minimum raise setting (I)
This commit is contained in:
@@ -37,6 +37,10 @@ public:
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virtual void setLastActionPlayer( int theValue ) =0;
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virtual int getLastActionPlayer() const =0;
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virtual void setMinimumRaise (int) =0;
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virtual int getMinimumRaise() const =0;
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virtual void resetFirstRun() =0;
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virtual void nextPlayer() =0;
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@@ -14,7 +14,7 @@
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using namespace std;
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LocalBeRo::LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS)
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: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0)
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: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0), minimumRaise(2*sB)
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{
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int i;
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@@ -38,6 +38,7 @@ public:
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void run();
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void postRiverRun() {};
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protected:
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@@ -64,6 +65,9 @@ protected:
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void setLastActionPlayer ( int theValue ) { lastActionPlayer = theValue; }
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int getLastActionPlayer() const { return lastActionPlayer; }
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void setMinimumRaise ( int theValue ) { minimumRaise = theValue; }
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int getMinimumRaise() const { return minimumRaise; }
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private:
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@@ -77,6 +81,7 @@ private:
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int smallBlind;
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int highestSet;
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int minimumRaise;
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bool firstRun;
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bool firstRound;
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@@ -106,11 +106,11 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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case 1: {
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tempBoardArray[0] = 43;
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tempBoardArray[1] = 22;
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tempBoardArray[2] = 35;
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tempBoardArray[3] = 39;
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tempBoardArray[4] = 13;
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tempBoardArray[0] = 12;
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tempBoardArray[1] = 11;
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tempBoardArray[2] = 9;
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tempBoardArray[3] = 17;
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tempBoardArray[4] = 14;
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myBoard->setMyCards(tempBoardArray);
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@@ -122,8 +122,8 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// player0
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tempPlayerArray[0] = 1;
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tempPlayerArray[1] = 9;
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tempPlayerArray[0] = 34;
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tempPlayerArray[1] = 33;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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@@ -134,8 +134,8 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// player1
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tempPlayerArray[0] = 3;
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tempPlayerArray[1] = 4;
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tempPlayerArray[0] = 47;
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tempPlayerArray[1] = 45;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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@@ -144,70 +144,70 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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playerArray[1]->setMyBestHandPosition(temp5Array);
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// player2
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tempPlayerArray[0] = 7;
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tempPlayerArray[1] = 17;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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playerArray[2]->setMyCards(tempPlayerArray);
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playerArray[2]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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playerArray[2]->setMyBestHandPosition(temp5Array);
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// player3
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tempPlayerArray[0] = 26;
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tempPlayerArray[1] = 28;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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playerArray[3]->setMyCards(tempPlayerArray);
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playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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playerArray[3]->setMyBestHandPosition(temp5Array);
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// // player2
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//
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// tempPlayerArray[0] = 7;
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// tempPlayerArray[1] = 17;
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// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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//
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// playerArray[2]->setMyCards(tempPlayerArray);
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// playerArray[2]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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//
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// playerArray[2]->setMyBestHandPosition(temp5Array);
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//
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// // player3
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//
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// tempPlayerArray[0] = 26;
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// tempPlayerArray[1] = 28;
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// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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//
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// playerArray[3]->setMyCards(tempPlayerArray);
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// playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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//
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// playerArray[3]->setMyBestHandPosition(temp5Array);
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} break;
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case 2: {
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tempBoardArray[0] = 32;
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tempBoardArray[1] = 26;
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tempBoardArray[2] = 28;
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tempBoardArray[3] = 38;
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tempBoardArray[4] = 7;
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myBoard->setMyCards(tempBoardArray);
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tempPlayerAndBoardArray[2] = tempBoardArray[0];
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tempPlayerAndBoardArray[3] = tempBoardArray[1];
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tempPlayerAndBoardArray[4] = tempBoardArray[2];
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tempPlayerAndBoardArray[5] = tempBoardArray[3];
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tempPlayerAndBoardArray[6] = tempBoardArray[4];
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// player0
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tempPlayerArray[0] = 45;
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tempPlayerArray[1] = 35;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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playerArray[0]->setMyCards(tempPlayerArray);
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playerArray[0]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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playerArray[0]->setMyBestHandPosition(temp5Array);
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// player1
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tempPlayerArray[0] = 34;
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tempPlayerArray[1] = 39;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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playerArray[1]->setMyCards(tempPlayerArray);
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playerArray[1]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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playerArray[1]->setMyBestHandPosition(temp5Array);
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// tempBoardArray[0] = 32;
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// tempBoardArray[1] = 26;
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// tempBoardArray[2] = 28;
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// tempBoardArray[3] = 38;
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// tempBoardArray[4] = 7;
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//
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// myBoard->setMyCards(tempBoardArray);
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//
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// tempPlayerAndBoardArray[2] = tempBoardArray[0];
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// tempPlayerAndBoardArray[3] = tempBoardArray[1];
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// tempPlayerAndBoardArray[4] = tempBoardArray[2];
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// tempPlayerAndBoardArray[5] = tempBoardArray[3];
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// tempPlayerAndBoardArray[6] = tempBoardArray[4];
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//
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// // player0
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//
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// tempPlayerArray[0] = 45;
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// tempPlayerArray[1] = 35;
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// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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//
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// playerArray[0]->setMyCards(tempPlayerArray);
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// playerArray[0]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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//
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// playerArray[0]->setMyBestHandPosition(temp5Array);
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//
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// // player1
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//
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// tempPlayerArray[0] = 34;
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// tempPlayerArray[1] = 39;
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// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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//
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// playerArray[1]->setMyCards(tempPlayerArray);
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// playerArray[1]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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//
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// playerArray[1]->setMyBestHandPosition(temp5Array);
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// // player2
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//
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@@ -36,17 +36,17 @@ LocalPlayer::LocalPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniq
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if(myID==0) {
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// myActiveStatus=0;
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myCash=11980;
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// myCash=11980;
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}
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if(myID==1) {
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myCash=4505;
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// myCash=4505;
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}
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if(myID==2) {
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myCash=9985;
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// myCash=9985;
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}
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if(myID==3) {
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myCash=8530;
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// myCash=8530;
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}
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}
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@@ -236,9 +236,9 @@ void LocalPlayer::preflopEngine() {
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// raise-Betrag ermitteln
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raise = (((int)myOdds-myNiveau[2])/2)*2*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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raise = actualHand->getCurrentBeRo()->getHighestSet();
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}
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// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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// raise = actualHand->getCurrentBeRo()->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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@@ -319,9 +319,9 @@ void LocalPlayer::preflopEngine() {
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// raise-Betrag ermitteln
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raise = (sBluff/(8-actualHand->getActualQuantityPlayers()))*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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raise = actualHand->getCurrentBeRo()->getHighestSet();
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}
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// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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// raise = actualHand->getCurrentBeRo()->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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@@ -337,6 +337,14 @@ void LocalPlayer::preflopEngine() {
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}
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// minimum raise setting and resetting
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if(myAction == 5 && raise < actualHand->getCurrentBeRo()->getMinimumRaise()) {
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raise = actualHand->getCurrentBeRo()->getMinimumRaise();
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}
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actualHand->getCurrentBeRo()->setMinimumRaise(raise);
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// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
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if(DEBUG_MODE) {
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@@ -347,12 +355,12 @@ void LocalPlayer::preflopEngine() {
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switch(actualHand->getMyID()) {
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case 1: {
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myAction = PLAYER_ACTION_CALL;
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// myAction = PLAYER_ACTION_CALL;
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}
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break;
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case 2: {
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myAction = PLAYER_ACTION_RAISE;
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raise = 25;
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// myAction = PLAYER_ACTION_RAISE;
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// raise = 25;
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}
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break;
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default: {
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@@ -365,7 +373,7 @@ void LocalPlayer::preflopEngine() {
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switch(actualHand->getMyID()) {
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case 1: {
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myAction = PLAYER_ACTION_CALL;
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// myAction = PLAYER_ACTION_CALL;
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// raise = 20;
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// if(mySet >= 40) {
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// myAction = PLAYER_ACTION_CALL;
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@@ -386,7 +394,9 @@ void LocalPlayer::preflopEngine() {
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}
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break;
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case 3: { myAction = PLAYER_ACTION_CALL; }
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case 3: {
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// myAction = PLAYER_ACTION_CALL;
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}
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break;
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default: {}
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}
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@@ -479,9 +489,9 @@ void LocalPlayer::flopEngine() {
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// raise-Betrag ermitteln
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raise = (((int)myOdds-myNiveau[2])/5)*2*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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raise = actualHand->getCurrentBeRo()->getHighestSet();
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}
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// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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// raise = actualHand->getCurrentBeRo()->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*4.0)/5.0) {
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raise = myCash;
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@@ -583,9 +593,9 @@ void LocalPlayer::flopEngine() {
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Tools::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->getCurrentBeRo()->getHighestSet()) {
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raise = actualHand->getCurrentBeRo()->getHighestSet();
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}
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// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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// raise = actualHand->getCurrentBeRo()->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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@@ -623,6 +633,12 @@ void LocalPlayer::flopEngine() {
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}
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// minimum raise setting and resetting
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if(myAction == 5 && raise < actualHand->getCurrentBeRo()->getMinimumRaise()) {
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raise = actualHand->getCurrentBeRo()->getMinimumRaise();
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}
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actualHand->getCurrentBeRo()->setMinimumRaise(raise);
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if(DEBUG_MODE) {
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switch(myID) {
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case 0: {
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@@ -631,10 +647,10 @@ void LocalPlayer::flopEngine() {
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switch(actualHand->getMyID()) {
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case 1: {
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myAction = PLAYER_ACTION_CHECK;
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if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
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myAction = PLAYER_ACTION_CALL;
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}
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// myAction = PLAYER_ACTION_CHECK;
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// if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
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// myAction = PLAYER_ACTION_CALL;
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// }
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} break;
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case 2: {
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// myAction = PLAYER_ACTION_BET;
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@@ -648,8 +664,8 @@ void LocalPlayer::flopEngine() {
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switch(actualHand->getMyID()) {
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case 1: {
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myAction = PLAYER_ACTION_BET;
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bet = 10;
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// myAction = PLAYER_ACTION_BET;
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// bet = 10;
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// raise = 20;
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// if(mySet >= 40) {
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// myAction = PLAYER_ACTION_CALL;
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@@ -673,10 +689,10 @@ void LocalPlayer::flopEngine() {
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case 3: {
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switch(actualHand->getMyID()) {
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case 1: {
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myAction = PLAYER_ACTION_CHECK;
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if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
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myAction = PLAYER_ACTION_CALL;
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}
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// myAction = PLAYER_ACTION_CHECK;
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// if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
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// myAction = PLAYER_ACTION_CALL;
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// }
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}
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break;
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case 2: {
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@@ -1044,9 +1060,9 @@ void LocalPlayer::turnEngine() {
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// raise-Betrag ermitteln
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raise = (((int)myOdds-myNiveau[2])/4)*2*actualHand->getSmallBlind();
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// raise-Betrag zu klein -> mindestens Standard-raise
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if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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raise = actualHand->getCurrentBeRo()->getHighestSet();
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}
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// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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// raise = actualHand->getCurrentBeRo()->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*4.0)/5.0) {
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raise = myCash;
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@@ -1145,9 +1161,9 @@ void LocalPlayer::turnEngine() {
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Tools::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->getCurrentBeRo()->getHighestSet()) {
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raise = actualHand->getCurrentBeRo()->getHighestSet();
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}
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// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
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// raise = actualHand->getCurrentBeRo()->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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@@ -1185,9 +1201,11 @@ void LocalPlayer::turnEngine() {
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}
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// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
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// cout << "myAction: " << myAction << endl;
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// minimum raise setting and resetting
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if(myAction == 5 && raise < actualHand->getCurrentBeRo()->getMinimumRaise()) {
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raise = actualHand->getCurrentBeRo()->getMinimumRaise();
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}
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actualHand->getCurrentBeRo()->setMinimumRaise(raise);
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if(DEBUG_MODE) {
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|
||||
@@ -1200,10 +1218,10 @@ void LocalPlayer::turnEngine() {
|
||||
|
||||
switch(actualHand->getMyID()) {
|
||||
case 1: {
|
||||
myAction = PLAYER_ACTION_CALL;
|
||||
if(actualHand->getCurrentBeRo()->getHighestSet() > 100) {
|
||||
myAction = PLAYER_ACTION_FOLD;
|
||||
}
|
||||
// myAction = PLAYER_ACTION_CALL;
|
||||
// if(actualHand->getCurrentBeRo()->getHighestSet() > 100) {
|
||||
// myAction = PLAYER_ACTION_FOLD;
|
||||
// }
|
||||
}
|
||||
break;
|
||||
case 2: {
|
||||
@@ -1220,11 +1238,11 @@ void LocalPlayer::turnEngine() {
|
||||
|
||||
switch(actualHand->getMyID()) {
|
||||
case 1: {
|
||||
myAction = PLAYER_ACTION_RAISE;
|
||||
raise = 40;
|
||||
if(actualHand->getCurrentBeRo()->getHighestSet() > 100) {
|
||||
myAction = PLAYER_ACTION_CALL;
|
||||
}
|
||||
// myAction = PLAYER_ACTION_RAISE;
|
||||
// raise = 40;
|
||||
// if(actualHand->getCurrentBeRo()->getHighestSet() > 100) {
|
||||
// myAction = PLAYER_ACTION_CALL;
|
||||
// }
|
||||
}
|
||||
break;
|
||||
case 2: {
|
||||
@@ -1244,11 +1262,11 @@ void LocalPlayer::turnEngine() {
|
||||
case 3: {
|
||||
switch(actualHand->getMyID()) {
|
||||
case 1: {
|
||||
myAction = PLAYER_ACTION_BET;
|
||||
bet = 10;
|
||||
if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
|
||||
myAction = PLAYER_ACTION_CALL;
|
||||
}
|
||||
// myAction = PLAYER_ACTION_BET;
|
||||
// bet = 10;
|
||||
// if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
|
||||
// myAction = PLAYER_ACTION_CALL;
|
||||
// }
|
||||
}
|
||||
break;
|
||||
case 2: {
|
||||
@@ -1366,9 +1384,9 @@ void LocalPlayer::riverEngine() {
|
||||
// raise-Betrag ermitteln
|
||||
raise = (((int)myOdds-myNiveau[2])/2)*2*actualHand->getSmallBlind();
|
||||
// raise-Betrag zu klein -> mindestens Standard-raise
|
||||
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
|
||||
raise = actualHand->getCurrentBeRo()->getHighestSet();
|
||||
}
|
||||
// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
|
||||
// raise = actualHand->getCurrentBeRo()->getHighestSet();
|
||||
// }
|
||||
// all in bei nur wenigen Chips
|
||||
if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
|
||||
raise = myCash;
|
||||
@@ -1459,9 +1477,9 @@ void LocalPlayer::riverEngine() {
|
||||
Tools::getRandNumber(1,8,1,&rand,0);
|
||||
raise = rand*actualHand->getSmallBlind();
|
||||
// raise-Betrag zu klein -> mindestens Standard-raise
|
||||
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
|
||||
raise = actualHand->getCurrentBeRo()->getHighestSet();
|
||||
}
|
||||
// if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
|
||||
// raise = actualHand->getCurrentBeRo()->getHighestSet();
|
||||
// }
|
||||
// all in bei nur wenigen Chips oder knappem raise
|
||||
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
|
||||
raise = myCash;
|
||||
@@ -1499,7 +1517,11 @@ void LocalPlayer::riverEngine() {
|
||||
|
||||
}
|
||||
|
||||
// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
|
||||
// minimum raise setting and resetting
|
||||
if(myAction == 5 && raise < actualHand->getCurrentBeRo()->getMinimumRaise()) {
|
||||
raise = actualHand->getCurrentBeRo()->getMinimumRaise();
|
||||
}
|
||||
actualHand->getCurrentBeRo()->setMinimumRaise(raise);
|
||||
|
||||
if(DEBUG_MODE) {
|
||||
switch(myID) {
|
||||
@@ -1526,7 +1548,7 @@ void LocalPlayer::riverEngine() {
|
||||
|
||||
switch(actualHand->getMyID()) {
|
||||
case 1: {
|
||||
myAction = PLAYER_ACTION_CALL;
|
||||
// myAction = PLAYER_ACTION_CALL;
|
||||
// raise = 40;
|
||||
// if(actualHand->getCurrentBeRo()->getHighestSet() > 100) {
|
||||
// myAction = PLAYER_ACTION_CALL;
|
||||
@@ -1550,12 +1572,12 @@ void LocalPlayer::riverEngine() {
|
||||
case 3: {
|
||||
switch(actualHand->getMyID()) {
|
||||
case 1: {
|
||||
myAction = PLAYER_ACTION_BET;
|
||||
bet = 120;
|
||||
if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
|
||||
myAction = PLAYER_ACTION_RAISE;
|
||||
raise = 10000;
|
||||
}
|
||||
// myAction = PLAYER_ACTION_BET;
|
||||
// bet = 120;
|
||||
// if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
|
||||
// myAction = PLAYER_ACTION_RAISE;
|
||||
// raise = 10000;
|
||||
// }
|
||||
}
|
||||
break;
|
||||
case 2: {
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
#include "clientbero.h"
|
||||
|
||||
ClientBeRo::ClientBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS)
|
||||
: BeRoInterface(), myHand(hi), highestCardsValue(0), myBeRoID(gS), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRound(1), playersTurn(dP)
|
||||
: BeRoInterface(), myHand(hi), highestCardsValue(0), myBeRoID(gS), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRound(1), playersTurn(dP), minimumRaise(0)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -123,6 +123,19 @@ ClientBeRo::getSmallBlind() const
|
||||
return smallBlind;
|
||||
}
|
||||
|
||||
void
|
||||
ClientBeRo::setMinimumRaise ( int theValue )
|
||||
{
|
||||
minimumRaise = theValue;
|
||||
}
|
||||
|
||||
int
|
||||
ClientBeRo::getMinimumRaise() const
|
||||
{
|
||||
return minimumRaise;
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
ClientBeRo::resetFirstRun()
|
||||
{
|
||||
|
||||
@@ -48,6 +48,10 @@ public:
|
||||
void setSmallBlind(int theValue);
|
||||
int getSmallBlind() const;
|
||||
|
||||
void setMinimumRaise ( int theValue );
|
||||
int getMinimumRaise() const;
|
||||
|
||||
|
||||
void resetFirstRun();
|
||||
|
||||
void nextPlayer();
|
||||
@@ -70,6 +74,8 @@ private:
|
||||
int smallBlindPosition;
|
||||
int smallBlind;
|
||||
|
||||
int minimumRaise;
|
||||
|
||||
int lastActionPlayer;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user