tschakkaaaaaaaaaa
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@@ -168,7 +168,7 @@ 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
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*14.0);
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
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// cout << aggValue << " ";
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@@ -277,6 +277,7 @@ void LocalPlayer::flopEngine() {
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int bet = 0;
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int i;
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int cBluff;
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int pBluff;
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Tools myTool;
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int rand;
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@@ -288,9 +289,9 @@ void LocalPlayer::flopEngine() {
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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myNiveau[0] = 45 + myDude4 - 6*(players - 2);
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myNiveau[0] = 49 + myDude4 - 6*(players - 2);
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// 2. Check -- Bet
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myNiveau[1] = 53 + myDude4 - 6*(players - 2);
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myNiveau[1] = 54 + myDude4 - 6*(players - 2);
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// 3. Call -- Raise
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myNiveau[2] = 67 + myDude4 - 6*(players - 2);
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@@ -299,7 +300,7 @@ void LocalPlayer::flopEngine() {
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if(individualHighestSet > myCash) individualHighestSet = myCash;
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// Aggresivität des humanPlayers auslesen
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*14.0);
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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@@ -400,9 +401,30 @@ void LocalPlayer::flopEngine() {
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if(cBluff > 60 && myOdds >= myNiveau[1] + 8) myAction = 2;
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if(cBluff > 50 && myOdds >= myNiveau[1] + 12) myAction = 2;
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}
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// bet
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// check
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else {
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myAction = 2;
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// Position
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if(myButton == 1) {
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// Position-Bluff generieren
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myTool.getRandNumber(1,100,1,&pBluff,0);
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if(pBluff <= 16) {
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bet = (pBluff/4)*2*actualHand->getSmallBlind();
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// bet zu klein
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if(bet == 0) {
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bet = 2*actualHand->getSmallBlind();
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}
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// all in bei nur wenigen Chips
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if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
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bet = myCash;
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}
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// all in bei knappem bet
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if(bet > (myCash*4.0)/5.0) {
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bet = myCash;
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}
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myAction = 4;
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}
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}
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}
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}
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@@ -743,6 +765,7 @@ void LocalPlayer::turnEngine() {
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int bet = 0;
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int i;
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int cBluff;
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int pBluff;
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Tools myTool;
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int rand;
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@@ -750,14 +773,14 @@ void LocalPlayer::turnEngine() {
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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myNiveau[0] = 46 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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myNiveau[0] = 49 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 2. Check -- Bet
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myNiveau[1] = 54 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 3. Call -- Raise
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myNiveau[2] = 66 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// Aggresivität des humanPlayers auslesen
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*14.0);
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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@@ -866,6 +889,27 @@ void LocalPlayer::turnEngine() {
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// check
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else {
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myAction = 2;
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// Position
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if(myButton == 1) {
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// Position-Bluff generieren
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myTool.getRandNumber(1,100,1,&pBluff,0);
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if(pBluff <= 16) {
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bet = (pBluff/4)*2*actualHand->getSmallBlind();
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// bet zu klein
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if(bet == 0) {
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bet = 2*actualHand->getSmallBlind();
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}
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// all in bei nur wenigen Chips
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if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
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bet = myCash;
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}
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// all in bei knappem bet
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if(bet > (myCash*4.0)/5.0) {
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bet = myCash;
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}
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myAction = 4;
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}
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}
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}
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}
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@@ -960,19 +1004,20 @@ void LocalPlayer::riverEngine() {
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int i;
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Tools myTool;
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int rand;
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int pBluff;
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readFile();
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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myNiveau[0] = 46 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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myNiveau[0] = 49 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 2. Check -- Bet
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myNiveau[1] = 54 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 3. Call -- Raise
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myNiveau[2] = 66 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// Aggresivität des humanPlayers auslesen
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*14.0);
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int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
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for(i=0; i<3; i++) {
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myNiveau[i] -= aggValue;
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@@ -1045,12 +1090,8 @@ void LocalPlayer::riverEngine() {
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}
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}
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else {
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// check
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if(myOdds < myNiveau[1]) {
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myAction = 2;
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}
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// bet
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else {
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if(myOdds >= myNiveau[1]) {
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bet = (((int)myOdds-myNiveau[1])/3)*2*actualHand->getSmallBlind();
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if(bet == 0) {
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bet = 2*actualHand->getSmallBlind();
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@@ -1065,7 +1106,31 @@ void LocalPlayer::riverEngine() {
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}
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myAction = 4;
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}
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// check
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else {
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myAction = 2;
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// Position
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if(myButton == 1) {
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// Position-Bluff generieren
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myTool.getRandNumber(1,100,1,&pBluff,0);
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if(pBluff <= 20) {
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bet = (pBluff/4)*2*actualHand->getSmallBlind();
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// bet zu klein
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if(bet == 0) {
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bet = 2*actualHand->getSmallBlind();
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}
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// all in bei nur wenigen Chips
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if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
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bet = myCash;
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}
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// all in bei knappem bet
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if(bet > (myCash*4.0)/5.0) {
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bet = myCash;
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}
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myAction = 4;
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}
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}
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}
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}
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// auf sBluffStatus testen --> raise statt call und bet statt check
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