/***************************************************************************** * PokerTH - The open source texas holdem engine * * Copyright (C) 2006-2011 Felix Hammer, Florian Thauer, Lothar May * * * * This program is free software: you can redistribute it and/or modify * * it under the terms of the GNU Affero General Public License as * * published by the Free Software Foundation, either version 3 of the * * License, or (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Affero General Public License for more details. * * * * You should have received a copy of the GNU Affero General Public License * * along with this program. If not, see . * *****************************************************************************/ #ifndef CLIENTPLAYER_H #define CLIENTPLAYER_H #include #include #include #include class ConfigFile; class HandInterface; class ClientPlayer : public PlayerInterface { public: ClientPlayer(ConfigFile*, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB); ~ClientPlayer(); void setHand(HandInterface *); int getMyID() const; void setMyUniqueID(unsigned newId); unsigned getMyUniqueID() const; void setMyGuid(const std::string &theValue); std::string getMyGuid() const; PlayerType getMyType() const; void setMyDude(int theValue); int getMyDude() const; void setMyDude4(int theValue); int getMyDude4() const; void setMyName(const std::string& theValue); std::string getMyName() const; void setMyAvatar(const std::string& theValue); std::string getMyAvatar() const; void setMyCash(int theValue); int getMyCash() const; void setMySet(int theValue); void setMySetAbsolute(int theValue); void setMySetNull(); int getMySet() const; int getMyLastRelativeSet() const; void setMyAction(PlayerAction theValue, bool blind); PlayerAction getMyAction() const; void setMyButton(int theValue); int getMyButton() const; void setMyActiveStatus(bool theValue); bool getMyActiveStatus() const; void setMyStayOnTableStatus(bool theValue); bool getMyStayOnTableStatus() const; void setMyCards(int* theValue); void getMyCards(int* theValue) const; void setMyTurn(bool theValue); bool getMyTurn() const; void setMyCardsFlip(bool theValue, int state); bool getMyCardsFlip() const; void setMyCardsValueInt(int theValue); int getMyCardsValueInt() const; void setMyBestHandPosition(int* theValue); void getMyBestHandPosition(int* theValue) const; void setMyRoundStartCash(int theValue); int getMyRoundStartCash() const; void setLastMoneyWon ( int theValue ); int getLastMoneyWon() const; void setMyAverageSets(int theValue); int getMyAverageSets() const; void setMyAggressive(bool theValue); int getMyAggressive() const; void setSBluff (int theValue); int getSBluff() const; void setSBluffStatus (bool theValue); bool getSBluffStatus() const; void action(); int checkMyAction(int targetAction, int targetBet, int highestSet, int minimumRaise, int smallBlind); void preflopEngine(); void flopEngine(); void turnEngine(); void riverEngine(); void preflopEngine3(); void flopEngine3(); void turnEngine3(); void riverEngine3(); int preflopCardsValue(int*); int flopCardsValue(int*); int turnCardsValue(int*); void readFile(); void evaluation(int, int); void setIsConnected(bool connected); bool isConnected() const; bool checkIfINeedToShowCards(); private: mutable boost::recursive_mutex m_syncMutex; ConfigFile *myConfig; HandInterface *currentHand; // Konstanten const int myID; unsigned myUniqueID; std::string myGuid; const PlayerType myType; std::string myName; std::string myAvatar; int myDude; int myDude4; // Laufvariablen int myCardsValueInt; int myBestHandPosition[5]; double myOdds; int myNiveau[3]; int myCards[2]; int myCash; int mySet; int myLastRelativeSet; PlayerAction myAction; int myButton; // 0 = none, 1 = dealer, 2 =small, 3 = big bool myActiveStatus; // 0 = inactive, 1 = active bool myStayOnTableStatus; // 0 = left, 1 = stay bool myTurn; // 0 = no, 1 = yes bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped, int myRoundStartCash; int lastMoneyWon; int myAverageSets[4]; bool myAggressive[7]; int sBluff; bool sBluffStatus; bool m_isConnected; }; #endif