adds activePlayerList and runningPlayerList (X) - !!! BROKEN !!! - last stable rev is 866
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@@ -29,19 +29,90 @@ LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) :
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{
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setHighestSet(2*getSmallBlind());
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// // BigBlind ermitteln
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PlayerListIterator it;
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// determine bigBlindPlayer
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bigBlindPositionIt = getMyHand()->getActivePlayerList()->begin();
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for(bigBlindPositionIt=getMyHand()->getActivePlayerList()->begin(); bigBlindPositionIt!=getMyHand()->getActivePlayerList()->end(); bigBlindPositionIt++) {
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if((*bigBlindPositionIt)->getMyButton() == BUTTON_BIG_BLIND) break;
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}
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if(bigBlindPositionIt == getMyHand()->getActivePlayerList()->end()) cout << "!!!" << endl;
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// search player in runningPlayerList before first action player -> run() determine next player who will do first action
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PlayerListIterator it_1, it_2;
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// search bigBlindPosition in runningPlayerList
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it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// more than 2 players are still active -> runningPlayerList is not empty
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if(getMyHand()->getActivePlayerList()->size() > 2) {
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// bigBlindPlayer not found in runningPlayerList (he is all in) -> bigBlindPlayer is not the running player before first action player
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if(it_1 == getMyHand()->getRunningPlayerList()->end()) {
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// search smallBlindPosition in runningPlayerList
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PlayerListIterator smallBlindPositionIt = bigBlindPositionIt;
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smallBlindPositionIt--;
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it_2 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *smallBlindPositionIt);
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// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
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if(it_2 == getMyHand()->getRunningPlayerList()->end()) {
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it_2 = smallBlindPositionIt;
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it_2--;
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setLastPlayersTurnIt(it_2);
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}
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// smallBlindPlayer found in runningPlayerList -> running player before first action player
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else {
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setLastPlayersTurnIt(it_2);
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}
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}
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// bigBlindPlayer found in runningPlayerList -> player before first action player
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else {
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setLastPlayersTurnIt(it_1);
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}
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}
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// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
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else {
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setLastPlayersTurnIt(it_1);
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}
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setCurrentPlayersTurnIt(getLastPlayersTurnIt());
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cout << "playerID constructor preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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/////////////// testing
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it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// bigBlindPosition is not all in
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// if(it!=getMyHand()->getRunningPlayerList()->end()) {
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//
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// }
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// if(it_1!=getMyHand()->getRunningPlayerList()->end()) {
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// cout << getMyHand()->getMyID() << ": " << "gefunden!" << endl;
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// cout << "\t PlayerID: " << (*it_1)->getMyID() << endl;
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// it_2 = it_1;
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// if(it_1 == getMyHand()->getRunningPlayerList()->begin()) it_1 = getMyHand()->getRunningPlayerList()->end();
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// it_1--;
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// cout << "\t PlayerID vor bigBlind: " << (*it_1)->getMyID() << endl;
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// cout << "\t PlayerID vor bigBlind: " << (*it_2)->getMyID() << endl;
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// } else {
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// cout << getMyHand()->getMyID() << ": " << "nicht gefunden" << endl;
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//
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// }
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//////////////// old
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// set first runningPlayer before bigBlindPlayer to playersTurn -> run() determine next one who will do first action
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// setPlayersTurn((*bigBlindPositionIt)->getMyID());
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// // erste Spielernummer fr preflopRun() setzen
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setPlayersTurn((*bigBlindPositionIt)->getMyID());
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}
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@@ -60,6 +131,8 @@ void LocalBeRoPreflop::run() {
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bool allHighestSet = true;
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PlayerListIterator it;
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// test if all running players have same sets (else allHighestSet = false)
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for(it=getMyHand()->getRunningPlayerList()->begin(); it!=getMyHand()->getRunningPlayerList()->end(); it++) {
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if(getHighestSet() != (*it)->getMySet()) {
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@@ -68,17 +141,41 @@ void LocalBeRoPreflop::run() {
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}
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// determine next player
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for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
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setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
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// falls BigBlind, dann PreflopFirstRound zuende
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if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind()) setFirstRound(0);
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// if next player is small blind and only all-in-big-blind with <= 2*smallblind is nonfold too
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if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
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setFirstRound(0);
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cout << "playerID begin preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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it = getCurrentPlayersTurnIt();
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it++;
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setCurrentPlayersTurnIt(it);
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if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) setCurrentPlayersTurnIt(getMyHand()->getRunningPlayerList()->begin());
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if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) cout << "!!!" << endl;
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cout << "playerID middle preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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// exceptions
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// if next player is small blind and only all-in-big-blind with less than smallblind amount is nonfold too -> preflop is over
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if((*(getCurrentPlayersTurnIt()))->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
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setFirstRound(false);
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allHighestSet = true;
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}
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}
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// determine next player
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// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
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//
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// setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
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// // falls BigBlind, dann PreflopFirstRound zuende
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// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind()) setFirstRound(false);
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// // if next player is small blind and only all-in-big-blind with <= 2*smallblind is nonfold too
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// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
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// setFirstRound(false);
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// allHighestSet = true;
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// }
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// }
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// prfen, ob Preflop wirklich dran ist
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if(!getFirstRound() && allHighestSet) {
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@@ -88,9 +185,15 @@ void LocalBeRoPreflop::run() {
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getMyHand()->setActualRound(GAME_STATE_FLOP);
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//Action loeschen und ActionButtons refresh
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) getMyHand()->getPlayerArray()[i]->setMyAction(PLAYER_ACTION_NONE);
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for(it=getMyHand()->getRunningPlayerList()->begin(); it!=getMyHand()->getRunningPlayerList()->end(); it++) {
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(*it)->setMyAction(PLAYER_ACTION_NONE);
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}
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//Action loeschen und ActionButtons refresh
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// if(getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) getMyHand()->getPlayerArray()[i]->setMyAction(PLAYER_ACTION_NONE);
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// }
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//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
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getMyHand()->getBoard()->collectSets();
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getMyHand()->getBoard()->collectPot();
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@@ -106,14 +209,27 @@ void LocalBeRoPreflop::run() {
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// Preflop ist wirklich dran
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// falls BigBlind, dann PreflopFirstRound zuende
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if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
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// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
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// lastPlayersTurn -> PreflopFirstRound is over
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if( (*(getCurrentPlayersTurnIt())) == (*(getLastPlayersTurnIt())) ) {
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setFirstRound(false);
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}
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// getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
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(*(getCurrentPlayersTurnIt()))->setMyTurn(true);
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getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
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//highlight active players groupbox and clear action
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getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
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getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
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// getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
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// getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
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if(getPlayersTurn() == 0) {
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//highlight active players groupbox and clear action
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getMyHand()->getGuiInterface()->refreshGroupbox( (*(getCurrentPlayersTurnIt()))->getMyID() , 2 );
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getMyHand()->getGuiInterface()->refreshAction( (*(getCurrentPlayersTurnIt()))->getMyID() , PLAYER_ACTION_NONE );
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if((*(getCurrentPlayersTurnIt()))->getMyID() == 0) {
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// Wir sind dran
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getMyHand()->getGuiInterface()->meInAction();
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}
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