192 lines
3.8 KiB
C#
192 lines
3.8 KiB
C#
/***************************************************************************
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* Copyright (C) 2008 by Lothar May *
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* *
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* This file is part of pokerth_console. *
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* pokerth_console is free software: you can redistribute it and/or *
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* modify it under the terms of the GNU Affero General Public License *
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* as published by the Free Software Foundation, either version 3 of *
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* the License, or (at your option) any later version. *
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* *
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* pokerth_console is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the *
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* GNU Affero General Public License along with pokerth_console. *
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* If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace pokerth_lib
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{
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public class Hand
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{
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public const int MaxPlayers = 7;
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public enum State
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{
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Preflop = 0,
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Flop,
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Turn,
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River
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}
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public enum Action
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{
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None = 0,
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Fold,
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Check,
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Call,
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Bet,
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Raise,
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AllIn
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}
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public Hand(Dictionary<uint, Player> players, uint myPlayerId, uint smallBlind)
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{
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m_mutex = new Object();
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m_state = State.Preflop;
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m_players = players;
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m_myPlayerId = myPlayerId;
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m_smallBlind = smallBlind;
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m_pot = 0;
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}
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public State CurState
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{
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get
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{
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lock (m_mutex)
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{
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return m_state;
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}
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}
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set
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{
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lock (m_mutex)
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{
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if (m_state != value)
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{
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m_state = value;
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// Reset bets.
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foreach (KeyValuePair<uint, Player> player in m_players)
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{
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m_pot += player.Value.TotalBet;
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player.Value.TotalBet = 0;
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}
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}
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}
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}
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}
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public Dictionary<uint, Player> Players
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{
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get
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{
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lock (m_mutex)
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{
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// Should not be modified. This is actually a const return ;-).
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return m_players;
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}
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}
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}
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public uint MyPlayerId
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{
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get
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{
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// no need to lock a mutex, this is read only.
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return m_myPlayerId;
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}
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}
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public uint SmallBlind
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{
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get
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{
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// no need to lock a mutex, this is read only.
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return m_smallBlind;
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}
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}
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public uint HighestSet
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{
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get
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{
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lock (m_mutex)
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{
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return m_highestSet;
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}
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}
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set
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{
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lock (m_mutex)
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{
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m_highestSet = value;
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}
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}
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}
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public uint MinimumRaise
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{
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get
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{
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lock (m_mutex)
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{
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return m_minimumRaise;
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}
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}
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set
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{
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lock (m_mutex)
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{
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m_minimumRaise = value;
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}
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}
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}
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public int[] TableCards
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{
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get
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{
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lock (m_mutex)
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{
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return (int[])m_tableCards.Clone();
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}
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}
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set
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{
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lock (m_mutex)
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{
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m_tableCards = value;
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}
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}
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}
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public uint Pot
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{
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get
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{
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lock (m_mutex)
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{
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return m_pot;
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}
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}
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}
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private Object m_mutex;
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private State m_state;
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private Dictionary<uint, Player> m_players;
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private int[] m_tableCards;
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readonly private uint m_myPlayerId;
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readonly private uint m_smallBlind;
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private uint m_highestSet;
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private uint m_minimumRaise;
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private uint m_pot;
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}
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}
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