adds activePlayerList and runningPlayerList (XVIII)
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@@ -985,6 +985,7 @@ void LocalPlayer::preflopEngine() {
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int bet = 0;
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int raise = 0;
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int cBluff;
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PlayerListConstIterator it_c;
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// temporär solange preflopValue und flopValue noch nicht bereinigt für sechs und sieben spieler
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int players = actualHand->getActivePlayerList()->size();
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@@ -1018,14 +1019,24 @@ 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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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList()->size())*21.0);
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// cout << aggValue << " ";
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// int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList()->size())*21.0);
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//
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// if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
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// myNiveau[0] -= aggValue;
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// myNiveau[2] -= aggValue;
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// }
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if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
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myNiveau[0] -= aggValue;
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myNiveau[2] -= aggValue;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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it_c = actualHand->getActivePlayerIt(0);
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if( it_c != actualHand->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/actualHand->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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@@ -1253,6 +1264,7 @@ void LocalPlayer::flopEngine() {
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int cBluff;
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int pBluff;
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int rand;
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PlayerListConstIterator it_c;
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// übergang solange preflopValue und flopValue noch nicht bereinigt
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int players = actualHand->getActivePlayerList()->size();
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@@ -1273,14 +1285,27 @@ void LocalPlayer::flopEngine() {
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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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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList()->size())*21.0);
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// int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList()->size())*21.0);
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//
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// if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
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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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if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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it_c = actualHand->getActivePlayerIt(0);
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if( it_c != actualHand->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/actualHand->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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// Check-Bluff generieren
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Tools::getRandNumber(1,100,1,&cBluff,0);
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@@ -1831,6 +1856,7 @@ void LocalPlayer::turnEngine() {
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int cBluff;
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int pBluff;
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int rand;
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PlayerListConstIterator it_c;
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calcMyOdds();
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@@ -1843,13 +1869,29 @@ void LocalPlayer::turnEngine() {
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myNiveau[2] = 69 + myDude4/* - 6*(actualHand->getActivePlayerList().size() - 2)*/;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList()->size())*21.0);
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// int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList()->size())*21.0);
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//
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// if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
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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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if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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it_c = actualHand->getActivePlayerIt(0);
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if( it_c != actualHand->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/actualHand->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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// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
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@@ -2167,6 +2209,7 @@ void LocalPlayer::riverEngine() {
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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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calcMyOdds();
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@@ -2179,13 +2222,28 @@ void LocalPlayer::riverEngine() {
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myNiveau[2] = 69 + myDude4/* - 6*(actualHand->getActivePlayerList().size() - 2)*/;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList()->size())*21.0);
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// int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList()->size())*21.0);
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//
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// if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
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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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if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
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it_c = actualHand->getActivePlayerIt(0);
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if( it_c != actualHand->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/actualHand->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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// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
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@@ -4245,8 +4303,8 @@ void LocalPlayer::riverEngine3() {
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// temp fr das Vielfache des Small Blind, sodass HighestSet zu hoch ist
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int tempFold;
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tempFold = (actualHand->getPlayerArray()[0]->getMyAverageSets())/(6*actualHand->getSmallBlind());
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// Tools::getRandNumber(4,6,1,&tempFold,0);
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// tempFold = (actualHand->getPlayerArray()[0]->getMyAverageSets())/(6*actualHand->getSmallBlind());
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Tools::getRandNumber(4,6,1,&tempFold,0);
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// FOLD
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// --> wenn potential negativ oder HighestSet zu hoch
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