlayersCounter++;
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for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
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if ((*it_c)->getMyAction() == 6) allInPlayersCounter++;
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}
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// TODO -> runningPlayerList.size()
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int nonFoldPlayerCounter = 0;
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for (it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
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if ((*it)->getMyAction() != 1) nonFoldPlayerCounter++;
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for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
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if ((*it_c)->getMyAction() != 1) nonFoldPlayerCounter++;
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}
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//wenn nur noch einer nicht-folded dann gleich den Pot verteilen
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@@ -976,7 +976,7 @@ void LocalPlayer::action() {
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actualHand->getGuiInterface()->logPlayerActionMsg(myName, myAction, mySet);
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actualHand->getGuiInterface()->nextPlayerAnimation();
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cout << "playerID in action(): " << (*(actualHand->getCurrentBeRo()->getCurrentPlayersTurnIt()))->getMyID() << endl;
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// cout << "playerID in action(): " << (*(actualHand->getCurrentBeRo()->getCurrentPlayersTurnIt()))->getMyID() << endl;
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}
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