/***************************************************************************
* Copyright (C) 2008 by Lothar May *
* *
* This file is part of pokerth_console. *
* pokerth_console 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. *
* *
* pokerth_console 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 General Public License for more details. *
* *
* You should have received a copy of the *
* GNU Affero General Public License along with pokerth_console. *
* If not, see . *
***************************************************************************/
using System;
using System.Collections.Generic;
using System.Text;
namespace pokerth_lib
{
public class Hand
{
public const int MaxPlayers = 7;
public enum State
{
Preflop = 0,
Flop,
Turn,
River
}
public enum Action
{
None = 0,
Fold,
Check,
Call,
Bet,
Raise,
AllIn
}
public Hand(Dictionary players, uint myPlayerId, uint smallBlind)
{
m_mutex = new Object();
m_state = State.Preflop;
m_players = players;
m_myPlayerId = myPlayerId;
m_smallBlind = smallBlind;
m_pot = 0;
}
public State CurState
{
get
{
lock (m_mutex)
{
return m_state;
}
}
set
{
lock (m_mutex)
{
if (m_state != value)
{
m_state = value;
// Reset bets.
foreach (KeyValuePair player in m_players)
{
m_pot += player.Value.TotalBet;
player.Value.TotalBet = 0;
}
}
}
}
}
public Dictionary Players
{
get
{
lock (m_mutex)
{
// Should not be modified. This is actually a const return ;-).
return m_players;
}
}
}
public uint MyPlayerId
{
get
{
// no need to lock a mutex, this is read only.
return m_myPlayerId;
}
}
public uint SmallBlind
{
get
{
// no need to lock a mutex, this is read only.
return m_smallBlind;
}
}
public uint HighestSet
{
get
{
lock (m_mutex)
{
return m_highestSet;
}
}
set
{
lock (m_mutex)
{
m_highestSet = value;
}
}
}
public uint MinimumRaise
{
get
{
lock (m_mutex)
{
return m_minimumRaise;
}
}
set
{
lock (m_mutex)
{
m_minimumRaise = value;
}
}
}
public int[] TableCards
{
get
{
lock (m_mutex)
{
return (int[])m_tableCards.Clone();
}
}
set
{
lock (m_mutex)
{
m_tableCards = value;
}
}
}
public uint Pot
{
get
{
lock (m_mutex)
{
return m_pot;
}
}
}
private Object m_mutex;
private State m_state;
private Dictionary m_players;
private int[] m_tableCards;
readonly private uint m_myPlayerId;
readonly private uint m_smallBlind;
private uint m_highestSet;
private uint m_minimumRaise;
private uint m_pot;
}
}