cleaning code and hopefully last part of refactoring playerArray to playerLists ;)
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@@ -1079,16 +1079,6 @@ 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)(((currentHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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//
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// if(currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->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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// 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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@@ -1394,15 +1384,6 @@ 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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// int aggValue = (int)(((currentHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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//
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// if(currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->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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// 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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@@ -2032,17 +2013,6 @@ 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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// int aggValue = (int)(((currentHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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//
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// if(currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->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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// 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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@@ -2436,16 +2406,6 @@ 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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// int aggValue = (int)(((currentHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
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//
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// if(currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->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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// 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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