remove network items from gui
This commit is contained in:
@@ -34,7 +34,7 @@ using namespace std;
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ConfigFile::ConfigFile()
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ConfigFile::ConfigFile()
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{
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{
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// !!!! Revisionsnummer der Configdefaults !!!!!
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// !!!! Revisionsnummer der Configdefaults !!!!!
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configRev = 15;
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configRev = 16;
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// Pfad und Dateinamen setzen
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// Pfad und Dateinamen setzen
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#ifdef _WIN32
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#ifdef _WIN32
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@@ -139,19 +139,19 @@ void ConfigFile::createDefaultConfig() {
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confElement1->SetAttribute("value", 7);
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confElement1->SetAttribute("value", 7);
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TiXmlElement * confElement2 = new TiXmlElement( "StartCash" );
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TiXmlElement * confElement2 = new TiXmlElement( "StartCash" );
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config->LinkEndChild( confElement2 );
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config->LinkEndChild( confElement2 );
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confElement2->SetAttribute("value", 2000);
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confElement2->SetAttribute("value", 3000);
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TiXmlElement * confElement3 = new TiXmlElement( "SmallBlind" );
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TiXmlElement * confElement3 = new TiXmlElement( "SmallBlind" );
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config->LinkEndChild( confElement3 );
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config->LinkEndChild( confElement3 );
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confElement3->SetAttribute("value", 10);
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confElement3->SetAttribute("value", 10);
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TiXmlElement * confElement12 = new TiXmlElement( "HandsBeforeRaiseSmallBlind" );
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TiXmlElement * confElement12 = new TiXmlElement( "HandsBeforeRaiseSmallBlind" );
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config->LinkEndChild( confElement12 );
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config->LinkEndChild( confElement12 );
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confElement12->SetAttribute("value", 9);
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confElement12->SetAttribute("value", 8);
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TiXmlElement * confElement4 = new TiXmlElement( "GameSpeed" );
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TiXmlElement * confElement4 = new TiXmlElement( "GameSpeed" );
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config->LinkEndChild( confElement4 );
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config->LinkEndChild( confElement4 );
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confElement4->SetAttribute("value", 4);
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confElement4->SetAttribute("value", 4);
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TiXmlElement * confElement32 = new TiXmlElement( "EngineVersion" );
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TiXmlElement * confElement32 = new TiXmlElement( "EngineVersion" );
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config->LinkEndChild( confElement32 );
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config->LinkEndChild( confElement32 );
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confElement32->SetAttribute("value", 1);
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confElement32->SetAttribute("value", 0);
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TiXmlElement * confElement14 = new TiXmlElement( "PauseBetweenHands" );
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TiXmlElement * confElement14 = new TiXmlElement( "PauseBetweenHands" );
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config->LinkEndChild( confElement14 );
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config->LinkEndChild( confElement14 );
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confElement14->SetAttribute("value", 0);
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confElement14->SetAttribute("value", 0);
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@@ -145,9 +145,9 @@ void LocalPlayer::preflopEngine() {
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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// 1. Fold -- Call
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myNiveau[0] = 42 + myDude4 - 6*(players - 2);
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myNiveau[0] = 43 + myDude4 - 6*(players - 2);
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// 3. Call -- Raise
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// 3. Call -- Raise
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myNiveau[2] = 53 + myDude4 - 6*(players - 2);
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myNiveau[2] = 50 + myDude4 - 6*(players - 2);
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// eigenes mögliches highestSet
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// eigenes mögliches highestSet
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int individualHighestSet = actualHand->getPreflop()->getHighestSet();
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int individualHighestSet = actualHand->getPreflop()->getHighestSet();
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@@ -265,6 +265,7 @@ void LocalPlayer::preflopEngine() {
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}
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}
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// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
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evaluation(bet, raise);
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evaluation(bet, raise);
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}
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}
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@@ -277,6 +278,7 @@ void LocalPlayer::flopEngine() {
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int i;
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int i;
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int cBluff;
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int cBluff;
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Tools myTool;
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Tools myTool;
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int rand;
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// übergang solange preflopValue und flopValue noch nicht bereinigt
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// übergang solange preflopValue und flopValue noch nicht bereinigt
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int players = actualHand->getActualQuantityPlayers();
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int players = actualHand->getActualQuantityPlayers();
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@@ -286,9 +288,9 @@ void LocalPlayer::flopEngine() {
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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// 1. Fold -- Call
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myNiveau[0] = 43 + myDude4 - 6*(players - 2);
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myNiveau[0] = 45 + myDude4 - 6*(players - 2);
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// 2. Check -- Bet
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// 2. Check -- Bet
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myNiveau[1] = 55 + myDude4 - 6*(players - 2);
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myNiveau[1] = 53 + myDude4 - 6*(players - 2);
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// 3. Call -- Raise
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// 3. Call -- Raise
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myNiveau[2] = 67 + myDude4 - 6*(players - 2);
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myNiveau[2] = 67 + myDude4 - 6*(players - 2);
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@@ -405,8 +407,69 @@ void LocalPlayer::flopEngine() {
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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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// aktiv oder passiv?
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if(actualHand->getFlop()->getHighestSet() > 0) {
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if(sBluffStatus && myOdds < myNiveau[2]) {
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// cout << "sBLUFF!" << endl;
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// Gegner setzen -> call
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if(actualHand->getFlop()->getHighestSet() >= 4*actualHand->getSmallBlind()) {
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myAction = 3;
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}
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// Standard-Raise-Routine
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else {
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// raise-Betrag ermitteln
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myTool.getRandNumber(1,8,1,&rand,0);
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raise = rand*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise < actualHand->getFlop()->getHighestSet()) {
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raise = actualHand->getFlop()->getHighestSet();
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}
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// all in bei nur wenigen Chips oder knappem raise
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if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
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raise = myCash;
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}
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myAction = 5;
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}
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// extrem hoher set der gegner -> bluff beenden
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if(actualHand->getFlop()->getHighestSet() >= 10*actualHand->getSmallBlind()) {
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myAction = 1;
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}
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}
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}
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else {
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if(sBluffStatus && myOdds < myNiveau[1]) {
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// cout << "sBLUFF!" << endl;
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myTool.getRandNumber(1,8,1,&rand,0);
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bet = rand*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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// cout << myID << ": Dude " << myDude4 << "\t Wert " << myOdds << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << endl;
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// cout << myID << ": Dude " << myDude4 << "\t Wert " << myOdds << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << endl;
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// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
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evaluation(bet, raise);
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evaluation(bet, raise);
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@@ -681,14 +744,15 @@ void LocalPlayer::turnEngine() {
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int i;
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int i;
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int cBluff;
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int cBluff;
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Tools myTool;
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Tools myTool;
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int rand;
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readFile();
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readFile();
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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// 1. Fold -- Call
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myNiveau[0] = 45 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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myNiveau[0] = 46 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 2. Check -- Bet
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// 2. Check -- Bet
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myNiveau[1] = 55 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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myNiveau[1] = 54 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 3. Call -- Raise
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// 3. Call -- Raise
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myNiveau[2] = 66 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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myNiveau[2] = 66 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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@@ -805,6 +869,67 @@ void LocalPlayer::turnEngine() {
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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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// aktiv oder passiv?
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if(actualHand->getTurn()->getHighestSet() > 0) {
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if(sBluffStatus && myOdds < myNiveau[2]) {
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// cout << "sBLUFF!" << endl;
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// Gegner setzen -> call
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if(actualHand->getTurn()->getHighestSet() >= 4*actualHand->getSmallBlind()) {
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myAction = 3;
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}
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// Standard-Raise-Routine
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else {
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// raise-Betrag ermitteln
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myTool.getRandNumber(1,8,1,&rand,0);
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raise = rand*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise < actualHand->getTurn()->getHighestSet()) {
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raise = actualHand->getTurn()->getHighestSet();
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}
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// all in bei nur wenigen Chips oder knappem raise
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if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
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raise = myCash;
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}
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myAction = 5;
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}
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// extrem hoher set der gegner -> bluff beenden
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if(actualHand->getTurn()->getHighestSet() >= 10*actualHand->getSmallBlind()) {
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myAction = 1;
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}
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}
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}
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else {
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if(sBluffStatus && myOdds < myNiveau[1]) {
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// cout << "sBLUFF!" << endl;
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myTool.getRandNumber(1,8,1,&rand,0);
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bet = rand*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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// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
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evaluation(bet, raise);
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evaluation(bet, raise);
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}
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}
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@@ -833,14 +958,16 @@ void LocalPlayer::riverEngine() {
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int raise = 0;
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int raise = 0;
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int bet = 0;
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int bet = 0;
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int i;
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int i;
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Tools myTool;
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int rand;
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readFile();
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readFile();
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// Niveaus setzen + Dude + Anzahl Gegenspieler
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// 1. Fold -- Call
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// 1. Fold -- Call
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myNiveau[0] = 45 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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myNiveau[0] = 46 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 2. Check -- Bet
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// 2. Check -- Bet
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myNiveau[1] = 55 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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myNiveau[1] = 54 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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// 3. Call -- Raise
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// 3. Call -- Raise
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myNiveau[2] = 66 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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myNiveau[2] = 66 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
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@@ -941,6 +1068,67 @@ void LocalPlayer::riverEngine() {
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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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// aktiv oder passiv?
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if(actualHand->getRiver()->getHighestSet() > 0) {
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if(sBluffStatus && myOdds < myNiveau[2]) {
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// cout << "sBLUFF!" << endl;
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// Gegner setzen -> call
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if(actualHand->getRiver()->getHighestSet() >= 4*actualHand->getSmallBlind()) {
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myAction = 3;
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}
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// Standard-Raise-Routine
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else {
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// raise-Betrag ermitteln
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myTool.getRandNumber(1,8,1,&rand,0);
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raise = rand*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise < actualHand->getRiver()->getHighestSet()) {
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raise = actualHand->getRiver()->getHighestSet();
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}
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// all in bei nur wenigen Chips oder knappem raise
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if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
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raise = myCash;
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}
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myAction = 5;
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}
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// extrem hoher set der gegner -> bluff beenden
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if(actualHand->getRiver()->getHighestSet() >= 10*actualHand->getSmallBlind()) {
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myAction = 1;
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}
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}
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}
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else {
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if(sBluffStatus && myOdds < myNiveau[1]) {
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// cout << "sBLUFF!" << endl;
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myTool.getRandNumber(1,8,1,&rand,0);
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bet = rand*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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// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
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evaluation(bet, raise);
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evaluation(bet, raise);
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@@ -1813,7 +2001,7 @@ void LocalPlayer::readFile() {
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if(myOdds == -1) {
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if(myOdds == -1) {
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cout << "ERROR" << endl;
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cout << "ERROR" << endl;
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for(i=0; i<5; i++) cout << tempArray[i] << " ";
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for(i=0; i<5; i++) cout << tempArray[i] << " ";
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cout << "\t" << handCode << "\t" << myID << endl;
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// cout << "\t" << handCode << "\t" << myID << endl;
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} else {
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} else {
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// cout << myHoleCardsValue << endl;
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// cout << myHoleCardsValue << endl;
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}
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}
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@@ -163,7 +163,7 @@ void LocalRiver::postRiverRun() {
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// prüfen ob nur noch der human player an der verteilung teilnimmt und myAggressive für human player setzen
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// prüfen ob nur noch der human player an der verteilung teilnimmt und myAggressive für human player setzen
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myHand->getPlayerArray()[0]->setMyAggressive(potPlayers == 1 && myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1);
|
myHand->getPlayerArray()[0]->setMyAggressive(potPlayers == 1 && myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1);
|
||||||
|
|
||||||
cout << "myAggressive: " << myHand->getPlayerArray()[0]->getMyAggressive() << endl;
|
// cout << "myAggressive: " << myHand->getPlayerArray()[0]->getMyAggressive() << endl;
|
||||||
|
|
||||||
// Pot-Verteilung
|
// Pot-Verteilung
|
||||||
distributePot();
|
distributePot();
|
||||||
|
|||||||
@@ -45,7 +45,7 @@ p, li { white-space: pre-wrap; }
|
|||||||
<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p>
|
<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p>
|
||||||
<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">- Poker-Engine for the popular "Texas Holdem"-Poker</p>
|
<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">- Poker-Engine for the popular "Texas Holdem"-Poker</p>
|
||||||
<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">- Singleplayer-Modus</p>
|
<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">- Singleplayer-Modus</p>
|
||||||
<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">- Up to 4 Opponents</p>
|
<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">- Up to 6 Opponents</p>
|
||||||
<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">- Coded in C++ / QT4</p>
|
<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">- Coded in C++ / QT4</p>
|
||||||
<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p>
|
<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p>
|
||||||
<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p>
|
<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p>
|
||||||
|
|||||||
@@ -4058,11 +4058,17 @@
|
|||||||
<property name="text" >
|
<property name="text" >
|
||||||
<string>Create Network Game ...</string>
|
<string>Create Network Game ...</string>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="visible" >
|
||||||
|
<bool>false</bool>
|
||||||
|
</property>
|
||||||
</action>
|
</action>
|
||||||
<action name="actionJoin_network_Game" >
|
<action name="actionJoin_network_Game" >
|
||||||
<property name="text" >
|
<property name="text" >
|
||||||
<string>Join Network Game ...</string>
|
<string>Join Network Game ...</string>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="visible" >
|
||||||
|
<bool>false</bool>
|
||||||
|
</property>
|
||||||
</action>
|
</action>
|
||||||
<action name="actionFullScreen" >
|
<action name="actionFullScreen" >
|
||||||
<property name="text" >
|
<property name="text" >
|
||||||
|
|||||||
@@ -346,7 +346,7 @@ p, li { white-space: pre-wrap; }
|
|||||||
<widget class="QComboBox" name="comboBox_engineVersion" >
|
<widget class="QComboBox" name="comboBox_engineVersion" >
|
||||||
<item>
|
<item>
|
||||||
<property name="text" >
|
<property name="text" >
|
||||||
<string>0.4 (actual - under development)</string>
|
<string>0.4 (actual)</string>
|
||||||
</property>
|
</property>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
|
|||||||
@@ -28,6 +28,10 @@ settingsDialogImpl::settingsDialogImpl(QWidget *parent)
|
|||||||
|
|
||||||
setupUi(this);
|
setupUi(this);
|
||||||
|
|
||||||
|
stackedWidget->removeWidget(page_4);
|
||||||
|
listWidget->takeItem(2);
|
||||||
|
// page_4->hide();
|
||||||
|
|
||||||
playerNickIsChanged = FALSE;
|
playerNickIsChanged = FALSE;
|
||||||
|
|
||||||
//Formulare Füllen
|
//Formulare Füllen
|
||||||
|
|||||||
Reference in New Issue
Block a user