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pokerth/src/engine/local_engine/localbero.h
T

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C++

//
// C++ Interface: localbero
//
// Description:
//
//
// Author: FThauer FHammer <webmaster@pokerth.net>, (C) 2007
//
// Copyright: See COPYING file that comes with this distribution
//
//
#ifndef LOCALBERO_H
#define LOCALBERO_H
#include <iostream>
#include "game_defs.h"
#include "berointerface.h"
#include "handinterface.h"
/**
@author FThauer FHammer <webmaster@pokerth.net>
*/
class LocalBeRo : public BeRoInterface{
public:
LocalBeRo(HandInterface* hi, int id, unsigned dP, int sB, GameState gS);
~LocalBeRo();
GameState getMyBeRoID() const { return myBeRoID; }
int getHighestCardsValue() const { std::cout << "getHighestCardsValue() in wrong BeRo" << std::endl; return 0; }
void setHighestCardsValue(int /*theValue*/) { }
void setMinimumRaise ( int theValue ) { minimumRaise = theValue; }
int getMinimumRaise() const { return minimumRaise; }
void resetFirstRun() { firstRun = false; }
void nextPlayer();
void run();
void postRiverRun() {};
protected:
HandInterface* getMyHand() const { return myHand; }
int getDealerPosition() const {return dealerPosition; }
void setDealerPosition(int theValue) { dealerPosition = theValue; }
void setPlayersTurn(int theValue) { playersTurn = theValue; }
int getPlayersTurn() const { return playersTurn;}
void setCurrentPlayersTurnId(unsigned theValue) { currentPlayersTurnId = theValue; }
unsigned getCurrentPlayersTurnId() const { return currentPlayersTurnId;}
void setFirstRoundLastPlayersTurnId(unsigned theValue) { firstRoundLastPlayersTurnId = theValue; }
unsigned getFirstRoundLastPlayersTurnId() const { return firstRoundLastPlayersTurnId;}
void setCurrentPlayersTurnIt(PlayerListIterator theValue) { currentPlayersTurnIt = theValue; }
PlayerListIterator getCurrentPlayersTurnIt() const { return currentPlayersTurnIt; }
void setLastPlayersTurnIt(PlayerListIterator theValue) { lastPlayersTurnIt = theValue; }
PlayerListIterator getLastPlayersTurnIt() const { return lastPlayersTurnIt; }
void setHighestSet(int theValue) { highestSet = theValue; }
int getHighestSet() const { return highestSet;}
void setFirstRound(bool theValue) { firstRound = theValue;}
bool getFirstRound() const { return firstRound;}
void setDealerPositionId(unsigned theValue) { dealerPositionId = theValue;}
unsigned getDealerPositionId() const { return dealerPositionId; }
void setSmallBlindPositionId(unsigned theValue) { smallBlindPositionId = theValue;}
unsigned getSmallBlindPositionId() const { return smallBlindPositionId; }
void setBigBlindPositionId(unsigned theValue) { bigBlindPositionId = theValue;}
unsigned getBigBlindPositionId() const { return bigBlindPositionId; }
void setSmallBlindPosition(int theValue) { smallBlindPosition = theValue;}
int getSmallBlindPosition() const { return smallBlindPosition; }
void setSmallBlind(int theValue) { smallBlind = theValue; }
int getSmallBlind() const { return smallBlind; }
void setLastActionPlayer ( int theValue ) { lastActionPlayer = theValue; }
int getLastActionPlayer() const { return lastActionPlayer; }
private:
HandInterface* myHand;
const GameState myBeRoID;
int myID;
int dealerPosition;
int smallBlindPosition;
unsigned dealerPositionId;
unsigned smallBlindPositionId;
unsigned bigBlindPositionId;
int smallBlind;
int highestSet;
int minimumRaise;
bool firstRun;
bool firstRound;
bool firstHeadsUpRound;
int playersTurn; // TODO -> delete
PlayerListIterator currentPlayersTurnIt; // iterator for runningPlayerList
PlayerListIterator lastPlayersTurnIt; // iterator for runningPlayerList
unsigned currentPlayersTurnId;
unsigned firstRoundLastPlayersTurnId;
bool logBoardCardsDone;
int lastActionPlayer;
};
#endif