adds activePlayerList and runningPlayerList (II)

This commit is contained in:
doitux
2007-09-24 10:02:17 +00:00
parent 84c857cbff
commit d03f114b46
27 changed files with 132 additions and 189 deletions
+17 -17
View File
@@ -987,7 +987,7 @@ void LocalPlayer::preflopEngine() {
int cBluff;
// temporär solange preflopValue und flopValue noch nicht bereinigt für sechs und sieben spieler
int players = actualHand->getActualQuantityPlayers();
int players = actualHand->getActivePlayerList().size();
if(players > 5) players = 5;
// myOdds auslesen
@@ -1018,7 +1018,7 @@ void LocalPlayer::preflopEngine() {
// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myCards[0] << " " << myCards[1] << endl;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList().size())*21.0);
// cout << aggValue << " ";
@@ -1122,7 +1122,7 @@ 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->getCurrentBeRo()->getHighestSet() == 2*actualHand->getSmallBlind() && sBluffStatus == 0) || sBluffStatus == 1) {
if((sBluff < 100/(((actualHand->getActivePlayerList().size()-2)*6)+3) && myOdds < myNiveau[2] && actualHand->getCurrentBeRo()->getHighestSet() == 2*actualHand->getSmallBlind() && sBluffStatus == 0) || sBluffStatus == 1) {
// cout << "sBLUFF!" << endl;
sBluffStatus = 1;
@@ -1143,7 +1143,7 @@ void LocalPlayer::preflopEngine() {
// Standard-Raise-Routine
else {
// raise-Betrag ermitteln
raise = (sBluff/(8-actualHand->getActualQuantityPlayers()))*actualHand->getSmallBlind();
raise = (sBluff/(8-actualHand->getActivePlayerList().size()))*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
// raise = actualHand->getCurrentBeRo()->getHighestSet();
@@ -1255,7 +1255,7 @@ void LocalPlayer::flopEngine() {
int rand;
// übergang solange preflopValue und flopValue noch nicht bereinigt
int players = actualHand->getActualQuantityPlayers();
int players = actualHand->getActivePlayerList().size();
if(players > 5) players = 5;
calcMyOdds();
@@ -1273,7 +1273,7 @@ void LocalPlayer::flopEngine() {
if(individualHighestSet > myCash) individualHighestSet = myCash;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList().size())*21.0);
if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
for(i=0; i<3; i++) {
@@ -1716,7 +1716,7 @@ void LocalPlayer::flopEngine() {
// switch(info[3]) {
// case 2: {}
// case 1: {
// if(actualHand->getActualQuantityPlayers() == 2) {
// if(actualHand->getActivePlayerList().size() == 2) {
// bet = (1-myDude4)*2*actualHand->getSmallBlind();
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
@@ -1836,14 +1836,14 @@ void LocalPlayer::turnEngine() {
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 53 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[0] = 53 + myDude4/* - 6*(actualHand->getActivePlayerList().size() - 2)*/;
// 2. Check -- Bet
myNiveau[1] = 56 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[1] = 56 + myDude4/* - 6*(actualHand->getActivePlayerList().size() - 2)*/;
// 3. Call -- Raise
myNiveau[2] = 69 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[2] = 69 + myDude4/* - 6*(actualHand->getActivePlayerList().size() - 2)*/;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList().size())*21.0);
if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
for(i=0; i<3; i++) {
@@ -2172,14 +2172,14 @@ void LocalPlayer::riverEngine() {
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 53 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[0] = 53 + myDude4/* - 6*(actualHand->getActivePlayerList().size() - 2)*/;
// 2. Check -- Bet
myNiveau[1] = 56 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[1] = 56 + myDude4/* - 6*(actualHand->getActivePlayerList().size() - 2)*/;
// 3. Call -- Raise
myNiveau[2] = 69 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
myNiveau[2] = 69 + myDude4/* - 6*(actualHand->getActivePlayerList().size() - 2)*/;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActivePlayerList().size())*21.0);
if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
for(i=0; i<3; i++) {
@@ -3226,7 +3226,7 @@ void LocalPlayer::calcMyOdds() {
handCode = preflopCardsValue(myCards);
// übergang solange preflopValue und flopValue noch nicht bereinigt
int players = actualHand->getActualQuantityPlayers();
int players = actualHand->getActivePlayerList().size();
if(players > 5) players = 5;
// paranoia
if(players < 2) players = 2;
@@ -3259,7 +3259,7 @@ void LocalPlayer::calcMyOdds() {
// cout << "\t" << handCode << endl;
// übergang solange preflopValue und flopValue noch nicht bereinigt
int players = actualHand->getActualQuantityPlayers();
int players = actualHand->getActivePlayerList().size();
if(players > 5) players = 5;
// paranoia
if(players < 2) players = 2;