Files
pokerth/src/engine/local_engine/localplayer.cpp
T
2007-08-11 14:36:20 +00:00

3240 lines
91 KiB
C++
Executable File

/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 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 General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "localplayer.h"
#include "handinterface.h"
#include "tools.h"
#include "cardsvalue.h"
#include <configfile.h>
#include <fstream>
using namespace std;
LocalPlayer::LocalPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
: PlayerInterface(), myConfig(c), actualHand(0), actualBoard(b), myCardsValue(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myLastRelativeSet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), sBluff(0), sBluffStatus(0)
{
// !!!!!!!!!!!!!!!!!!!!!!!! testing !!!!!!!!!!!!!!!!!!!!!!!!
if(DEBUG_MODE) {
if(myID==0) {
// myActiveStatus=0;
myCash=570;
}
if(myID==1) {
myCash=2730;
}
if(myID==2) {
myCash=5970;
}
if(myID==3) {
myCash=2730;
}
}
////////////////////////////
// myBestHandPosition mit -1 initialisieren
int i;
for(i=0; i<5; i++) {
myBestHandPosition[i] = -1;
}
// myAverageSets initialisieren
for(i=0; i<4; i++) {
myAverageSets[i] = 0;
}
// myAggressive initialisieren
for(i=0; i<7; i++) {
myAggressive[i] = 0;
}
// Dude zuweisen
Tools::getRandNumber(3 , 5, 1, &myDude, 0);
// cout << "Spieler: " << myID << " Dude: " << myDude << " Cash: " << myCash << " ActiveStatus: " << myActiveStatus << " Button: " << myButton << endl;
// Dude4 zuweisen
int interval = 7;
int count = 4;
int *tempArray = new int[count];
Tools::getRandNumber(0, 2*interval, count, tempArray, 0);
for(i=0; i<count; i++) {
myDude4 += tempArray[i];
}
myDude4 = (myDude4/count)-interval;
delete[] tempArray;
myCardsValue = new CardsValue;
}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::setHand(HandInterface* br) { actualHand = br; }
void LocalPlayer::action() {
switch(actualHand->getActualRound()) {
case 0: {
if(myConfig->readConfigInt("EngineVersion")) preflopEngine3();
else preflopEngine();
actualBoard->collectSets();
actualHand->getGuiInterface()->refreshPot();
} break;
case 1: {
if(myConfig->readConfigInt("EngineVersion")) flopEngine3();
else flopEngine();
actualBoard->collectSets();
actualHand->getGuiInterface()->refreshPot();
} break;
case 2: {
if(myConfig->readConfigInt("EngineVersion")) turnEngine3();
else turnEngine();
actualBoard->collectSets();
actualHand->getGuiInterface()->refreshPot();
} break;
case 3: {
if(myConfig->readConfigInt("EngineVersion")) riverEngine3();
else riverEngine();
actualBoard->collectSets();
actualHand->getGuiInterface()->refreshPot();
} break;
default: {}
}
myTurn = 0;
// cout << "jetzt" << endl;
//set that i was the last active player. need this for unhighlighting groupbox
actualHand->setLastPlayersTurn(myID);
actualHand->getGuiInterface()->logPlayerActionMsg(myName, myAction, mySet);
actualHand->getGuiInterface()->nextPlayerAnimation();
}
void LocalPlayer::preflopEngine() {
int bet = 0;
int raise = 0;
int cBluff;
// temporär solange preflopValue und flopValue noch nicht bereinigt für sechs und sieben spieler
int players = actualHand->getActualQuantityPlayers();
if(players > 5) players = 5;
// myOdds auslesen
readFile();
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 43 + myDude4 - 6*(players - 2);
// 3. Call -- Raise
myNiveau[2] = 54 + myDude4 - 7*(players - 2);
// eigenes mögliches highestSet
int individualHighestSet = actualHand->getCurrentBeRo()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// Verhaeltnis Set / Cash für call
if(myCash/individualHighestSet >= 25) {
myNiveau[0] += (25-myCash/individualHighestSet)/10;
} else {
myNiveau[0] += (25-myCash/individualHighestSet)/3;
}
// Verhaeltnis Set / Cash für raise
if(myCash/individualHighestSet < 11) {
myNiveau[2] += (21-myCash/individualHighestSet)/2;
}
// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myCards[0] << " " << myCards[1] << endl;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
// cout << aggValue << " ";
if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
myNiveau[0] -= aggValue;
myNiveau[2] -= aggValue;
}
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// Check-Bluff generieren
Tools::getRandNumber(1,100,1,&cBluff,0);
// aktive oder passivie Situation ? -> im preflop nur passiv
// raise (bei hohem Niveau)
if(myOdds >= myNiveau[2]) {
// raise-loop unterbinden -> d.h. entweder call oder bei superblatt all in
if(actualHand->getCurrentBeRo()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
// all in
if(myOdds >= myNiveau[2] + 8) {
raise = myCash;
myAction = 5;
}
// nur call
else {
// all in bei knappem call
if(myCash-actualHand->getCurrentBeRo()->getHighestSet() <= (myCash*1)/5) {
raise = myCash;
myAction = 5;
} else {
myAction = 3;
}
}
// Standard-Raise-Routine
} else {
// raise-Betrag ermitteln
raise = (((int)myOdds-myNiveau[2])/2)*2*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
raise = actualHand->getCurrentBeRo()->getHighestSet();
}
// all in bei nur wenigen Chips oder knappem raise
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
raise = myCash;
}
myAction = 5;
}
// auf cBluff testen --> call (bzw check) statt raise
if(cBluff > 90) {
myAction = 3;
// bigBlind --> check
if(myButton == 3 && mySet == actualHand->getCurrentBeRo()->getHighestSet()) myAction = 2;
}
if(cBluff > 80 && myOdds >= myNiveau[2] + 4) {
myAction = 3;
// bigBlind --> check
if(myButton == 3 && mySet == actualHand->getCurrentBeRo()->getHighestSet()) myAction = 2;
}
if(cBluff > 70 && myOdds >= myNiveau[2] + 8) {
myAction = 3;
// bigBlind --> check
if(myButton == 3 && mySet == actualHand->getCurrentBeRo()->getHighestSet()) myAction = 2;
}
if(cBluff > 60 && myOdds >= myNiveau[2] + 12) {
myAction = 3;
// bigBlind --> check
if(myButton == 3 && mySet == actualHand->getCurrentBeRo()->getHighestSet()) myAction = 2;
}
}
else {
// call
if(myOdds >= myNiveau[0] || (mySet >= actualHand->getCurrentBeRo()->getHighestSet()/2 && myOdds >= myNiveau[0]-8)) {
// bigBlind --> check
if(myButton == 3 && mySet == actualHand->getCurrentBeRo()->getHighestSet()) myAction = 2;
else {
// all in bei knappem call
if(myCash-actualHand->getCurrentBeRo()->getHighestSet() <= (myCash*1)/5) {
raise = myCash;
myAction = 5;
}
else {
myAction = 3;
}
}
}
// fold
else {
// bigBlind -> check
if(myButton == 3 && mySet == actualHand->getCurrentBeRo()->getHighestSet()) myAction = 2;
else myAction = 1;
}
}
// cout << sBluff << endl;
// auf sBluff testen --> raise statt call oder fold
if((sBluff < 100/(((actualHand->getActualQuantityPlayers()-2)*6)+3) && myOdds < myNiveau[2] && actualHand->getCurrentBeRo()->getHighestSet() == 2*actualHand->getSmallBlind() && sBluffStatus == 0) || sBluffStatus == 1) {
// cout << "sBLUFF!" << endl;
sBluffStatus = 1;
// Gegner raisen ebenfalls -> call
if(actualHand->getCurrentBeRo()->getHighestSet() >= 4*actualHand->getSmallBlind()) {
// all in bei knappem call
if(myCash-actualHand->getCurrentBeRo()->getHighestSet() <= (myCash*1)/6) {
raise = myCash;
myAction = 5;
}
else {
myAction = 3;
// bigBlind --> check
if(myButton == 3 && mySet == actualHand->getCurrentBeRo()->getHighestSet()) myAction = 2;
}
}
// Standard-Raise-Routine
else {
// raise-Betrag ermitteln
raise = (sBluff/(8-actualHand->getActualQuantityPlayers()))*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
raise = actualHand->getCurrentBeRo()->getHighestSet();
}
// all in bei nur wenigen Chips oder knappem raise
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
raise = myCash;
}
myAction = 5;
}
// extrem hoher set der gegner -> bluff beenden
if((actualHand->getCurrentBeRo()->getHighestSet() >= 12*actualHand->getSmallBlind() && myOdds < myNiveau[0]) || (actualHand->getCurrentBeRo()->getHighestSet() >= 20*actualHand->getSmallBlind() && myOdds < myNiveau[2])) {
myAction = 1;
}
}
// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
if(DEBUG_MODE) {
switch(myID) {
case 0: {}
break;
case 1: { myAction = PLAYER_ACTION_FOLD; }
break;
case 2: { myAction = PLAYER_ACTION_CALL; }
break;
case 3: { myAction = PLAYER_ACTION_FOLD; }
break;
default: {}
}
}
evaluation(bet, raise);
}
void LocalPlayer::flopEngine() {
int raise = 0;
int bet = 0;
int i;
int cBluff;
int pBluff;
int rand;
// übergang solange preflopValue und flopValue noch nicht bereinigt
int players = actualHand->getActualQuantityPlayers();
if(players > 5) players = 5;
readFile();
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 53 + myDude4 - 6*(players - 2);
// 2. Check -- Bet
myNiveau[1] = 56 + myDude4 - 6*(players - 2);
// 3. Call -- Raise
myNiveau[2] = 69 + myDude4 - 7*(players - 2);
// eigenes mögliches highestSet
int individualHighestSet = actualHand->getCurrentBeRo()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
for(i=0; i<3; i++) {
myNiveau[i] -= aggValue;
}
}
// Check-Bluff generieren
Tools::getRandNumber(1,100,1,&cBluff,0);
// aktiv oder passiv?
if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
// Verhaeltnis Set / Cash für call
if(myCash/individualHighestSet >= 25) {
myNiveau[0] += (25-myCash/individualHighestSet)/20;
} else {
myNiveau[0] += (25-myCash/individualHighestSet)/2;
}
// Verhaeltnis Set / Cash für raise
if(myCash/individualHighestSet < 11) {
myNiveau[2] += (21-myCash/individualHighestSet)/2;
}
// raise (bei hohem Niveau)
if(myOdds >= myNiveau[2]) {
// raise-loop unterbinden -> d.h. entweder call oder bei superblatt all in
if(actualHand->getCurrentBeRo()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
// all in
if(myOdds >= myNiveau[2] + 15) {
raise = myCash;
myAction = 5;
}
// nur call
else {
// all in bei knappem call
if(myCash-actualHand->getCurrentBeRo()->getHighestSet() <= (myCash*1)/5) {
raise = myCash;
myAction = 5;
} else {
myAction = 3;
}
}
// Standard-Raise-Routine
} else {
// raise-Betrag ermitteln
raise = (((int)myOdds-myNiveau[2])/5)*2*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
raise = actualHand->getCurrentBeRo()->getHighestSet();
}
// all in bei nur wenigen Chips oder knappem raise
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4.0)/5.0) {
raise = myCash;
}
myAction = 5;
}
// auf cBluff testen --> call statt raise
if(cBluff > 90) myAction = 3;
if(cBluff > 80 && myOdds >= myNiveau[2] + 4) myAction = 3;
if(cBluff > 70 && myOdds >= myNiveau[2] + 8) myAction = 3;
if(cBluff > 60 && myOdds >= myNiveau[2] + 12) myAction = 3;
}
else {
// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
if(myOdds >= myNiveau[0] || (mySet >= actualHand->getCurrentBeRo()->getHighestSet()/2 && myOdds >= myNiveau[0]-5) || (myRoundStartCash-myCash > individualHighestSet && myNiveau[0]-3)) {
// all in bei knappem call
if(actualHand->getCurrentBeRo()->getHighestSet() > (myCash*3.0)/4.0) {
raise = myCash;
myAction = 5;
}
else myAction = 3;
}
// fold
else {
myAction = 1;
}
}
}
else {
// bet
if(myOdds >= myNiveau[1]) {
bet = (((int)myOdds-myNiveau[1])/8)*2*actualHand->getSmallBlind();
// bet zu klein
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
// auf cBluff testen --> check statt bet
if(cBluff > 80) myAction = 2;
if(cBluff > 70 && myOdds >= myNiveau[1] + 4) myAction = 2;
if(cBluff > 60 && myOdds >= myNiveau[1] + 8) myAction = 2;
if(cBluff > 50 && myOdds >= myNiveau[1] + 12) myAction = 2;
}
// check
else {
myAction = 2;
// Position
if(myButton == 1) {
// Position-Bluff generieren
Tools::getRandNumber(1,100,1,&pBluff,0);
if(pBluff <= 16) {
bet = (pBluff/4)*2*actualHand->getSmallBlind();
// bet zu klein
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
}
}
}
}
// auf sBluffStatus testen --> raise statt call und bet statt check
// aktiv oder passiv?
if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
if(sBluffStatus && myOdds < myNiveau[2]) {
// cout << "sBLUFF!" << endl;
// Gegner setzen -> call
if(actualHand->getCurrentBeRo()->getHighestSet() >= 4*actualHand->getSmallBlind()) {
myAction = 3;
}
// Standard-Raise-Routine
else {
// raise-Betrag ermitteln
Tools::getRandNumber(1,8,1,&rand,0);
raise = rand*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
raise = actualHand->getCurrentBeRo()->getHighestSet();
}
// all in bei nur wenigen Chips oder knappem raise
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
raise = myCash;
}
myAction = 5;
}
// extrem hoher set der gegner -> bluff beenden
if(actualHand->getCurrentBeRo()->getHighestSet() >= 10*actualHand->getSmallBlind()) {
myAction = 1;
}
}
}
else {
if(sBluffStatus && myOdds < myNiveau[1]) {
// cout << "sBLUFF!" << endl;
Tools::getRandNumber(1,8,1,&rand,0);
bet = rand*actualHand->getSmallBlind();
// bet zu klein
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
}
}
// cout << myID << ": Dude " << myDude4 << "\t Wert " << myOdds << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << endl;
// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
evaluation(bet, raise);
// cout << "Engine 0.4" << endl;
// int tempArray[5];
// int boardCards[5];
// int info[4];
// int cBluff;
// int sBluff;
// int bet = 0;
// int raise = 0;
//
// int i;
//
//
// for(i=0; i<2; i++) tempArray[i] = myCards[i];
// actualBoard->getMyCards(boardCards);
// for(i=0; i<3; i++) tempArray[2+i] = boardCards[i];
//
// for(i=0; i<4; i++) info[i] = -1;
//
// // for(i=0; i<5; i++) cout << tempArray[i] << " ";
// // cout << endl;
//
// cout << myID << ": ";
//
// flopCardsValue(tempArray);
//
// // aktive Situation --> check / bet
// if(actualHand->getCurrentBeRo()->getHighestSet() == 0) {
//
// switch(info[0]) {
// case 9: {}
// case 8: {}
// case 7: {}
// case 6: {}
// case 5: {}
// case 4: {
// Tools::getRandNumber(0,100,1,&cBluff,0);
// if(cBluff < 35) {
// myAction = 2;
// }
// else {
// if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
// myAction = 6;
// } else {
// if(cBluff < 60) {
// bet = (7-myDude4)*2*actualHand->getSmallBlind();
// } else {
// bet = (((100-cBluff)/20)+2)*actualHand->getSmallBlind();
// }
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
// }
// }
// }
// break;
// case 3: {
// switch(info[3]) {
// case 2: {
// Tools::getRandNumber(0,100,1,&cBluff,0);
// if(cBluff < 35) {
// myAction = 2;
// }
// else {
// if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
// myAction = 6;
// } else {
// if(cBluff < 60) {
// bet = (5-myDude4)*2*actualHand->getSmallBlind();
// } else {
// bet = (((100-cBluff)/20)+2)*actualHand->getSmallBlind();
// }
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
// }
// }
// }
// break;
// case 1: {
// Tools::getRandNumber(0,100,1,&cBluff,0);
// if(cBluff < 40) {
// myAction = 2;
// }
// else {
// if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
// myAction = 6;
// } else {
// if(cBluff < 60) {
// bet = (3-myDude4)*2*actualHand->getSmallBlind();
// } else {
// bet = (((100-cBluff)/20)+2)*actualHand->getSmallBlind();
// }
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
// }
// }
// }
// break;
// default: {
// Tools::getRandNumber(0,100,1,&sBluff,0);
// if(info[1] >= 10 && sBluff <= 40) {
// bet = (sBluff/10)*2*actualHand->getSmallBlind();
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
// }
// else {
// myAction = 2;
// }
// }
// }
// }
// break;
// case 2: {
// switch(info[3]) {
// case 2: {
// Tools::getRandNumber(0,100,1,&cBluff,0);
// if(cBluff > 80) {
// myAction = 2;
// }
// else {
// if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
// myAction = 6;
// } else {
// bet = (cBluff/20)*2*actualHand->getSmallBlind();
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
// }
// }
// }
// break;
// default: {
// Tools::getRandNumber(0,100,1,&cBluff,0);
// if(cBluff > 90) {
// myAction = 2;
// }
// else {
// if(myCash/(2*actualHand->getSmallBlind()) <= 5) {
// myAction = 6;
// } else {
// bet = (cBluff/30)*2*actualHand->getSmallBlind();
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
// }
// }
// }
// }
// }
// break;
// case 1: {
// if(!info[2]) {
// Tools::getRandNumber(0,100,1,&sBluff,0);
// switch(info[3]) {
// case 2: {}
// case 1: {
// if(actualHand->getActualQuantityPlayers() == 2) {
// bet = (1-myDude4)*2*actualHand->getSmallBlind();
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
//
// }
// else {
// switch(info[1]) {
// case 3: {
// if(sBluff <= 10) {
// bet = (sBluff/5 + 2)*actualHand->getSmallBlind();
// myAction = 4;
// }
// else {
// myAction = 2;
// }
// }
// break;
// case 2: {
// if(sBluff <= 15) {
// bet = (sBluff/5 + 2)*actualHand->getSmallBlind();
// myAction = 4;
// }
// else {
// myAction = 2;
// }
// }
// break;
// case 1: {
// if(sBluff <= 50) {
// bet = (sBluff/15 + 2)*actualHand->getSmallBlind();
// myAction = 4;
// }
// else {
// myAction = 2;
// }
// }
// break;
// default: {
// if(myCash/(2*actualHand->getSmallBlind()) <= 5) {
// myAction = 6;
// } else {
// bet = (sBluff/15)*2*actualHand->getSmallBlind();
// if(bet < 2*actualHand->getSmallBlind()) bet = 2*actualHand->getSmallBlind();
// myAction = 4;
// }
// }
// break;
// }
// }
// }
// break;
// default: {
// }
// }
// }
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
// }
// break;
// default: {}
// }
//
//
//
// }
// // passive Situation --> fold / call / raise
// else {
//
//
//
// }
}
void LocalPlayer::turnEngine() {
// int tempArray[6];
// int boardCards[5];
// int i;
// for(i=0; i<2; i++) tempArray[i] = myCards[i];
// actualBoard->getMyCards(boardCards);
// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
// for(i=0; i<5; i++) cout << tempArray[i] << " ";
// cout << endl;
// cout << myID << ": ";
// turnCardsValue(tempArray);
int raise = 0;
int bet = 0;
int i;
int cBluff;
int pBluff;
int rand;
readFile();
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 53 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 2. Check -- Bet
myNiveau[1] = 56 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 3. Call -- Raise
myNiveau[2] = 69 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
for(i=0; i<3; i++) {
myNiveau[i] -= aggValue;
}
}
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// eigenes mögliches highestSet
int individualHighestSet = actualHand->getCurrentBeRo()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// Check-Bluff generieren
Tools::getRandNumber(1,100,1,&cBluff,0);
// aktiv oder passiv?
if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
// Verhaeltnis Set / Cash
if(myCash/individualHighestSet >= 25) {
myNiveau[0] += (25-myCash/individualHighestSet)/10;
} else {
myNiveau[0] += (25-myCash/individualHighestSet)/2;
}
// Verhaeltnis Set / Cash für raise
if(myCash/individualHighestSet < 11) {
myNiveau[2] += (21-myCash/individualHighestSet)/2;
}
// raise (bei hohem Niveau)
if(myOdds >= myNiveau[2]) {
// raise-loop unterbinden -> d.h. entweder call oder bei superblatt all in
if(actualHand->getCurrentBeRo()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
// all in
if(myOdds >= myNiveau[2] + 15) {
raise = myCash;
myAction = 5;
}
// nur call
else {
// all in bei knappem call
if(myCash-actualHand->getCurrentBeRo()->getHighestSet() <= (myCash*1)/5) {
raise = myCash;
myAction = 5;
} else {
myAction = 3;
}
}
// Standard-Raise-Routine
} else {
// raise-Betrag ermitteln
raise = (((int)myOdds-myNiveau[2])/4)*2*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
raise = actualHand->getCurrentBeRo()->getHighestSet();
}
// all in bei nur wenigen Chips oder knappem raise
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4.0)/5.0) {
raise = myCash;
}
myAction = 5;
}
// auf cBluff testen --> call statt raise
if(cBluff > 90) myAction = 3;
if(cBluff > 80 && myOdds >= myNiveau[2] + 5) myAction = 3;
if(cBluff > 70 && myOdds >= myNiveau[2] + 10) myAction = 3;
if(cBluff > 60 && myOdds >= myNiveau[2] + 15) myAction = 3;
}
else {
// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
if(myOdds >= myNiveau[0] || (mySet >= actualHand->getCurrentBeRo()->getHighestSet()/2 && myOdds >= myNiveau[0]-5) || (myRoundStartCash-myCash > individualHighestSet && myNiveau[0]-3)) {
// all in bei knappem call
if(actualHand->getCurrentBeRo()->getHighestSet() > (myCash*3.0)/4.0) {
raise = myCash;
myAction = 5;
}
else myAction = 3;
}
// fold
else {
myAction = 1;
}
}
}
// aktiv
else {
// bet
if(myOdds >= myNiveau[1]) {
bet = (((int)myOdds-myNiveau[1])/6)*2*actualHand->getSmallBlind();
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
// auf cBluff testen --> call statt raise
if(cBluff > 90) myAction = 2;
if(cBluff > 80 && myOdds >= myNiveau[2] + 5) myAction = 2;
if(cBluff > 70 && myOdds >= myNiveau[2] + 10) myAction = 2;
if(cBluff > 60 && myOdds >= myNiveau[2] + 15) myAction = 2;
}
// check
else {
myAction = 2;
// Position
if(myButton == 1) {
// Position-Bluff generieren
Tools::getRandNumber(1,100,1,&pBluff,0);
if(pBluff <= 16) {
bet = (pBluff/4)*2*actualHand->getSmallBlind();
// bet zu klein
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
}
}
}
}
// auf sBluffStatus testen --> raise statt call und bet statt check
// aktiv oder passiv?
if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
if(sBluffStatus && myOdds < myNiveau[2]) {
// cout << "sBLUFF!" << endl;
// Gegner setzen -> call
if(actualHand->getCurrentBeRo()->getHighestSet() >= 4*actualHand->getSmallBlind()) {
myAction = 3;
}
// Standard-Raise-Routine
else {
// raise-Betrag ermitteln
Tools::getRandNumber(1,8,1,&rand,0);
raise = rand*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
raise = actualHand->getCurrentBeRo()->getHighestSet();
}
// all in bei nur wenigen Chips oder knappem raise
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
raise = myCash;
}
myAction = 5;
}
// extrem hoher set der gegner -> bluff beenden
if(actualHand->getCurrentBeRo()->getHighestSet() >= 10*actualHand->getSmallBlind()) {
myAction = 1;
}
}
}
else {
if(sBluffStatus && myOdds < myNiveau[1]) {
// cout << "sBLUFF!" << endl;
Tools::getRandNumber(1,8,1,&rand,0);
bet = rand*actualHand->getSmallBlind();
// bet zu klein
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
}
}
// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
// cout << "myAction: " << myAction << endl;
evaluation(bet, raise);
}
void LocalPlayer::riverEngine() {
// int tempArray[6];
// int boardCards[5];
// int i;
// for(i=0; i<2; i++) tempArray[i] = myCards[i];
// actualBoard->getMyCards(boardCards);
// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
// for(i=0; i<5; i++) cout << tempArray[i] << " ";
// cout << endl;
// cout << myID << ": ";
// turnCardsValue(tempArray);
int raise = 0;
int bet = 0;
int i;
int rand;
int pBluff;
readFile();
// Niveaus setzen + Dude + Anzahl Gegenspieler
// 1. Fold -- Call
myNiveau[0] = 53 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 2. Check -- Bet
myNiveau[1] = 56 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// 3. Call -- Raise
myNiveau[2] = 69 + myDude4/* - 6*(actualHand->getActualQuantityPlayers() - 2)*/;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
int aggValue = (int)(((actualHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/actualHand->getActualQuantityPlayers())*21.0);
if(actualHand->getPlayerArray()[0]->getMyActiveStatus() && actualHand->getPlayerArray()[0]->getMyAction() != 1) {
for(i=0; i<3; i++) {
myNiveau[i] -= aggValue;
}
}
// cout << "Spieler " << myID << ": Dude " << myDude4 << "\t Wert " << myHoleCardsValue << "\t Niveau " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << "\t Agg " << aggValue << " " << endl;
// eigenes mögliches highestSet
int individualHighestSet = actualHand->getCurrentBeRo()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// aktiv oder passiv?
if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
// Verhaeltnis Set / Cash
if(myCash/individualHighestSet >= 25) {
myNiveau[0] += (25-myCash/individualHighestSet)/10;
} else {
myNiveau[0] += (25-myCash/individualHighestSet)/2;
}
// Verhaeltnis Set / Cash für raise
if(myCash/individualHighestSet < 11) {
myNiveau[2] += (21-myCash/individualHighestSet)/2;
}
// raise (bei hohem Niveau)
if(myOdds >= myNiveau[2]) {
// raise-loop unterbinden -> d.h. entweder call oder bei superblatt all in
if(actualHand->getCurrentBeRo()->getHighestSet() >= 12*actualHand->getSmallBlind()) {
// all in
if(myOdds >= myNiveau[2] + 15) {
raise = myCash;
myAction = 5;
}
// nur call
else {
// all in bei knappem call
if(myCash-actualHand->getCurrentBeRo()->getHighestSet() <= (myCash*1)/5) {
raise = myCash;
myAction = 5;
} else {
myAction = 3;
}
}
}
// Standard-Raise-Routine
else {
// raise-Betrag ermitteln
raise = (((int)myOdds-myNiveau[2])/2)*2*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
raise = actualHand->getCurrentBeRo()->getHighestSet();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 8) {
raise = myCash;
}
myAction = 5;
}
}
else {
// call -> über niveau0, schon einiges gesetzt im flop, schon einiges insgesamt gesetzt
if(myOdds >= myNiveau[0] || (mySet >= actualHand->getCurrentBeRo()->getHighestSet()/2 && myOdds >= myNiveau[0]-5) || (myRoundStartCash-myCash > individualHighestSet && myNiveau[0]-3)) {
// all in bei knappem call
if(myCash-actualHand->getCurrentBeRo()->getHighestSet() <= (myCash*1)/4) {
raise = myCash;
myAction = 5;
}
else myAction = 3;
}
// fold
else {
myAction = 1;
}
}
}
else {
// bet
if(myOdds >= myNiveau[1]) {
bet = (((int)myOdds-myNiveau[1])/3)*2*actualHand->getSmallBlind();
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
raise = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
}
// check
else {
myAction = 2;
// Position
if(myButton == 1) {
// Position-Bluff generieren
Tools::getRandNumber(1,100,1,&pBluff,0);
if(pBluff <= 20) {
bet = (pBluff/4)*2*actualHand->getSmallBlind();
// bet zu klein
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
}
}
}
// lastPlayerAction für Karten umblättern reihenfolge setzrn
actualHand->getCurrentBeRo()->setLastActionPlayer(myID);
}
// auf sBluffStatus testen --> raise statt call und bet statt check
// aktiv oder passiv?
if(actualHand->getCurrentBeRo()->getHighestSet() > 0) {
if(sBluffStatus && myOdds < myNiveau[2]) {
// cout << "sBLUFF!" << endl;
// Gegner setzen -> call
if(actualHand->getCurrentBeRo()->getHighestSet() >= 4*actualHand->getSmallBlind()) {
myAction = 3;
}
// Standard-Raise-Routine
else {
// raise-Betrag ermitteln
Tools::getRandNumber(1,8,1,&rand,0);
raise = rand*actualHand->getSmallBlind();
// raise-Betrag zu klein -> mindestens Standard-raise
if(raise < actualHand->getCurrentBeRo()->getHighestSet()) {
raise = actualHand->getCurrentBeRo()->getHighestSet();
}
// all in bei nur wenigen Chips oder knappem raise
if(myCash/(2*actualHand->getSmallBlind()) <= 6 || raise >= (myCash*4)/5) {
raise = myCash;
}
myAction = 5;
}
// extrem hoher set der gegner -> bluff beenden
if(actualHand->getCurrentBeRo()->getHighestSet() >= 10*actualHand->getSmallBlind()) {
myAction = 1;
}
}
}
else {
if(sBluffStatus && myOdds < myNiveau[1]) {
// cout << "sBLUFF!" << endl;
Tools::getRandNumber(1,8,1,&rand,0);
bet = rand*actualHand->getSmallBlind();
// bet zu klein
if(bet == 0) {
bet = 2*actualHand->getSmallBlind();
}
// all in bei nur wenigen Chips
if(myCash/(2*actualHand->getSmallBlind()) <= 6) {
bet = myCash;
}
// all in bei knappem bet
if(bet > (myCash*4.0)/5.0) {
bet = myCash;
}
myAction = 4;
}
}
// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[1] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
evaluation(bet, raise);
}
void LocalPlayer::evaluation(int bet, int raise) {
int highestSet = 0;
highestSet = actualHand->getCurrentBeRo()->getHighestSet();
// cout << "myAction(evaluation): " << myAction << endl;
switch(myAction) {
// none
case 0: {}
break;
// fold
case 1: {}
break;
// check
case 2: {}
break;
// call
case 3: {
// cout << "evaluation(call) - highestSet = " << highestSet << endl;
// all in
if(highestSet >= myCash + mySet) {
mySet += myCash;
myCash = 0;
myAction = 6;
// cout << "evaluation(call) - mySet: " << mySet << endl;
}
// sonst
else {
myCash = myCash - highestSet + mySet;
mySet = highestSet;
}
}
break;
// bet
case 4: {
// all in
if(bet >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
highestSet = mySet;
}
// sonst
else {
myCash = myCash - bet;
mySet = bet;
highestSet = mySet;
}
}
break;
// raise
case 5: {
// cout << "evaluation(raise) - highestSet = " << highestSet << " - raise: " << raise << endl;
// all in
if(highestSet + raise >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
// cout << "evaluation(raise) - mySet: " << mySet << endl;
if(mySet > highestSet) highestSet = mySet;
}
// sonst
else {
myCash = myCash + mySet - highestSet - raise;
mySet = highestSet + raise;
highestSet = mySet;
}
}
break;
// all in
case 6: {}
break;
default: {}
}
// cout << "highestSet(ende evaluation): " << highestSet << endl;
actualHand->getCurrentBeRo()->setHighestSet(highestSet);
}
int LocalPlayer::preflopCardsValue(int* cards) {
// Code der HoleCards ermitteln
if(cards[0]%13 == cards[1]%13) {
return ((cards[0]%13)*1000 + (cards[0]%13)*10);
} else {
if(cards[0]%13 < cards[1]%13) {
if(cards[0]/13 == cards[1]/13) {
return ((cards[0]%13)*1000 + (cards[1]%13)*10 + 1);
} else {
return ((cards[0]%13)*1000 + (cards[1]%13)*10);
}
} else {
if(cards[0]/13 == cards[1]/13) {
return ((cards[1]%13)*1000 + (cards[0]%13)*10 + 1);
} else {
return ((cards[1]%13)*1000 + (cards[0]%13)*10);
}
}
}
}
int LocalPlayer::flopCardsValue(int* cards) {
int array[5][3];
int j1, j2, j3, j4, j5, k1, k2, ktemp[3];
int temp = 0;
int temp1 = 0;
int temp2 = 0;
int temp2Array[2];
int tempValue = -1;
bool breakLoop = 0;
// Kartenwerte umwandeln (z.B. [ 11 (Karo Kig) -> 0 11 ] oder [ 31 (Pik 7) -> 2 5 ] )
for(j1=0; j1<5; j1++) {
array[j1][0] = cards[j1]/13;
array[j1][1] = cards[j1]%13;
array[j1][2] = j1;
}
// Karten nach Farben sortieren: Kreuz - Pik - Herz - Karo
for(k1=0; k1<5; k1++) {
for(k2=k1+1; k2<5; k2++) {
if(array[k1][0]<array[k2][0]) {
ktemp[0] = array[k1][0];
ktemp[1] = array[k1][1];
ktemp[2] = array[k1][2];
array[k1][0] = array[k2][0];
array[k1][1] = array[k2][1];
array[k1][2] = array[k2][2];
array[k2][0] = ktemp[0];
array[k2][1] = ktemp[1];
array[k2][2] = ktemp[2];
}
}
}
// Karten innerhalb der Farben nach der Gre sortieren: Ass - Kig - Dame - ... - 4 - 3 - 2
for(k1=0; k1<5; k1++) {
for(k2=k1+1; k2<5; k2++) {
if(array[k1][0]==array[k2][0] && array[k1][1]<array[k2][1]) {
ktemp[0] = array[k1][0];
ktemp[1] = array[k1][1];
ktemp[2] = array[k1][2];
array[k1][0] = array[k2][0];
array[k1][1] = array[k2][1];
array[k1][2] = array[k2][2];
array[k2][0] = ktemp[0];
array[k2][1] = ktemp[1];
array[k2][2] = ktemp[2];
}
}
}
// auf Straight Flush und Flush testen
// 5 Karten gleiche Farbe ?
if(array[0][0] == array[1][0] && array[0][0] == array[2][0] && array[0][0] == array[3][0] && array[0][0] == array[4][0]) {
// Straight Flush?
if(array[0][1]-4 == array[4][1]) {
// cout << "Straight Flush";
return 80000;
}
else {
// Straight Flush Ausnahme: 5-4-3-2-A
if(array[0][1]==12 && array[1][1]==3 && array[2][1]==2 && array[3][1]==1 && array[4][1]==0) {
// cout << "Straight Flush Ass unten";
return 80000;
}
// Flush
else {
// cout << "Flush";
return 80000;
}
}
}
// auf Straight Flush Draw und Flush Draw testen
for(j1=0; j1<2 && !breakLoop; j1++) {
// 4 Karten gleiche Farbe ?
if(array[j1][0] == array[j1+1][0] && array[j1][0] == array[j1+2][0] && array[j1][0] == array[j1+3][0]) {
// zusammenhaengender Strassenansatz ?
if(array[j1][1]-3 == array[j1+3][1]) {
// Strassenansatz am Rand?
if(array[j1][1] == 12) {
// cout << "zusammenhaengender Straight-Flush-Draw mit Ass high";
for(j2=0; j2<4; j2++) {
if(array[j1+j2][2] <= 1) temp++;
}
return (70012 + temp*100);
}
// Strassenansatz in der Mitte
else {
// cout << "zusammenhaengender Straight-Flush-Draw in der Mitte";
for(j2=0; j2<4; j2++) {
if(array[j1+j2][2] <= 1) temp++;
}
return (70000 + temp*100 + array[j1][1]);
}
}
else {
// Bauchschuss ?
if(array[j1][1]-4 == array[j1+3][1]) {
// cout << "Straight-Flush-Bauchschuss";
for(j2=0; j2<4; j2++) {
if(array[j1+j2][2] <= 1) temp++;
}
return (71000 + temp*100 + array[j1][1]);
}
else {
// Test auf Straight-Flush-Ausnahme 5-4-3-2-A
if(array[j1][1] == 12 && (array[j1+1][1]<=3 || (array[j1+2][1]<=3 && array[j1][0]==array[j1+4][0]))) {
// cout << "Straight-Flush-Draw Ass unten";
for(j2=0; j2<4; j2++) {
if(array[j1+j2][2] <= 1) temp++;
}
return (71012 + temp*100);
}
// Flush Draw
else {
// cout << "Flush Draw";
// Anteil ermitteln
for(j2=0; j2<4; j2++) {
if(array[j1+j2][2] <= 1) {
temp2Array[temp] = array[j1+j2][1];
temp++;
}
}
// Anteil 2
if(temp==2) {
for(j2=0; j2<4; j2++) {
if(temp2Array[1] > array[j1+j2][1]) temp1++;
if(temp2Array[0] > array[j1+j2][1]) temp2++;
}
return (60000 + temp1*1000 + temp2*100 + array[j1][1]);
}
// Anteil 1
else {
// 2.Stelle
for(j2=0; j2<4; j2++) {
if(j1==0) {
if(array[4][1] < array[j1+j2][1]) temp1++;
} else {
if(array[0][1] < array[j1+j2][1]) temp1++;
}
}
if(temp1 >= 2) temp1 = 1;
if(temp1 == 4) temp1 = 2;
// 3.Stelle
for(j2=0; j2<4; j2++) {
if(temp2Array[0] < array[j1+j2][1]) temp2++;
}
tempValue = (50000 + temp1*1000 + temp2*100 + temp2Array[0]);
breakLoop = 1;
}
}
}
}
}
}
// Karten fr den Vierling-, Full-House-, Drilling- und Paartest umsortieren
for(k1=0; k1<5; k1++) {
for(k2=k1+1; k2<5; k2++) {
if(array[k1][1]<array[k2][1]) {
ktemp[0] = array[k1][0];
ktemp[1] = array[k1][1];
ktemp[2] = array[k1][2];
array[k1][0] = array[k2][0];
array[k1][1] = array[k2][1];
array[k1][2] = array[k2][2];
array[k2][0] = ktemp[0];
array[k2][1] = ktemp[1];
array[k2][2] = ktemp[2];
}
}
}
// auf Vierling testen
for(j1=0; j1<2; j1++) {
if(array[j1][1] == array[j1+1][1] && array[j1][1] == array[j1+2][1] && array[j1][1] == array[j1+3][1]) {
// cout << "Vierling ";
return 80000;
}
}
// auf Straight und Full House testen
// Straight
if((array[0][1]-1 == array[1][1] || array[0][1]-9 == array[1][1] ) && array[1][1]-1 == array[2][1] && array[2][1]-1 == array[3][1] && array[3][1]-1 == array[4][1]) {
// cout << "Straight";
return 80000;
}
// Full House
if((array[0][1] == array[1][1] && array[0][1] == array[2][1] && array[3][1] == array[4][1]) || (array[2][1] == array[3][1] && array[2][1] == array[4][1] && array[0][1] == array[1][1])) {
// cout << "Full House";
return 80000;
}
// auf Straßenansatz testen
for(j1=0; j1<5 && !breakLoop; j1++) {
for(j2=j1+1; j2<5 && !breakLoop; j2++) {
for(j3=j2+1; j3<5 && !breakLoop; j3++) {
for(j4=j3+1; j4<5 && !breakLoop; j4++) {
// zusammenhaengender Strassenansatz ?
if((array[j1][1]-1 == array[j2][1] || (array[j1][1]-9 == array[j2][1] && array[j1][1] == 12)) && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1]) {
// Strassenansatz am Rand?
if(array[j1][1] == 12) {
// cout << "zusammenhaengender Straight-Draw mit Ass high";
// Anteil ermitteln
if(array[j1][2] <= 1) {
temp2Array[temp] = array[j1][1];
temp++;
}
if(array[j2][2] <= 1) {
temp2Array[temp] = array[j2][1];
temp++;
}
if(array[j3][2] <= 1) {
temp2Array[temp] = array[j3][1];
temp++;
}
if(array[j4][2] <= 1) {
temp2Array[temp] = array[j4][1];
temp++;
}
// Anteil 2
if(temp==2) {
if(temp2Array[0] > array[j1][1]) {
temp1++;
}
if(temp2Array[0] > array[j2][1]) {
temp1++;
}
if(temp2Array[0] > array[j3][1]) {
temp1++;
}
if(temp2Array[0] > array[j4][1]) {
temp1++;
}
if(temp1 >= 3) temp1 = 2;
tempValue = (40012 + temp1*2000);
}
// Anteil 1
else {
// 2.Stelle
if(temp2Array[0] > array[j1][1]) {
temp1++;
}
if(temp2Array[0] > array[j2][1]) {
temp1++;
}
if(temp2Array[0] > array[j3][1]) {
temp1++;
}
if(temp2Array[0] > array[j4][1]) {
temp1++;
}
if(temp1 >= 1) temp1 = 2;
tempValue = (40012 + (temp1+1)*1000);
}
breakLoop = 1;
}
// Strassenansatz in der Mitte
else {
// cout << "zusammenhaengender Straight-Draw in der Mitte";
// Anteil ermitteln
if(array[j1][2] <= 1) {
temp2Array[temp] = array[j1][1];
temp++;
}
if(array[j2][2] <= 1) {
temp2Array[temp] = array[j2][1];
temp++;
}
if(array[j3][2] <= 1) {
temp2Array[temp] = array[j3][1];
temp++;
}
if(array[j4][2] <= 1) {
temp2Array[temp] = array[j4][1];
temp++;
}
// Anteil 2
if(temp==2) {
if(temp2Array[0] > array[j1][1]) {
temp1++;
}
if(temp2Array[0] > array[j2][1]) {
temp1++;
}
if(temp2Array[0] > array[j3][1]) {
temp1++;
}
if(temp2Array[0] > array[j4][1]) {
temp1++;
}
if(temp1 >= 3) temp1 = 2;
tempValue = (40000 + (temp1+2)*2000 + array[j1][1]);
}
// Anteil 1
else {
// 2.Stelle
if(temp2Array[0] > array[j1][1]) {
temp1++;
}
if(temp2Array[0] > array[j2][1]) {
temp1++;
}
if(temp2Array[0] > array[j3][1]) {
temp1++;
}
if(temp2Array[0] > array[j4][1]) {
temp1++;
}
if(temp1 >= 1) temp1 = 2;
// 3.Stelle
for(j5=0; j5<5; j5++) {
if(j5 != j1 && j5 != j2 && j5 != j3 && j5 != j4) {
if(array[j5][1] < array[j4][1]) {
temp2 = 0;
}
else {
temp2 = 1;
}
}
}
tempValue = (40000 + (temp1+5)*1000 + temp2*100 + array[j1][1]);
}
breakLoop = 1;
}
}
else {
// Bauchschuss ?
if((array[j1][1]-2 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1]) || (array[j1][1]-1 == array[j2][1] && array[j2][1]-2 == array[j3][1] && array[j3][1]-1 == array[j4][1]) || (array[j1][1]-1 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-2 == array[j4][1])) {
// cout << "Straight-Draw Bauchschuss";
// Anteil ermitteln
if(array[j1][2] <= 1) {
temp2Array[temp] = array[j1][1];
temp++;
}
if(array[j2][2] <= 1) {
temp2Array[temp] = array[j2][1];
temp++;
}
if(array[j3][2] <= 1) {
temp2Array[temp] = array[j3][1];
temp++;
}
if(array[j4][2] <= 1) {
temp2Array[temp] = array[j4][1];
temp++;
}
// Anteil 2
if(temp==2) {
if(temp2Array[0] > array[j1][1]) {
temp1++;
}
if(temp2Array[0] > array[j2][1]) {
temp1++;
}
if(temp2Array[0] > array[j3][1]) {
temp1++;
}
if(temp2Array[0] > array[j4][1]) {
temp1++;
}
if(temp1 >= 3) temp1 = 2;
tempValue = (40000 + temp1*2000 + array[j1][1]);
}
// Anteil 1
else {
// 2.Stelle
if(temp2Array[0] > array[j1][1]) {
temp1++;
}
if(temp2Array[0] > array[j2][1]) {
temp1++;
}
if(temp2Array[0] > array[j3][1]) {
temp1++;
}
if(temp2Array[0] > array[j4][1]) {
temp1++;
}
if(temp1 >= 1) temp1 = 2;
// 3.Stelle
for(j5=0; j5<5; j5++) {
if(j5 != j1 && j5 != j2 && j5 != j3 && j5 != j4) {
if(array[j5][1] < array[j4][1]) {
temp2 = 0;
}
else {
temp2 = 1;
}
}
}
tempValue = (40000 + (temp1+1)*1000 + temp2*100 + array[j1][1]);
}
breakLoop = 1;
}
else {
// Test auf Straßenansatz-Ausnahme 5-4-3-2-A
if(array[j1][1] == 12 && ((array[j1][1]-9 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1]) || (array[j1][1]-9 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-2 == array[j4][1]) || (array[j1][1]-9 == array[j2][1] && array[j2][1]-2 == array[j3][1] && array[j3][1]-1 == array[j4][1]) || (array[j1][1]-10 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1]))) {
// cout << "Straight-Draw Ass unten";
// Anteil ermitteln
if(array[j1][2] <= 1) {
temp2Array[temp] = array[j1][1];
temp++;
}
if(array[j2][2] <= 1) {
temp2Array[temp] = array[j2][1];
temp++;
}
if(array[j3][2] <= 1) {
temp2Array[temp] = array[j3][1];
temp++;
}
if(array[j4][2] <= 1) {
temp2Array[temp] = array[j4][1];
temp++;
}
// Anteil 2
if(temp==2) {
if(temp2Array[0] > array[j1][1]) {
temp1++;
}
if(temp2Array[0] > array[j2][1]) {
temp1++;
}
if(temp2Array[0] > array[j3][1]) {
temp1++;
}
if(temp2Array[0] > array[j4][1]) {
temp1++;
}
if(temp1 >= 3) temp1 = 2;
tempValue = (40012 + temp1*2000);
}
// Anteil 1
else {
// 2.Stelle
if(temp2Array[0] > array[j1][1]) {
temp1++;
}
if(temp2Array[0] > array[j2][1]) {
temp1++;
}
if(temp2Array[0] > array[j3][1]) {
temp1++;
}
if(temp2Array[0] > array[j4][1]) {
temp1++;
}
if(temp1 >= 1) temp1 = 2;
tempValue = (40004 + (temp1+1)*1000 + 100);
}
breakLoop = 1;
}
}
}
}
}
}
}
// auf Drilling testen
for(j1=0; j1<3; j1++) {
if(array[j1][1] == array[j1+1][1] && array[j1][1] == array[j1+2][1]) {
// cout << "Drilling";
for(j2=0; j2<3; j2++) {
if(array[j1+j2][2] <= 1) temp++;
}
if(temp >=1) {
return 80000;
} else {
if(j1==0) {
return (30000 + array[j1+3][1]);
} else {
return (30100 + array[0][1]);
}
}
}
}
// auf Zwei Paare testen
for(j1=0; j1<2; j1++) {
for(j2=j1+2; j2<4; j2++) {
if(array[j1][1] == array[j1+1][1] && array[j2][1] == array[j2+1][1]) {
// cout << "Zwei Paare";
// Anteil ermitteln
for(j3=0; j3<2; j3++) {
if(array[j1+j3][2] <= 1) {
temp2Array[temp] = array[j1+j3][1];
temp++;
}
}
for(j3=0; j3<2; j3++) {
if(array[j2+j3][2] <= 1) {
temp2Array[temp] = array[j2+j3][1];
temp++;
}
}
// Anteil 2
if(temp == 2) {
if(temp2Array[0] != temp2Array[1]) {
return (22200 + temp2Array[0]);
}
else {
if(temp2Array[0] == array[j1][1]) {
return (22100 + temp2Array[0]);
} else {
return (22000 + temp2Array[0]);
}
}
}
// Anteil 1
else {
if(temp2Array[0] == array[j1][1]) {
return 21100 + array[j1][1];
} else {
return 21000 + array[j2][1];
}
}
}
}
}
temp = 0;
temp1 = 0;
temp2 = 0;
// auf Paar testen
for(j1=0; j1<4; j1++) {
if(array[j1][1] == array[j1+1][1]) {
// cout << "Paar";
// ohne Straight- und Flush-Draw
if(!breakLoop) {
// Anteil ermitteln
for(j2=0; j2<2; j2++) {
if(array[j1+j2][2] <= 1) temp++;
}
// Anteil 2
if(temp == 2) {
return (12000 + j1*100 + array[j1][1]);
} else {
// Anteil 1
if(temp == 1) {
for(j2=0; j2<5; j2++) {
if(array[j2][2] >= 2 && array[j2][1] > array[j1][1]) temp1++;
}
return (11000 + temp1*100 + array[j1][1]);
}
// Anteil 0
else {
for(j2=0; j2<5; j2++) {
if(array[j2][2] <= 1 && array[j2][1] > temp1) temp1 = array[j2][1];
}
for(j2=0; j2<5; j2++) {
if(array[j2][2] >= 2 && array[j2][1] > temp1) temp2++;
}
if(temp2 == 2) temp2 = 1;
if(temp2 == 3) temp2 = 2;
return (10000 + temp2*100 + temp1);
}
}
}
else {
// STraight (==4)
if(((int)(tempValue/10000)) == 4) {
return (((int)(tempValue/1000))*1000 + 200+ (tempValue - ((int)(tempValue/100))*100));
}
// Flush Anteil 1 (==5)
else {
return (((int)(tempValue/10000))*10000 + 3000 + (tempValue - ((int)(tempValue/1000))*1000));
}
}
}
}
// Highest Card (Klasse 0) + Kicker
// ohne Straight- und Flush-Draw
if(!breakLoop) {
// cout << "Highest Card";
// Anteil ermitteln
for(j1=0; j1<5; j1++) {
if(array[j1][2] <= 1) {
temp2Array[temp] = array[j1][1];
temp++;
}
}
for(j1=0; j1<5; j1++) {
if(temp2Array[1] > array[j1][1]) temp1++;
if(temp2Array[0] > array[j1][1]) temp2++;
}
return (temp1*1000 + temp2*100 + array[0][1]);
} else {
return tempValue;
}
}
void LocalPlayer::readFile() {
int handCode;
switch(actualHand->getActualRound()) {
case 0: {
handCode = preflopCardsValue(myCards);
std::string fileName = myConfig->readConfigString("DataDir")+"preflopValues";
ifstream fin;
fin.open(fileName.c_str());
if(!fin) {
cout << "Es ist nicht möglich " << fileName << " zum lesen zu oeffnen." << endl;
}
// übergang solange preflopValue und flopValue noch nicht bereinigt
int players = actualHand->getActualQuantityPlayers();
if(players > 5) players = 5;
char buffer[50];
char hand[6];
hand[5] = '\0';
int i,j,k;
char preflopValue[8];
while(fin.getline(buffer,50)) {
for(i=0; i<5; i++) hand[i] = buffer[i];
if(handCode == atoi(hand)) {
j = 0;
k = 2;
while(buffer[j] != '|' || k < players) {
if(buffer[j] == '|') k++;
j++;
}
for(k=0; k<8 ; k++) preflopValue[k] = buffer[k+j+1];
myOdds = 100.0*atof(preflopValue);
break;
}
}
fin.close();
if(myOdds == -1) cout << "ERROR myOdds - " << handCode << endl;
}
break;
case 1: {
int tempArray[5];
int boardCards[5];
int i,j,k;
for(i=0; i<2; i++) tempArray[i] = myCards[i];
actualBoard->getMyCards(boardCards);
for(i=0; i<3; i++) tempArray[2+i] = boardCards[i];
// cout << myID << ": ";
handCode = flopCardsValue(tempArray);
// cout << "\t" << handCode << endl;
std::string fileName = myConfig->readConfigString("DataDir")+"flopValues";
ifstream fin;
fin.open(fileName.c_str());
if(!fin) {
cout << "Es ist nicht möglich " << fileName << " zum lesen zu oeffnen." << endl;
}
// übergang solange preflopValue und flopValue noch nicht bereinigt
int players = actualHand->getActualQuantityPlayers();
if(players > 5) players = 5;
if(handCode != 80000) {
char buffer[50];
char hand[6];
hand[5] = '\0';
char preflopValue[8];
while(fin.getline(buffer,50)) {
for(i=0; i<5; i++) hand[i] = buffer[i];
if(handCode == atoi(hand)) {
j = 0;
k = 2;
while(buffer[j] != '|' || k < players) {
if(buffer[j] == '|') k++;
j++;
}
for(k=0; k<8 ; k++) preflopValue[k] = buffer[k+j+1];
myOdds = 100.0*atof(preflopValue);
break;
}
}
fin.close();
if(myOdds == -1) {
cout << "ERROR" << endl;
for(i=0; i<5; i++) cout << tempArray[i] << " ";
// cout << "\t" << handCode << "\t" << myID << endl;
} else {
// cout << myHoleCardsValue << endl;
}
} else {
myOdds = 100;
}
}
break;
case 2: {
// Prozent ausrechnen
int i, j, k;
int tempBoardCardsArray[5];
int tempMyCardsArray[7];
int tempOpponentCardsArray[7];
actualBoard->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
tempMyCardsArray[5] = tempBoardCardsArray[3];
tempOpponentCardsArray[2] = tempBoardCardsArray[0];
tempOpponentCardsArray[3] = tempBoardCardsArray[1];
tempOpponentCardsArray[4] = tempBoardCardsArray[2];
tempOpponentCardsArray[5] = tempBoardCardsArray[3];
int tempMyCardsValue;
int tempOpponentCardsValue;
int countAll = 0;
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
for(k=j+1; k<51; k++) {
if(k != myCards[0] && k != myCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
countAll++;
tempOpponentCardsArray[0] = i;
tempOpponentCardsArray[1] = j;
tempOpponentCardsArray[6] = k;
tempMyCardsArray[6] = k;
tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
}
}
}
}
}
}
myOdds = 100.0*(countMy*1.0)/(countAll*1.0);
}
break;
case 3: {
// Prozent ausrechnen
int i, j;
int tempBoardCardsArray[5];
int tempMyCardsArray[7];
int tempOpponentCardsArray[7];
actualBoard->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
tempMyCardsArray[5] = tempBoardCardsArray[3];
tempMyCardsArray[6] = tempBoardCardsArray[4];
tempOpponentCardsArray[2] = tempBoardCardsArray[0];
tempOpponentCardsArray[3] = tempBoardCardsArray[1];
tempOpponentCardsArray[4] = tempBoardCardsArray[2];
tempOpponentCardsArray[5] = tempBoardCardsArray[3];
tempOpponentCardsArray[6] = tempBoardCardsArray[4];
int tempMyCardsValue;
int tempOpponentCardsValue;
int countAll = 0;
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
countAll++;
tempOpponentCardsArray[0] = i;
tempOpponentCardsArray[1] = j;
tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
}
}
}
}
myOdds = 100.0*(countMy*1.0)/(countAll*1.0);
}
break;
default: cout <<"ERROR - wrong init of actualRound" << endl;
}
}
int LocalPlayer::turnCardsValue(int* cards) {
int array[6][3];
int j1, j2, j3, j4, j5, k1, k2, ktemp[3];
// Kartenwerte umwandeln (z.B. [ 11 (Karo Kig) -> 0 11 ] oder [ 31 (Pik 7) -> 2 5 ] )
for(j1=0; j1<6; j1++) {
array[j1][0] = cards[j1]/13;
array[j1][1] = cards[j1]%13;
array[j1][2] = j1;
}
// Karten nach Farben sortieren: Kreuz - Pik - Herz - Karo
for(k1=0; k1<6; k1++) {
for(k2=k1+1; k2<6; k2++) {
if(array[k1][0]<array[k2][0]) {
ktemp[0] = array[k1][0];
ktemp[1] = array[k1][1];
ktemp[2] = array[k1][2];
array[k1][0] = array[k2][0];
array[k1][1] = array[k2][1];
array[k1][2] = array[k2][2];
array[k2][0] = ktemp[0];
array[k2][1] = ktemp[1];
array[k2][2] = ktemp[2];
}
}
}
// Karten innerhalb der Farben nach der Gre sortieren: Ass - Kig - Dame - ... - 4 - 3 - 2
for(k1=0; k1<6; k1++) {
for(k2=k1+1; k2<6; k2++) {
if(array[k1][0]==array[k2][0] && array[k1][1]<array[k2][1]) {
ktemp[0] = array[k1][0];
ktemp[1] = array[k1][1];
ktemp[2] = array[k1][2];
array[k1][0] = array[k2][0];
array[k1][1] = array[k2][1];
array[k1][2] = array[k2][2];
array[k2][0] = ktemp[0];
array[k2][1] = ktemp[1];
array[k2][2] = ktemp[2];
}
}
}
// auf Straight Flush und Flush testen
// 5 Karten gleiche Farbe ?
for(j1=0; j1<2; j1++) {
// 5 Karten gleiche Farbe ?
if(array[j1][0] == array[j1+1][0] && array[j1][0] == array[j1+2][0] && array[j1][0] == array[j1+3][0] && array[j1][0] == array[j1+4][0]) {
// Straight Flush?
if(array[j1][1]-4 == array[j1+4][1]) {
// cout << "Straight Flush" << endl;
// -> Sieg -> alles mitgehen
return 100;
}
else {
// Straight Flush Ausnahme: 5-4-3-2-A
for(j2=j1+1; j2<3; j2++) {
if(array[j1][1]-9==array[j2][1] && array[j2][1]-1==array[j2+1][1] && array[j2+1][1]-1==array[j2+2][1] && array[j2+2][1]-1==array[j2+3][1] && array[j1][0]==array[j2+2][0] && array[j1][0]==array[j2+3][0]) {
// cout << "Straight Flush Ass unten" << endl;
// -> fast sicherer Sieg -> alles mitgehen
return 99;
}
}
}
}
}
// auf Flush testen
for(j1=0; j1<2; j1++) {
if(array[j1][0] == array[j1+1][0] && array[j1][0] == array[j1+2][0] && array[j1][0] == array[j1+3][0] && array[j1][0] == array[j1+4][0]) {
// cout << "Flush" << endl;
// -> sehr gutes Blatt -> eigenen Anteil ermitteln und auf andere achten
return 70;
}
}
// auf Straight Flush Draw und Flush Draw testen
for(j1=0; j1<3; j1++) {
// 4 Karten gleiche Farbe ?
if(array[j1][0] == array[j1+1][0] && array[j1][0] == array[j1+2][0] && array[j1][0] == array[j1+3][0]) {
// zusammenhaengender Strassenansatz ?
if(array[j1][1]-3 == array[j1+3][1]) {
// Strassenansatz am Rand?
if(array[j1][1] == 12) {
// cout << "zusammenhaengender Straight-Flush-Draw mit Ass high ";
break;
}
// Strassenansatz in der Mitte
else {
// cout << "zusammenhaengender Straight-Flush-Draw in der Mitte ";
break;
}
}
else {
// Bauchschuss ?
if(array[j1][1]-4 == array[j1+3][1]) {
// cout << "Straight-Flush-Bauchschuss ";
break;
}
else {
// Test auf Straight-Flush-Ausnahme 5-4-3-2-A
if(array[j1][1] == 12 && (array[j1+1][1]<=3 || (array[j1+2][1]<=3 && array[j1][0]==array[j1+4][0]) || (array[j1+3][1]<=3 && array[j1][0]==array[j1+4][0] && array[j1][0]==array[j1+4][0]))) {
// cout << "Straight-Flush-Draw Ass unten ";
break;
}
// Flush Draw
else {
// cout << "Flush Draw ";
break;
}
}
}
}
}
// Karten fr den Vierling-, Full-House-, Drilling- und Paartest umsortieren
for(k1=0; k1<6; k1++) {
for(k2=k1+1; k2<6; k2++) {
if(array[k1][1]<array[k2][1]) {
ktemp[0] = array[k1][0];
ktemp[1] = array[k1][1];
ktemp[2] = array[k1][2];
array[k1][0] = array[k2][0];
array[k1][1] = array[k2][1];
array[k1][2] = array[k2][2];
array[k2][0] = ktemp[0];
array[k2][1] = ktemp[1];
array[k2][2] = ktemp[2];
}
}
}
// auf Vierling testen
for(j1=0; j1<3; j1++) {
if(array[j1][1] == array[j1+1][1] && array[j1][1] == array[j1+2][1] && array[j1][1] == array[j1+3][1]) {
// cout << "Vierling" << endl;
// -> Sieg (nur von Sraight Flush schlagbar) -> alles mitgehn
return 100;
}
}
// auf Straight und Full House testen
for(j1=0; j1<6; j1++) {
for(j2=j1+1; j2<6; j2++) {
for(j3=j2+1; j3<6; j3++) {
for(j4=j3+1; j4<6; j4++) {
for(j5=j4+1; j5<6; j5++) {
// Straight
if((array[j1][1]-1 == array[j2][1] || array[j1][1]-9 == array[j2][1] ) && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1] && array[j4][1]-1 == array[j5][1]) {
// cout << "Straight" << endl;
// -> super Blatt -> auf andere achten
return 70;
}
// Full House
if((array[j1][1] == array[j2][1] && array[j1][1] == array[j3][1] && array[j4][1] == array[j5][1]) || (array[j3][1] == array[j4][1] && array[j3][1] == array[j5][1] && array[j1][1] == array[j2][1])) {
// cout << "Full House" << endl;
// -> super Blatt -> auf andere achten
return 70;
}
}
}
}
}
}
// auf Straßenansatz testen
for(j1=0; j1<6; j1++) {
for(j2=j1+1; j2<6; j2++) {
for(j3=j2+1; j3<6; j3++) {
for(j4=j3+1; j4<6; j4++) {
// zusammenhaengender Strassenansatz ?
if(array[j1][1]-1 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1]) {
// Strassenansatz am Rand?
if(array[j1][1] == 12) {
// cout << "zusammenhaengender Straight-Draw mit Ass high ";
break;
}
// Strassenansatz in der Mitte
else {
// cout << "zusammenhaengender Straight-Draw in der Mitte ";
break;
}
}
else {
// Bauchschuss ?
if((array[j1][1]-2 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1]) || (array[j1][1]-1 == array[j2][1] && array[j2][1]-2 == array[j3][1] && array[j3][1]-1 == array[j4][1]) || (array[j1][1]-1 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-2 == array[j4][1])) {
// cout << "Straight-Bauchschuss ";
break;
}
else {
// Test auf Straßenansatz-Ausnahme 5-4-3-2-A
if((array[j1][1]-9 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1]) || (array[j1][1]-9 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-2 == array[j4][1]) || (array[j1][1]-9 == array[j2][1] && array[j2][1]-2 == array[j3][1] && array[j3][1]-1 == array[j4][1]) || (array[j1][1]-10 == array[j2][1] && array[j2][1]-1 == array[j3][1] && array[j3][1]-1 == array[j4][1])) {
// cout << "Straight-Draw Ass unten ";
break;
}
}
}
}
}
}
}
// auf Drilling testen
for(j1=0; j1<4; j1++) {
if(array[j1][1] == array[j1+1][1] && array[j1][1] == array[j1+2][1]) {
// cout << "Drilling" << endl;
// -> gutes Blatt -> eigenen Anteil ermitteln und auf andere achten
return 50;
}
}
// auf Zwei Paare testen
for(j1=0; j1<3; j1++) {
for(j2=j1+2; j2<5; j2++) {
if(array[j1][1] == array[j1+1][1] && array[j2][1] == array[j2+1][1]) {
// cout << "Zwei Paare" << endl;
// -> gutes Blatt -> eigenen Anteil ermitteln und auf andere achten
return 40;
}
}
}
// auf Paar testen
for(j1=0; j1<5; j1++) {
if(array[j1][1] == array[j1+1][1]) {
// cout << "Paar" << endl;
// -> gutes Blatt -> eigenen Anteil ermitteln und auf andere achten
return 30;
}
}
// Highest Card (Klasse 0) + Kicker
// cout << endl;
return 10;
}
void LocalPlayer::preflopEngine3() {
// cout << "nextID " << actualHand->getPlayerArray()[(myID+1)%5]->getMyID() << endl;
int raise = 0;
// Bauchgefhl (zufᅵlig)
int tempRand;
Tools::getRandNumber(1,10,1,&tempRand,0);
// bluff, checkbluff
int bluff;
Tools::getRandNumber(1,100,1,&bluff,0);
// cout << "preflop-bluff " << bluff << endl;
// Potential
int potential = 10*(4*(myCardsValue->holeCardsClass(myCards[0], myCards[1]))+1*tempRand)/50-myDude;
int setToHighest = actualHand->getCurrentBeRo()->getHighestSet() - mySet;
// temp fr das Vielfache des Small Blind, sodass HighestSet zu hoch ist
int tempFold;
// tempFold = (actualHand->getPlayerArray()[0]->getMyAverageSets())/(8*actualHand->getSmallBlind());
Tools::getRandNumber(2,3,1,&tempFold,0);
// FOLD --> wenn Potential negativ oder HighestSet zu hoch
if( (potential*setToHighest<0 || (setToHighest > tempFold * actualHand->getSmallBlind() && potential<1) || (setToHighest > 2 * tempFold * actualHand->getSmallBlind() && potential<2) || (setToHighest > 4 * tempFold * actualHand->getSmallBlind() && potential<3) || (setToHighest > 10 * tempFold * actualHand->getSmallBlind() && potential<4)) && myCardsValue->holeCardsClass(myCards[0], myCards[1]) < 9 && bluff > 15) {
myAction=1;
}
else {
// RAISE --> wenn hohes Potential
if(potential >= 4 && 6 * actualHand->getSmallBlind() >= actualHand->getCurrentBeRo()->getHighestSet() || bluff <= 6) {
// extrem hohes Potential --> groᅵr Raise
if(potential>=6 || bluff <= 2) {
// bluff - raise
if(bluff <=2 && 4 * actualHand->getSmallBlind() > actualHand->getCurrentBeRo()->getHighestSet()) {
raise = 3 * actualHand->getCurrentBeRo()->getHighestSet();
}
else {
// bluff - call
if(bluff >= 98) {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash = myCash - actualHand->getCurrentBeRo()->getHighestSet() + mySet;
mySet = actualHand->getCurrentBeRo()->getHighestSet();
myAction = 3;
}
} else {
// doch nich raisen, sondern nur checken, weil highestSets bereits sehr hoch !!!
if(! (4 * actualHand->getSmallBlind() > actualHand->getCurrentBeRo()->getHighestSet())) {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash = myCash - actualHand->getCurrentBeRo()->getHighestSet() + mySet;
mySet = actualHand->getCurrentBeRo()->getHighestSet();
myAction = 3;
}
}
else raise = (potential - 4 ) * 2 * actualHand->getCurrentBeRo()->getHighestSet();
}
}
}
// hohes Potential --> gemäßigter Raise
else {
// bluff - raise
if(bluff <= 6 && 4 * actualHand->getSmallBlind() > actualHand->getCurrentBeRo()->getHighestSet()) {
raise = 2*actualHand->getCurrentBeRo()->getHighestSet();
}
else {
// bluff - call
if(bluff >= 93) {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash = myCash - actualHand->getCurrentBeRo()->getHighestSet() + mySet;
mySet = actualHand->getCurrentBeRo()->getHighestSet();
myAction = 3;
}
}
else {
// doch nich raisen, sondern nur checken, weil highestSets bereits sehr hoch !!!
if(! (4 * actualHand->getSmallBlind() > actualHand->getCurrentBeRo()->getHighestSet())) {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash = myCash - actualHand->getCurrentBeRo()->getHighestSet() + mySet;
mySet = actualHand->getCurrentBeRo()->getHighestSet();
myAction = 3;
}
}
else raise = (potential - 3 ) * actualHand->getCurrentBeRo()->getHighestSet();
}
}
}
if (raise > 0) {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() + raise >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
if(mySet > actualHand->getCurrentBeRo()->getHighestSet()) actualHand->getCurrentBeRo()->setHighestSet(mySet);
}
// sonst
else {
myCash = myCash + mySet - actualHand->getCurrentBeRo()->getHighestSet() - raise;
mySet = actualHand->getCurrentBeRo()->getHighestSet() + raise;
actualHand->getCurrentBeRo()->setHighestSet(mySet);
myAction = 5;
}
}
}
//CHECK und CALL
else {
// CHECK --> wenn alle Sets glieich bei BigBlind und nich zu hohem Potential
if(mySet == actualHand->getCurrentBeRo()->getHighestSet()) {
myAction = 2;
}
// CALL --> bei normalen Potential
else {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash = myCash - actualHand->getCurrentBeRo()->getHighestSet() + mySet;
mySet = actualHand->getCurrentBeRo()->getHighestSet();
myAction = 3;
}
}
}
}
}
void LocalPlayer::flopEngine3() {
// Prozent ausrechnen
int i, j, k ,l;
int tempBoardCardsArray[5];
int tempMyCardsArray[7];
int tempOpponentCardsArray[7];
actualBoard->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
tempOpponentCardsArray[2] = tempBoardCardsArray[0];
tempOpponentCardsArray[3] = tempBoardCardsArray[1];
tempOpponentCardsArray[4] = tempBoardCardsArray[2];
int tempMyCardsValue;
int tempOpponentCardsValue;
int countAll = 0;
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
for(k=j+1; k<51; k++) {
if(k != myCards[0] && k != myCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
for(l=k+1; l<52; l++) {
if(l != myCards[0] && l != myCards[1] && l != tempBoardCardsArray[0] && l != tempBoardCardsArray[1] && l != tempBoardCardsArray[2]) {
countAll++;
tempOpponentCardsArray[0] = i;
tempOpponentCardsArray[1] = j;
tempOpponentCardsArray[5] = k;
tempOpponentCardsArray[6] = l;
tempMyCardsArray[5] = k;
tempMyCardsArray[6] = l;
tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
}
}
}
}
}
}
}
}
double percent = (countMy*1.0)/(countAll*1.0);
// cout << "Prozent: " << percent << endl;
int raise = 0;
// Bauchgefhl (zufᅵlig)
int tempRand;
Tools::getRandNumber((int)(percent*10.)-2,(int)(percent*10.)+2,1,&tempRand,0);
// bluff, checkbluff
int bluff;
Tools::getRandNumber(1,100,1,&bluff,0);
// cout << "flop-bluff " << bluff << endl;
// Potential
int potential = (10*(5*(int)(percent*100.)+10*tempRand*2))/700-myDude;
int setToHighest = actualHand->getCurrentBeRo()->getHighestSet() - mySet;
// temp fr das Vielfache des Small Blind, sodass HighestSet zu hoch ist
int tempFold;
// tempFold = (actualHand->getPlayerArray()[0]->getMyAverageSets())/(8*actualHand->getSmallBlind());
Tools::getRandNumber(2,3,1,&tempFold,0);
// FOLD --> wenn potential negativ oder HighestSet zu hoch
if(( potential*setToHighest<0 || (setToHighest > tempFold * actualHand->getSmallBlind() && potential<1) || (setToHighest > 3 * tempFold * actualHand->getSmallBlind() && potential<2) || (setToHighest > 9 * tempFold * actualHand->getSmallBlind() && potential<3) || (setToHighest > 20*tempFold * actualHand->getSmallBlind() && potential<4) || (setToHighest > 40 *tempFold * actualHand->getSmallBlind() && potential<5)) && percent < 0.90 && bluff > 18) {
myAction=1;
}
else {
// CHECK und BET --> wenn noch keiner was gesetzt hat
if(actualHand->getCurrentBeRo()->getHighestSet() == 0) {
// CHECK --> wenn Potential klein oder check-bluff sonst bet oder bet-bluff
if((potential<3 || bluff >= 80) && bluff > 15) {
// check
myAction = 2;
}
// BET --> wenn Potential hoch
else {
if(bluff <= 5) mySet = (bluff+1) * actualHand->getSmallBlind();
else {
if(bluff <=15 ) mySet = 4 * actualHand->getSmallBlind();
// je höher das Potential, desto höher der Einsatz (zur Basis SmallBlind)
else mySet = (potential-1) * 2 * actualHand->getSmallBlind();
}
// All In
if(mySet >= myCash) {
mySet = myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash -= mySet;
myAction = 4;
}
actualHand->getCurrentBeRo()->setHighestSet(mySet);
}
}
// CALL und RAISE --> wenn bereits gesetzt wurde
else {
// RAISE --> wenn Potential besonders gut
if((potential >=4 && 2 * tempFold * actualHand->getSmallBlind() >= actualHand->getCurrentBeRo()->getHighestSet()) || (bluff <= 5 && 4 * tempFold * actualHand->getSmallBlind() >= actualHand->getCurrentBeRo()->getHighestSet())) {
// bluff - raise
if(bluff <=5) raise = ((bluff+1)/2) * actualHand->getCurrentBeRo()->getHighestSet();
// Betrag, der ber dem aktuell HighestSet gesetzt werden soll
else raise = ((potential - 2 ) / 2) * actualHand->getCurrentBeRo()->getHighestSet();
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() + raise >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
if(mySet > actualHand->getCurrentBeRo()->getHighestSet()) actualHand->getCurrentBeRo()->setHighestSet(mySet);
}
// sonst
else {
myCash = myCash + mySet - actualHand->getCurrentBeRo()->getHighestSet() - raise;
mySet = actualHand->getCurrentBeRo()->getHighestSet() + raise;
actualHand->getCurrentBeRo()->setHighestSet(mySet);
myAction = 5;
}
}
// CALL --> bei normalen Potential
else {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash = myCash - actualHand->getCurrentBeRo()->getHighestSet() + mySet;
mySet = actualHand->getCurrentBeRo()->getHighestSet();
myAction = 3;
}
}
}
}
}
void LocalPlayer::turnEngine3() {
// Prozent ausrechnen
int i, j, k;
int tempBoardCardsArray[5];
int tempMyCardsArray[7];
int tempOpponentCardsArray[7];
actualBoard->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
tempMyCardsArray[5] = tempBoardCardsArray[3];
tempOpponentCardsArray[2] = tempBoardCardsArray[0];
tempOpponentCardsArray[3] = tempBoardCardsArray[1];
tempOpponentCardsArray[4] = tempBoardCardsArray[2];
tempOpponentCardsArray[5] = tempBoardCardsArray[3];
int tempMyCardsValue;
int tempOpponentCardsValue;
int countAll = 0;
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
for(k=j+1; k<51; k++) {
if(k != myCards[0] && k != myCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
countAll++;
tempOpponentCardsArray[0] = i;
tempOpponentCardsArray[1] = j;
tempOpponentCardsArray[6] = k;
tempMyCardsArray[6] = k;
tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
}
}
}
}
}
}
double percent = (countMy*1.0)/(countAll*1.0);
// cout << "Prozent: " << percent << endl;
int raise;
// Bauchgefhl (zufᅵlig)
int tempRand;
Tools::getRandNumber((int)(percent*10.)-2,(int)(percent*10.)+2,1,&tempRand,0);
// bluff, checkbluff
int bluff;
Tools::getRandNumber(1,100,1,&bluff,0);
// cout << "turn-bluff " << bluff << endl;
// Potential
int potential = (10*(5*(int)(percent*100.)+10*tempRand*2))/700-myDude;
int setToHighest = actualHand->getCurrentBeRo()->getHighestSet() - mySet;
// temp fr das Vielfache des Small Blind, sodass HighestSet zu hoch ist
int tempFold;
// tempFold = (actualHand->getPlayerArray()[0]->getMyAverageSets())/(7*actualHand->getSmallBlind());
Tools::getRandNumber(3,4,1,&tempFold,0);
// FOLD
// --> wenn potential negativ oder HighestSet zu hoch
if( (potential*setToHighest<0 || (setToHighest > tempFold * actualHand->getSmallBlind() && potential<1) || (setToHighest > 3 * tempFold * actualHand->getSmallBlind() && potential<2) || (setToHighest > 9 * tempFold * actualHand->getSmallBlind() && potential<3) || (setToHighest > 20*tempFold * actualHand->getSmallBlind() && potential<4) || (setToHighest > 40 *tempFold * actualHand->getSmallBlind() && potential<5)) && percent < 0.90 && bluff > 15) {
myAction=1;
}
else {
// CHECK und BET --> wenn noch keiner was gesetzt hat
if(actualHand->getCurrentBeRo()->getHighestSet() == 0) {
// CHECK --> wenn Potential klein
if((potential<2 || bluff >= 80) && bluff > 10) {
// check
myAction = 2;
}
// BET --> wenn Potential hoch
else {
if(bluff <= 3) mySet = bluff * 2 * actualHand->getSmallBlind();
else {
if(bluff <=10 ) mySet = ((bluff+2)/3) * actualHand->getSmallBlind();
// je hᅵer das Potential, desto hᅵher der Einsatz (zur Basis SmallBlind)
else mySet = (potential-1) * 3 * actualHand->getSmallBlind();
}
// All In
if(mySet >= myCash) {
mySet = myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash -= mySet;
myAction = 4;
}
actualHand->getCurrentBeRo()->setHighestSet(mySet);
}
}
// CALL und RAISE --> wenn bereits gesetzt wurde
else {
// RAISE --> wenn Potential besonders gut
if(potential >=4 && 2 * tempFold * actualHand->getSmallBlind() >= actualHand->getCurrentBeRo()->getHighestSet() || (bluff <= 4 && 3 * tempFold * actualHand->getSmallBlind() >= actualHand->getCurrentBeRo()->getHighestSet())) {
// bluff - raise
if(bluff <= 4) raise = ((bluff+1)/2) * actualHand->getCurrentBeRo()->getHighestSet();
// Betrag, der ber dem aktuell HighestSet gesetzt werden soll
else raise = ( potential - 3 ) * actualHand->getCurrentBeRo()->getHighestSet();
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() + raise >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
if(mySet > actualHand->getCurrentBeRo()->getHighestSet()) actualHand->getCurrentBeRo()->setHighestSet(mySet);
}
// sonst
else {
myCash = myCash + mySet - actualHand->getCurrentBeRo()->getHighestSet() - raise;
mySet = actualHand->getCurrentBeRo()->getHighestSet() + raise;
actualHand->getCurrentBeRo()->setHighestSet(mySet);
myAction = 5;
}
}
// CALL --> bei normalen Potential
else {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash = myCash - actualHand->getCurrentBeRo()->getHighestSet() + mySet;
mySet = actualHand->getCurrentBeRo()->getHighestSet();
myAction = 3;
}
}
}
}
}
void LocalPlayer::riverEngine3() {
// Prozent ausrechnen
int i, j;
int tempBoardCardsArray[5];
int tempMyCardsArray[7];
int tempOpponentCardsArray[7];
actualBoard->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
tempMyCardsArray[5] = tempBoardCardsArray[3];
tempMyCardsArray[6] = tempBoardCardsArray[4];
tempOpponentCardsArray[2] = tempBoardCardsArray[0];
tempOpponentCardsArray[3] = tempBoardCardsArray[1];
tempOpponentCardsArray[4] = tempBoardCardsArray[2];
tempOpponentCardsArray[5] = tempBoardCardsArray[3];
tempOpponentCardsArray[6] = tempBoardCardsArray[4];
int tempMyCardsValue;
int tempOpponentCardsValue;
int countAll = 0;
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
countAll++;
tempOpponentCardsArray[0] = i;
tempOpponentCardsArray[1] = j;
tempMyCardsValue = myCardsValue->cardsValue(tempMyCardsArray,0);
tempOpponentCardsValue = myCardsValue->cardsValue(tempOpponentCardsArray,0);
if(tempMyCardsValue>=tempOpponentCardsValue) countMy++;
}
}
}
}
double percent = (countMy*1.0)/(countAll*1.0);
// cout << "Prozent: " << percent << endl;
int raise;
// Bauchgefhl (zufᅵlig)
int tempRand;
Tools::getRandNumber((int)(percent*10.)-2,(int)(percent*10.)+2,1,&tempRand,0);
// bluff, checkbluff
int bluff;
Tools::getRandNumber(1,100,1,&bluff,0);
// cout << "river-bluff " << bluff << endl;
// Potential
int potential = (10*(5*(int)(percent*100.)+10*tempRand*1))/600-myDude;
int setToHighest = actualHand->getCurrentBeRo()->getHighestSet() - mySet;
// temp fr das Vielfache des Small Blind, sodass HighestSet zu hoch ist
int tempFold;
tempFold = (actualHand->getPlayerArray()[0]->getMyAverageSets())/(6*actualHand->getSmallBlind());
// Tools::getRandNumber(4,6,1,&tempFold,0);
// FOLD
// --> wenn potential negativ oder HighestSet zu hoch
if( (potential*setToHighest<0 || (setToHighest > tempFold * actualHand->getSmallBlind() && potential<1) || (setToHighest > 3 * tempFold * actualHand->getSmallBlind() && potential<2) || (setToHighest > 9 * tempFold * actualHand->getSmallBlind() && potential<3) || (setToHighest > 20*tempFold * actualHand->getSmallBlind() && potential<4) || (setToHighest > 40 *tempFold * actualHand->getSmallBlind() && potential<5)) && percent < 0.90 && bluff > 15) {
myAction=1;
}
else {
// CHECK und BET --> wenn noch keiner was gesetzt hat
if(actualHand->getCurrentBeRo()->getHighestSet() == 0) {
// CHECK --> wenn Potential klein
if((potential<2 || bluff >= 92) && bluff > 15) {
// check
myAction = 2;
}
// BET --> wenn Potential hoch
else {
if(bluff <= 5) mySet = (bluff+3) * actualHand->getSmallBlind();
else {
if(bluff <= 15 ) mySet = ((bluff-1)/5) * 2 * actualHand->getSmallBlind();
// je hᅵer das Potential, desto hᅵher der Einsatz (zur Basis SmallBlind)
else mySet = (potential-1) * 4 * actualHand->getSmallBlind();
}
// All In
if(mySet >= myCash) {
mySet = myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash -= mySet;
myAction = 4;
}
actualHand->getCurrentBeRo()->setHighestSet(mySet);
}
}
// CALL und RAISE --> wenn bereits gesetzt wurde
else {
// RAISE --> wenn Potential besonders gut
if(potential >=4 && 2 * tempFold * actualHand->getSmallBlind() >= actualHand->getCurrentBeRo()->getHighestSet() || (bluff <= 2 && 4 * tempFold * actualHand->getSmallBlind() >= actualHand->getCurrentBeRo()->getHighestSet())) {
// bluff - raise
if(bluff <= 2 ) raise = bluff * actualHand->getCurrentBeRo()->getHighestSet();
// Betrag, der ber dem aktuell HighestSet gesetzt werden soll
else raise = ( potential - 3 ) * actualHand->getCurrentBeRo()->getHighestSet();
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() + raise >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
if(mySet > actualHand->getCurrentBeRo()->getHighestSet()) actualHand->getCurrentBeRo()->setHighestSet(mySet);
}
// sonst
else {
myCash = myCash + mySet - actualHand->getCurrentBeRo()->getHighestSet() - raise;
mySet = actualHand->getCurrentBeRo()->getHighestSet() + raise;
actualHand->getCurrentBeRo()->setHighestSet(mySet);
myAction = 5;
}
}
// CALL --> bei normalen Potential
else {
// All In
if(actualHand->getCurrentBeRo()->getHighestSet() >= myCash) {
mySet += myCash;
myCash = 0;
myAction = 6;
}
// sonst
else {
myCash = myCash - actualHand->getCurrentBeRo()->getHighestSet() + mySet;
mySet = actualHand->getCurrentBeRo()->getHighestSet();
myAction = 3;
}
}
}
}
}
void LocalPlayer::setNetSessionData(boost::shared_ptr<SessionData> session)
{
myNetSessionData = session;
}
boost::shared_ptr<SessionData> LocalPlayer::getNetSessionData()
{
return myNetSessionData;
}