// // C++ Implementation: localbero // // Description: // // // Author: FThauer FHammer , (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "localbero.h" using namespace std; LocalBeRo::LocalBeRo(HandInterface* hi, int id, unsigned dP, int sB, GameState gS) : BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), dealerPosition(dP), smallBlindPosition(0), dealerPositionId(dP), smallBlindPositionId(0), bigBlindPositionId(0), smallBlind(sB), highestSet(false), minimumRaise(2*sB), firstRun(true), firstRound(true), firstHeadsUpRound(true), currentPlayersTurnId(0), firstRoundLastPlayersTurnId(0), logBoardCardsDone(false) { currentPlayersTurnIt = myHand->getRunningPlayerList()->begin(); lastPlayersTurnIt = myHand->getRunningPlayerList()->begin(); PlayerListConstIterator it_c; // determine bigBlindPosition for(it_c=myHand->getActivePlayerList()->begin(); it_c!=myHand->getActivePlayerList()->end(); it_c++) { if((*it_c)->getMyButton() == BUTTON_BIG_BLIND) { bigBlindPositionId = (*it_c)->getMyUniqueID(); break; } } assert(it_c!=myHand->getActivePlayerList()->end()); // determine smallBlindPosition for(it_c=myHand->getActivePlayerList()->begin(); it_c!=myHand->getActivePlayerList()->end(); it_c++) { if((*it_c)->getMyButton() == BUTTON_SMALL_BLIND) { smallBlindPositionId = (*it_c)->getMyUniqueID(); break; } } assert(it_c!=myHand->getActivePlayerList()->end()); // int i; //SmallBlind-Position ermitteln // for(i=0; igetPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i; // } } LocalBeRo::~LocalBeRo() { } void LocalBeRo::nextPlayer() { // myHand->getPlayerArray()[playersTurn]->action(); // cout << "playerID in nextPlayer(): " << (*currentPlayersTurnIt)->getMyID() << endl; PlayerListConstIterator currentPlayersTurnConstIt = myHand->getRunningPlayerIt(currentPlayersTurnId); assert( currentPlayersTurnConstIt != myHand->getRunningPlayerList()->end() ); (*currentPlayersTurnConstIt)->action(); } void LocalBeRo::run() { if (firstRun) { myHand->getGuiInterface()->dealBeRoCards(myBeRoID); firstRun = false; /* // determine smallBlindPosition PlayerListIterator smallBlindPositionIt; for(smallBlindPositionIt=myHand->getActivePlayerList()->begin(); smallBlindPositionIt!=myHand->getActivePlayerList()->end(); smallBlindPositionIt++) { if((*smallBlindPositionIt)->getMyButton() == BUTTON_SMALL_BLIND) break; } // determine running player before smallBlind (for heads up: determine dealer/smallblind) PlayerListIterator it_1, it_2; size_t i; // running player before smallBlind if(myHand->getActivePlayerList()->size() > 2) { it_1 = smallBlindPositionIt; for(i=0; igetActivePlayerList()->size(); i++) { if(it_1 == myHand->getActivePlayerList()->begin()) it_1 = myHand->getActivePlayerList()->end(); it_1--; it_2 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *it_1); // running player found if(it_2 != myHand->getRunningPlayerList()->end()) { lastPlayersTurnIt = it_2; break; } } } // heads up: bigBlind begins -> dealer/smallBlind is running player before bigBlind else { it_1 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *smallBlindPositionIt); if( it_1 == myHand->getRunningPlayerList()->end() ) { cout << "ERROR - lastPlayersTurnIt-detection in localBeRo" << endl; } // smallBlind found else { lastPlayersTurnIt = it_1; } } currentPlayersTurnIt = lastPlayersTurnIt; */ if(!(myHand->getAllInCondition())) { // determine smallBlindPosition // PlayerListIterator smallBlindPositionIt; // for(smallBlindPositionIt=myHand->getActivePlayerList()->begin(); smallBlindPositionIt!=myHand->getActivePlayerList()->end(); smallBlindPositionIt++) { // if((*smallBlindPositionIt)->getMyButton() == BUTTON_SMALL_BLIND) break; // } // determine running player before smallBlind (for heads up: determine dealer/smallblind) PlayerListIterator it_1, it_2; size_t i; // running player before smallBlind bool runningPlayerFound = false; if(myHand->getActivePlayerList()->size() > 2) { it_1 = myHand->getActivePlayerIt(smallBlindPositionId); assert( it_1 != myHand->getActivePlayerList()->end() ); for(i=0; igetActivePlayerList()->size(); i++) { if(it_1 == myHand->getActivePlayerList()->begin()) it_1 = myHand->getActivePlayerList()->end(); it_1--; it_2 = myHand->getRunningPlayerIt((*it_1)->getMyUniqueID()); // running player found if(it_2 != myHand->getRunningPlayerList()->end()) { firstRoundLastPlayersTurnId = (*it_2)->getMyUniqueID(); runningPlayerFound = true; break; } } assert(runningPlayerFound); } // heads up: bigBlind begins -> dealer/smallBlind is running player before bigBlind else { firstRoundLastPlayersTurnId = smallBlindPositionId; } currentPlayersTurnId = firstRoundLastPlayersTurnId; } } else { //log the turned cards if(!logBoardCardsDone) { int tempBoardCardsArray[5]; myHand->getBoard()->getMyCards(tempBoardCardsArray); switch(myBeRoID) { case GAME_STATE_FLOP: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2]); break; case GAME_STATE_TURN: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3]); break; case GAME_STATE_RIVER: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3], tempBoardCardsArray[4]); break; default: { cout << "ERROR in localbero.cpp - wrong myBeRoID" << endl;} } logBoardCardsDone = true; } bool allHighestSet = true; // prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 ) // for(i=0; igetPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) { // if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; } // } // } PlayerListIterator it; PlayerListIterator it_c; // test if all running players have same sets (else allHighestSet = false) for( it_c = myHand->getRunningPlayerList()->begin(); it_c != myHand->getRunningPlayerList()->end(); it_c++) { if(highestSet != (*it_c)->getMySet()) { allHighestSet = false; break; } } int i; // prfen, ob aktuelle bero wirklich dran ist if(!firstRound && allHighestSet) { // aktuelle bero nicht dran, weil alle Sets gleich sind //also gehe in naechste bero myHand->setActualRound(myBeRoID+1); //Action loeschen und ActionButtons refresh // for(i=0; igetPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0); // } //Action loeschen und ActionButtons refresh for(it_c=myHand->getRunningPlayerList()->begin(); it_c!=myHand->getRunningPlayerList()->end(); it_c++) { (*it_c)->setMyAction(PLAYER_ACTION_NONE); } //Sets in den Pot verschieben und Sets = 0 und Pot-refresh myHand->getBoard()->collectSets(); myHand->getBoard()->collectPot(); myHand->getGuiInterface()->refreshPot(); myHand->getGuiInterface()->refreshSet(); myHand->getGuiInterface()->refreshCash(); for(i=0; igetGuiInterface()->refreshAction(i,PLAYER_ACTION_NONE); } myHand->switchRounds(); } else { // aktuelle bero ist wirklich dran // Anzahl der effektiv gespielten Runden (des human player) erhöhen // if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) { // myHand->setBettingRoundsPlayed(myBeRoID); // } // Anzahl der effektiv gespielten Runden (des human player) erhöhen it_c = myHand->getActivePlayerIt(0); if( it_c != myHand->getActivePlayerList()->end() ) { // human player is active if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD ) { myHand->setBettingRoundsPlayed(myBeRoID); } } //// !!!!!!!!!!!!!!!!1!!!! very buggy, rule breaking -> TODO !!!!!!!!!!!!11!!!!!!!! ////////////// //// headsup: //// preflop: dealer is small blind and begins //// flop, trun, river: big blind begins //// !!!!!!!!! attention: exception if player failed before !!!!!!!! // if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpRound == 1) || myHand->getPlayerArray()[playersTurn]->getMyActiveStatus() == 0 ) { // not first round in heads up (for headsup dealer is smallblind so it is dealers turn) // naechsten Spieler ermitteln // int i; // for(i=0; (igetPlayerArray()[playersTurn]->getMyActiveStatus()) == 0 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6)) || i==0; i++) { // playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS); // } // firstHeadsUpRound = 0; // determine next running player // currentPlayersTurnIt++; // if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) currentPlayersTurnIt = myHand->getRunningPlayerList()->begin(); // determine next running player PlayerListConstIterator currentPlayersTurnIt = myHand->getRunningPlayerIt( currentPlayersTurnId ); assert( currentPlayersTurnIt != myHand->getRunningPlayerList()->end() ); currentPlayersTurnIt++; if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) currentPlayersTurnIt = myHand->getRunningPlayerList()->begin(); currentPlayersTurnId = (*currentPlayersTurnIt)->getMyUniqueID(); // } // else { firstHeadsUpRound = 0; } ////// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! //////////////// //Spieler-Position vor SmallBlind-Position ermitteln // int activePlayerBeforeSmallBlind = smallBlindPosition; // for(i=0; (igetPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6) || i==0; i++) { // activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS); // } // myHand->getPlayerArray()[playersTurn]->setMyTurn(1); //highlight active players groupbox and clear action myHand->getGuiInterface()->refreshGroupbox(currentPlayersTurnId,2); myHand->getGuiInterface()->refreshAction(currentPlayersTurnId,0); // wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende // ausnahme bei heads up !!! --> TODO // if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind && myHand->getActivePlayerList()->size() >= 3) { firstRound = 0; } // if(myHand->getActivePlayerList()->size() < 3 && (myHand->getPlayerArray()[playersTurn]->getMyID() == dealerPosition || myHand->getPlayerArray()[playersTurn]->getMyID() == smallBlindPosition)) { firstRound = 0; } currentPlayersTurnIt = myHand->getRunningPlayerIt( currentPlayersTurnId ); assert( currentPlayersTurnIt != myHand->getRunningPlayerList()->end() ); (*currentPlayersTurnIt)->setMyTurn(true); if( currentPlayersTurnId == firstRoundLastPlayersTurnId ) { firstRound = false; } if( currentPlayersTurnId == 0) { // Wir sind dran myHand->getGuiInterface()->meInAction(); } else { //Gegner sind dran myHand->getGuiInterface()->beRoAnimation2(myBeRoID); } } } }