gui freeze

This commit is contained in:
doitux
2007-03-30 12:44:16 +00:00
parent 4633a0fdea
commit a00e3cde42
11 changed files with 342 additions and 233 deletions
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+10 -1
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@@ -58,6 +58,7 @@ LocalHand::LocalHand(EngineFactory *f, GuiInterface *g, BoardInterface *b, Playe
int tempBoardArray[5];
int tempPlayerArray[2];
int tempPlayerAndBoardArray[7];
int sBluff;
for(i=0; i<5; i++) {
tempBoardArray[i] = cardsArray[i];
tempPlayerAndBoardArray[i+2] = cardsArray[i];
@@ -72,12 +73,20 @@ LocalHand::LocalHand(EngineFactory *f, GuiInterface *g, BoardInterface *b, Playe
}
playerArray[i]->setMyCards(tempPlayerArray);
playerArray[i]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,playerArray[i]->getMyBestHandPosition()));
// myBestHandPosition auf Fehler ueberpruefen
for(j=0; j<5; j++) {
if((playerArray[i]->getMyBestHandPosition())[j] == -1) {
cout << "FEHLER bei myBestHandPosition-Ermittlung!!!" << endl;
cout << "ERROR get myBestHandPosition in localhand.cpp" << endl;
}
}
// sBluff für alle aktiver Spieler außer human player setzen
if(i) {
myTool.getRandNumber(1,100,1,&sBluff,0);
playerArray[i]->setSBluff(sBluff);
}
k++;
}
}
+248 -181
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@@ -23,7 +23,7 @@
using namespace std;
LocalPlayer::LocalPlayer(BoardInterface *b, int id, std::string name, std::string avatar, int sC, bool aS, int mB) : PlayerInterface(), actualHand(0), actualBoard(b), myCardsValue(0), myID(id), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0)
LocalPlayer::LocalPlayer(BoardInterface *b, int id, std::string name, std::string avatar, int sC, bool aS, int mB) : PlayerInterface(), actualHand(0), actualBoard(b), myCardsValue(0), myID(id), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), sBluff(0)
{
// myBestHandPosition mit -1 initialisieren
int i;
@@ -133,6 +133,8 @@ void LocalPlayer::preflopEngine() {
int bet = 0;
int raise = 0;
int cBluff;
Tools myTool;
// temporär solange preflopValue und flopValue noch nicht bereinigt für sechs und sieben spieler
int players = actualHand->getActualQuantityPlayers();
@@ -143,7 +145,7 @@ void LocalPlayer::preflopEngine() {
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 40 + myDude4 - 6*(players - 2);
myNiveau[0] = 42 + myDude4 - 6*(players - 2);
// 3. Call -- Raise
myNiveau[2] = 53 + myDude4 - 6*(players - 2);
@@ -166,24 +168,18 @@ void LocalPlayer::preflopEngine() {
// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myCards[0] << " " << myCards[1] << endl;
// Aggresivität des humanPlayers auslesen
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*0.1)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*7.0);
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*14.0);
// if(aggValue > 0) {
// myNiveau[0] -= aggValue;
// myNiveau[2] -= aggValue;
// }
// cout << aggValue << " ";
myNiveau[0] -= aggValue;
myNiveau[2] -= aggValue;
// int aggValue = ( (50*(actualHand->getPlayerArray()[0]->getMyAverageSets()-6*actualHand->getSmallBlind())) / (actualHand->getStartQuantityPlayers()*actualHand->getStartCash() - 6*actualHand->getSmallBlind()) );
// if(aggValue > 0) {
// myNiveau[0] -= aggValue;
// myNiveau[2] -= aggValue;
// }
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// Check-Bluff generieren
myTool.getRandNumber(1,100,1,&cBluff,0);
// aktive oder passivie Situation ? -> im preflop nur passiv
@@ -201,7 +197,7 @@ void LocalPlayer::preflopEngine() {
else {
myAction = 3;
}
// Standard-Raise-Routine
} else {
// raise-Betrag ermitteln
@@ -216,6 +212,13 @@ void LocalPlayer::preflopEngine() {
}
myAction = 5;
}
// auf cBluff testen --> call statt raise
if(cBluff > 80) myAction = 3;
if(cBluff > 70 && myOdds >= myNiveau[2] + 4) myAction = 3;
if(cBluff > 60 && myOdds >= myNiveau[2] + 8) myAction = 3;
if(cBluff > 50 && myOdds >= myNiveau[2] + 12) myAction = 3;
}
else {
// call
@@ -232,6 +235,36 @@ void LocalPlayer::preflopEngine() {
}
}
cout << sBluff << endl;
// auf sBluff testen --> raise statt call oder fold
if(sBluff < 100/(((actualHand->getActualQuantityPlayers()-2)*6)+3) && myOdds < myNiveau[2] && actualHand->getPreflop()->getHighestSet() == 2*actualHand->getSmallBlind()) {
cout << "sBLUFF!" << endl;
// Gegner raisen ebenfalls -> call
if(actualHand->getPreflop()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
myAction = 3;
}
// Standard-Raise-Routine
else {
// raise-Betrag ermitteln
raise = (sBluff/(8-actualHand->getActualQuantityPlayers()))*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getPreflop()->getHighestSet()) {
raise = actualHand->getPreflop()->getHighestSet();
}
// all in bei nur wenigen Chips oder knappem raise
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
raise = myCash;
}
myAction = 5;
}
}
evaluation(bet, raise);
}
@@ -240,6 +273,9 @@ void LocalPlayer::flopEngine() {
int raise = 0;
int bet = 0;
int i;
int cBluff;
Tools myTool;
// übergang solange preflopValue und flopValue noch nicht bereinigt
int players = actualHand->getActualQuantityPlayers();
@@ -249,24 +285,26 @@ void LocalPlayer::flopEngine() {
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 40 + myDude4 - 6*(players - 2);
myNiveau[0] = 42 + myDude4 - 6*(players - 2);
// 2. Check -- Bet
myNiveau[1] = 52 + myDude4 - 6*(players - 2);
myNiveau[1] = 54 + myDude4 - 6*(players - 2);
// 3. Call -- Raise
myNiveau[2] = 64 + myDude4 - 6*(players - 2);
// auf Aggresivität des humanPlayers eingehen
// int aggValue = ( (50*(actualHand->getPlayerArray()[0]->getMyAverageSets()-6*actualHand->getSmallBlind())) / (actualHand->getStartQuantityPlayers()*actualHand->getStartCash() - 6*actualHand->getSmallBlind()) );
// if(aggValue > 0) {
// myNiveau[0] -= aggValue;
// myNiveau[2] -= aggValue;
// }
myNiveau[2] = 66 + myDude4 - 6*(players - 2);
// eigenes mögliches highestSet
int individualHighestSet = actualHand->getFlop()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// Aggresivität des humanPlayers auslesen
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*14.0);
for(i=0; i<3; i++) {
myNiveau[i] -= aggValue;
}
// Check-Bluff generieren
myTool.getRandNumber(1,100,1,&cBluff,0);
// aktiv oder passiv?
if(actualHand->getFlop()->getHighestSet() > 0) {
@@ -311,6 +349,13 @@ void LocalPlayer::flopEngine() {
}
myAction = 5;
}
// auf cBluff testen --> call statt raise
if(cBluff > 90) myAction = 3;
if(cBluff > 80 && myOdds >= myNiveau[2] + 4) myAction = 3;
if(cBluff > 70 && myOdds >= myNiveau[2] + 8) myAction = 3;
if(cBluff > 60 && myOdds >= myNiveau[2] + 12) myAction = 3;
}
else {
// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
@@ -329,12 +374,8 @@ void LocalPlayer::flopEngine() {
}
}
else {
// check
if(myOdds < myNiveau[1]) {
myAction = 2;
}
// bet
else {
if(myOdds >= myNiveau[1]) {
bet = (((int)myOdds-myNiveau[1])/8)*2*actualHand->getSmallBlind();
// bet zu klein
if(bet == 0) {
@@ -342,13 +383,23 @@ void LocalPlayer::flopEngine() {
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
raise = myCash;
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
// auf cBluff testen --> check statt bet
if(cBluff > 80) myAction = 2;
if(cBluff > 70 && myOdds >= myNiveau[1] + 4) myAction = 2;
if(cBluff > 60 && myOdds >= myNiveau[1] + 8) myAction = 2;
if(cBluff > 50 && myOdds >= myNiveau[1] + 12) myAction = 2;
}
// bet
else {
myAction = 2;
}
}
@@ -626,32 +677,37 @@ void LocalPlayer::turnEngine() {
int raise = 0;
int bet = 0;
int i;
int cBluff;
Tools myTool;
readFile();
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 42 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[0] = 44 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 2. Check -- Bet
myNiveau[1] = 53 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[1] = 55 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 3. Call -- Raise
myNiveau[2] = 64 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[2] = 66 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// auf Aggresivität des humanPlayers eingehen
// int aggValue = ( (50*(actualHand->getPlayerArray()[0]->getMyAverageSets()-6*actualHand->getSmallBlind())) / (actualHand->getStartQuantityPlayers()*actualHand->getStartCash() - 6*actualHand->getSmallBlind()) );
// Aggresivität des humanPlayers auslesen
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*14.0);
// if(aggValue > 0) {
// myNiveau[0] -= aggValue;
// myNiveau[2] -= aggValue;
// }
for(i=0; i<3; i++) {
myNiveau[i] -= aggValue;
}
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// eigenes mögliches highestSet
int individualHighestSet = actualHand->getTurn()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// Check-Bluff generieren
myTool.getRandNumber(1,100,1,&cBluff,0);
// aktiv oder passiv?
if(actualHand->getTurn()->getHighestSet() > 0) {
@@ -696,6 +752,11 @@ void LocalPlayer::turnEngine() {
}
myAction = 5;
}
// auf cBluff testen --> call statt raise
if(cBluff > 90) myAction = 3;
if(cBluff > 80 && myOdds >= myNiveau[2] + 5) myAction = 3;
if(cBluff > 70 && myOdds >= myNiveau[2] + 10) myAction = 3;
if(cBluff > 60 && myOdds >= myNiveau[2] + 15) myAction = 3;
}
else {
// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
@@ -714,6 +775,147 @@ void LocalPlayer::turnEngine() {
}
}
// aktiv
else {
// bet
if(myOdds >= myNiveau[1]) {
bet = (((int)myOdds-myNiveau[1])/6)*2*actualHand->getSmallBlind();
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
// auf cBluff testen --> call statt raise
if(cBluff > 90) myAction = 2;
if(cBluff > 80 && myOdds >= myNiveau[2] + 5) myAction = 2;
if(cBluff > 70 && myOdds >= myNiveau[2] + 10) myAction = 2;
if(cBluff > 60 && myOdds >= myNiveau[2] + 15) myAction = 2;
}
// check
else {
myAction = 2;
}
}
evaluation(bet, raise);
}
void LocalPlayer::riverEngine() {
ConfigFile myConfig;
// int tempArray[6];
// int boardCards[5];
// int i;
// for(i=0; i<2; i++) tempArray[i] = myCards[i];
// actualBoard->getMyCards(boardCards);
// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
// for(i=0; i<5; i++) cout << tempArray[i] << " ";
// cout << endl;
// cout << myID << ": ";
// turnCardsValue(tempArray);
int raise = 0;
int bet = 0;
int i;
readFile();
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 44 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 2. Check -- Bet
myNiveau[1] = 55 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 3. Call -- Raise
myNiveau[2] = 66 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// Aggresivität des humanPlayers auslesen
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*14.0);
for(i=0; i<3; i++) {
myNiveau[i] -= aggValue;
}
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// eigenes mögliches highestSet
int individualHighestSet = actualHand->getRiver()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// aktiv oder passiv?
if(actualHand->getRiver()->getHighestSet() > 0) {
// Verhaeltnis Set / Cash
if(myCash/individualHighestSet >= 25) {
myNiveau[0] += (25-myCash/individualHighestSet)/10;
} else {
myNiveau[0] += (25-myCash/individualHighestSet)/3;
}
// Verhaeltnis Set / Cash für raise
if(myCash/individualHighestSet < 10) {
myNiveau[2] += (10-myCash/individualHighestSet)/2;
}
// raise (bei hohem Niveau)
if(myOdds >= myNiveau[2]) {
// raise-loop unterbinden -> d.h. entweder call oder bei superblatt all in
if(actualHand->getRiver()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
// all in
if(myOdds >= myNiveau[2] + 8) {
raise = myCash;
myAction = 5;
}
// nur call
else {
myAction = 3;
}
}
// Standard-Raise-Routine
else {
// raise-Betrag ermitteln
raise = (((int)myOdds-myNiveau[2])/2)*2*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise == 0) {
raise = actualHand->getRiver()->getHighestSet();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
raise = myCash;
}
myAction = 5;
}
}
else {
// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
if(myOdds >= myNiveau[0] || (mySet >= actualHand->getRiver()->getHighestSet()/2 && myOdds >= myNiveau[0]-5) || (myRoundStartCash-myCash > individualHighestSet && myNiveau[0]-3)) {
// all in bei knappem call
if(myCash-actualHand->getRiver()->getHighestSet() <= (myCash*1)/4) {
raise = myCash;
myAction = 5;
}
else myAction = 3;
}
// fold
else {
myAction = 1;
}
}
}
else {
// check
if(myOdds < myNiveau[1]) {
@@ -721,7 +923,7 @@ void LocalPlayer::turnEngine() {
}
// bet
else {
bet = (((int)myOdds-myNiveau[1])/6)*2*actualHand->getSmallBlind();
bet = (((int)myOdds-myNiveau[1])/3)*2*actualHand->getSmallBlind();
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
@@ -735,147 +937,11 @@ void LocalPlayer::turnEngine() {
}
myAction = 4;
}
}
evaluation(bet, raise);
}
void LocalPlayer::riverEngine() {
ConfigFile myConfig;
// int tempArray[6];
// int boardCards[5];
// int i;
// for(i=0; i<2; i++) tempArray[i] = myCards[i];
// actualBoard->getMyCards(boardCards);
// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
// for(i=0; i<5; i++) cout << tempArray[i] << " ";
// cout << endl;
// cout << myID << ": ";
// turnCardsValue(tempArray);
int raise = 0;
int bet = 0;
readFile();
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 42 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 2. Check -- Bet
myNiveau[1] = 53 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 3. Call -- Raise
myNiveau[2] = 64 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// auf Aggresivität des humanPlayers eingehen
// int aggValue = ( (50*(actualHand->getPlayerArray()[0]->getMyAverageSets()-6*actualHand->getSmallBlind())) / (actualHand->getStartQuantityPlayers()*actualHand->getStartCash() - 6*actualHand->getSmallBlind()) );
// if(aggValue > 0) {
// myNiveau[0] -= aggValue;
// myNiveau[2] -= aggValue;
// }
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// eigenes mögliches highestSet
int individualHighestSet = actualHand->getRiver()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// aktiv oder passiv?
if(actualHand->getRiver()->getHighestSet() > 0) {
// Verhaeltnis Set / Cash
if(myCash/individualHighestSet >= 25) {
myNiveau[0] += (25-myCash/individualHighestSet)/10;
} else {
myNiveau[0] += (25-myCash/individualHighestSet)/3;
}
// Verhaeltnis Set / Cash für raise
if(myCash/individualHighestSet < 10) {
myNiveau[2] += (10-myCash/individualHighestSet)/2;
}
// raise (bei hohem Niveau)
if(myOdds >= myNiveau[2]) {
// raise-loop unterbinden -> d.h. entweder call oder bei superblatt all in
if(actualHand->getRiver()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
// all in
if(myOdds >= myNiveau[2] + 8) {
raise = myCash;
myAction = 5;
}
// nur call
else {
myAction = 3;
}
// Standard-Raise-Routine
} else {
// raise-Betrag ermitteln
raise = (((int)myOdds-myNiveau[2])/2)*2*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise == 0) {
raise = actualHand->getRiver()->getHighestSet();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
raise = myCash;
}
myAction = 5;
}
}
else {
// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
if(myOdds >= myNiveau[0] || (mySet >= actualHand->getRiver()->getHighestSet()/2 && myOdds >= myNiveau[0]-5) || (myRoundStartCash-myCash > individualHighestSet && myNiveau[0]-3)) {
// all in bei knappem call
if(myCash-actualHand->getRiver()->getHighestSet() <= (myCash*1)/4) {
raise = myCash;
myAction = 5;
}
else myAction = 3;
}
// fold
else {
myAction = 1;
}
}
}
else {
// check
if(myOdds < myNiveau[1]) {
myAction = 2;
}
// bet
else {
bet = (((int)myOdds-myNiveau[1])/3)*2*actualHand->getSmallBlind();
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
raise = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
}
}
evaluation(bet, raise);
@@ -1644,6 +1710,7 @@ int LocalPlayer::flopCardsValue(int* cards) {
}
void LocalPlayer::readFile() {
ConfigFile myConfig;
+6
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@@ -105,6 +105,9 @@ public:
return sum;
}
void setSBluff ( int theValue ) { sBluff = theValue; }
int getSBluff() const { return sBluff; }
void action();
void preflopEngine();
@@ -124,6 +127,7 @@ public:
void readFile();
void evaluation(int, int);
private:
@@ -159,6 +163,8 @@ private:
int myAverageSets[4];
bool myAggressive[7];
int sBluff;
};
#endif
+2
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@@ -163,6 +163,8 @@ void LocalRiver::postRiverRun() {
// prüfen ob nur noch der human player an der verteilung teilnimmt und myAggressive für human player setzen
myHand->getPlayerArray()[0]->setMyAggressive(potPlayers == 1 && myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1);
cout << "myAggressive: " << myHand->getPlayerArray()[0]->getMyAggressive() << endl;
// Pot-Verteilung
distributePot();
+3
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@@ -79,6 +79,9 @@ public:
virtual void setMyAggressive(const bool& theValue) =0;
virtual int getMyAggressive() const =0;
virtual void setSBluff ( int theValue ) =0;
virtual int getSBluff() const =0;
virtual void action() =0;
+51 -48
View File
@@ -819,38 +819,6 @@
<set>Qt::AlignCenter</set>
</property>
</widget>
<widget class="QFrame" name="frame_Cards0" >
<property name="geometry" >
<rect>
<x>95</x>
<y>40</y>
<width>118</width>
<height>111</height>
</rect>
</property>
<widget class="QLabel" name="textLabel_Status0" >
<property name="geometry" >
<rect>
<x>9</x>
<y>35</y>
<width>100</width>
<height>40</height>
</rect>
</property>
<property name="minimumSize" >
<size>
<width>0</width>
<height>20</height>
</size>
</property>
<property name="text" >
<string/>
</property>
<property name="alignment" >
<set>Qt::AlignCenter</set>
</property>
</widget>
</widget>
<widget class="QLabel" name="label_PlayerName0" >
<property name="geometry" >
<rect>
@@ -1065,6 +1033,41 @@
<bool>true</bool>
</property>
</widget>
<widget class="QFrame" name="frame_Cards0" >
<property name="geometry" >
<rect>
<x>95</x>
<y>40</y>
<width>118</width>
<height>111</height>
</rect>
</property>
<widget class="QLabel" name="textLabel_Status0" >
<property name="geometry" >
<rect>
<x>9</x>
<y>35</y>
<width>100</width>
<height>40</height>
</rect>
</property>
<property name="minimumSize" >
<size>
<width>0</width>
<height>20</height>
</size>
</property>
<property name="text" >
<string/>
</property>
<property name="alignment" >
<set>Qt::AlignCenter</set>
</property>
<property name="textInteractionFlags" >
<enum>Qt::NoTextInteraction</enum>
</property>
</widget>
</widget>
</widget>
</item>
<item>
@@ -1790,22 +1793,6 @@
<height>185</height>
</size>
</property>
<widget class="QLabel" name="label_5" >
<property name="geometry" >
<rect>
<x>89</x>
<y>60</y>
<width>90</width>
<height>124</height>
</rect>
</property>
<property name="pixmap" >
<pixmap resource="resources.qrc" >:/guiv2/resources/guiv2/cardholder_03.png</pixmap>
</property>
<property name="scaledContents" >
<bool>true</bool>
</property>
</widget>
<widget class="QLabel" name="label_6" >
<property name="geometry" >
<rect>
@@ -2490,6 +2477,22 @@
</item>
</layout>
</widget>
<widget class="QLabel" name="label_5" >
<property name="geometry" >
<rect>
<x>89</x>
<y>60</y>
<width>90</width>
<height>124</height>
</rect>
</property>
<property name="pixmap" >
<pixmap resource="resources.qrc" >:/guiv2/resources/guiv2/cardholder_03.png</pixmap>
</property>
<property name="scaledContents" >
<bool>true</bool>
</property>
</widget>
<widget class="QLabel" name="textLabel_handLabel" >
<property name="geometry" >
<rect>
+8 -2
View File
@@ -54,7 +54,7 @@ const int maxQuantityPlayersConst = 7;
using namespace std;
mainWindowImpl::mainWindowImpl(QMainWindow *parent)
: QMainWindow(parent), actualGame(0), actualHand(0), mySession(0), maxQuantityPlayers(maxQuantityPlayersConst), gameSpeed(0), debugMode(0), breakAfterActualHand(FALSE)
: QMainWindow(parent), actualGame(0), actualHand(0), mySession(0), maxQuantityPlayers(maxQuantityPlayersConst), gameSpeed(0), debugMode(1), breakAfterActualHand(FALSE)
{
int i;
@@ -124,6 +124,7 @@ mainWindowImpl::mainWindowImpl(QMainWindow *parent)
pixmapLabel_card0a->setObjectName(QString::fromUtf8("pixmapLabel_card0a"));
pixmapLabel_card0a->setScaledContents(true);
pixmapLabel_card0a->setGeometry(QRect(0, 0, 80, 111));
// pixmapLabel_card0a->setFocusPolicy(Qt::NoFocus);
pixmapLabel_card0b = new MyCardsPixmapLabel(frame_Cards0);
pixmapLabel_card0b->setObjectName(QString::fromUtf8("pixmapLabel_card0b"));
@@ -2156,10 +2157,15 @@ void mainWindowImpl::keyPressEvent ( QKeyEvent * event ) {
ctrlPressed = TRUE;
// QTimer::SingleShot
} //CTRL
// if (event->key() == 65) { paintStartSplash();
if (event->key() == 65) { pixmapLabel_card0a->setUpdatesEnabled(FALSE); }
// if (event->key() == 66) { label_logo->hide(); }
}
// bool mainWindowImpl::event ( QEvent * event ) {
// if(event->type() == QEvent::MouseMove) { event->setAccepted ( FALSE ); }
// }
void mainWindowImpl::switchLeftToolBox() {
if (groupBox_LeftToolBox->isHidden()) { groupBox_LeftToolBox->show(); }
+2
View File
@@ -180,6 +180,8 @@ public slots:
void breakButtonClicked();
void keyPressEvent ( QKeyEvent*);
// bool event ( QEvent * );
void switchLeftToolBox();
void switchRightToolBox();
void switchFullscreen();
+11 -1
View File
@@ -65,8 +65,9 @@ void MyCardsPixmapLabel::nextFadeOutFrame() {
update();
}
else {
fadeOutTimer->stop();
fadeOutAction = FALSE;
// fadeOutAction = FALSE;
}
}
@@ -177,3 +178,12 @@ void MyCardsPixmapLabel::paintEvent(QPaintEvent * event) {
}
// bool MyCardsPixmapLabel::event ( QEvent * event ) {
//
// if(event->type() == QEvent::MouseMove) { event->ignore(); }
// QLabel::event(event);
// }
@@ -46,6 +46,7 @@ public slots:
void nextFadeOutFrame();
void nextFlipCardsFrame();
// bool event ( QEvent * );
private: