/*****************************************************************************
* PokerTH - The open source texas holdem engine *
* Copyright (C) 2006-2012 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 . *
* *
* *
* Additional permission under GNU AGPL version 3 section 7 *
* *
* If you modify this program, or any covered work, by linking or *
* combining it with the OpenSSL project's OpenSSL library (or a *
* modified version of that library), containing parts covered by the *
* terms of the OpenSSL or SSLeay licenses, the authors of PokerTH *
* (Felix Hammer, Florian Thauer, Lothar May) grant you additional *
* permission to convey the resulting work. *
* Corresponding Source for a non-source form of such a combination *
* shall include the source code for the parts of OpenSSL used as well *
* as that of the covered work. *
*****************************************************************************/
#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, bool sotS, 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 human);
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 setMyHoleCards(int* theValue);
void getMyHoleCards(int* theValue) const;
void setMyTurn(bool theValue);
bool getMyTurn() const;
void setMyHoleCardsFlip(bool theValue, int state);
bool getMyHoleCardsFlip() const;
void setMyCardsValueInt(int theValue);
int getMyCardsValueInt() const;
void setLogHoleCardsDone(bool theValue);
bool getLogHoleCardsDone() 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 setIsSessionActive(bool active);
bool isSessionActive() const;
void setIsKicked(bool kicked);
bool isKicked() const;
void setIsMuted(bool muted);
bool isMuted() const;
bool checkIfINeedToShowCards();
void markRemoteAction() {}
unsigned getTimeSecSinceLastRemoteAction() const {
return 0;
}
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];
bool logHoleCardsDone;
int myHoleCards[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 myHoleCardsFlip; // 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_isSessionActive;
bool m_isKicked;
bool m_isMuted;
};
#endif