328 lines
12 KiB
C++
328 lines
12 KiB
C++
/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *Irische Segenswnsche,
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program 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 GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "localberopreflop.h"
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#include <handinterface.h>
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#include <game_defs.h>
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using namespace std;
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LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, unsigned dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP)
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{
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// PlayerListConstIterator it_c;
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setHighestSet(2*getSmallBlind());
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// determine bigBlindPosition -> old: delete
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// for(bigBlindPositionIt=getMyHand()->getActivePlayerList()->begin(); bigBlindPositionIt!=getMyHand()->getActivePlayerList()->end(); bigBlindPositionIt++) {
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// if((*bigBlindPositionIt)->getMyButton() == BUTTON_BIG_BLIND) break;
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// }
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// search player in runningPlayerList before first action player -> run() determine next player who will do first action
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// PlayerListIterator it_1, it_2, it_3;
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PlayerListIterator it;
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// search bigBlindPosition in runningPlayerList -> old: delete
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// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// search bigBlindPosition in runningPlayerList
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PlayerListIterator bigBlindPositionIt = getMyHand()->getRunningPlayerIt(getBigBlindPositionId());
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// more than 2 players are still active -> runningPlayerList is not empty
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if(getMyHand()->getActivePlayerList()->size() > 2) {
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// bigBlindPlayer not found in runningPlayerList (he is all in) -> bigBlindPlayer is not the running player before first action player
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if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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// search smallBlindPosition in runningPlayerList
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PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
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// if(smallBlindPositionIt == getMyHand()->getActivePlayerList()->begin()) smallBlindPositionIt = getMyHand()->getActivePlayerList()->end();
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// smallBlindPositionIt--;
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// it_2 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *smallBlindPositionIt);
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// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
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if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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it = getMyHand()->getActivePlayerIt(getSmallBlindPositionId());
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assert(it != getMyHand()->getActivePlayerList()->end());
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if(it == getMyHand()->getActivePlayerList()->begin()) it = getMyHand()->getActivePlayerList()->end();
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it--;
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setFirstRoundLastPlayersTurnId( (*it)->getMyUniqueID() );
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// it_3 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *it_2);
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// if(it_3 == getMyHand()->getRunningPlayerList()->end()) {
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// cout << "ERROR - lastPlayersTurnIt-detection in localBeRoPreflop" << endl;
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// } else {
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// setLastPlayersTurnIt(it_3);
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// }
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}
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// smallBlindPlayer found in runningPlayerList -> running player before first action player
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else {
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setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
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}
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}
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// bigBlindPlayer found in runningPlayerList -> player before first action player
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else {
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setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
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}
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}
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// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
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else {
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// bigBlindPlayer not found in runningPlayerList (he is all in) -> only smallBlind has to choose fold or call the bigBlindAmount
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if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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// search smallBlindPosition in runningPlayerList
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PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
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// smallBlindPlayer not found in runningPlayerList (he is all in) -> no running player -> showdown and no firstRoundLastPlayersTurnId is used
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if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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}
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// smallBlindPlayer found in runningPlayerList -> running player before first action player (himself)
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else {
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setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
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}
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}
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setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
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}
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setCurrentPlayersTurnId( getFirstRoundLastPlayersTurnId() );
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// cout << "playerID constructor beropreflop: " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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/////////////// testing
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// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
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// bigBlindPosition is not all in
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// if(it!=getMyHand()->getRunningPlayerList()->end()) {
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//
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// }
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// if(it_1!=getMyHand()->getRunningPlayerList()->end()) {
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// cout << getMyHand()->getMyID() << ": " << "gefunden!" << endl;
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// cout << "\t PlayerID: " << (*it_1)->getMyID() << endl;
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// it_2 = it_1;
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// if(it_1 == getMyHand()->getRunningPlayerList()->begin()) it_1 = getMyHand()->getRunningPlayerList()->end();
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// it_1--;
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// cout << "\t PlayerID vor bigBlind: " << (*it_1)->getMyID() << endl;
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// cout << "\t PlayerID vor bigBlind: " << (*it_2)->getMyID() << endl;
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// } else {
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// cout << getMyHand()->getMyID() << ": " << "nicht gefunden" << endl;
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//
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// }
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//////////////// old
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// set first runningPlayer before bigBlindPlayer to playersTurn -> run() determine next one who will do first action
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// setPlayersTurn((*bigBlindPositionIt)->getMyID());
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}
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LocalBeRoPreflop::~LocalBeRoPreflop()
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{
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}
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void LocalBeRoPreflop::run() {
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int i;
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bool allHighestSet = true;
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// PlayerListIterator it;
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PlayerListConstIterator it_c;
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// test if all running players have same sets (else allHighestSet = false)
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for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
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if(getHighestSet() != (*it_c)->getMySet()) {
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allHighestSet = false;
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break;
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}
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}
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// determine next player
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// cout << "playerID begin preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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// it++;
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// cout << "size: " << getMyHand()->getRunningPlayerList()->size() << endl;
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// cout << "currentPlayerID: " << getCurrentPlayersTurnId() << endl;
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PlayerListConstIterator currentPlayersTurnIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
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assert( currentPlayersTurnIt != getMyHand()->getRunningPlayerList()->end() );
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currentPlayersTurnIt++;
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if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) currentPlayersTurnIt = getMyHand()->getRunningPlayerList()->begin();
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setCurrentPlayersTurnId( (*currentPlayersTurnIt)->getMyUniqueID() );
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// setCurrentPlayersTurnIt(++getCurrentPlayersTurnIt());
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// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) setCurrentPlayersTurnIt(getMyHand()->getRunningPlayerList()->begin());
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// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) cout << "!!!" << endl;
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// cout << "playerID middle preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
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// exceptions
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// if next player is small blind and only all-in-big-blind with less than smallblind amount is nonfold too -> preflop is over
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PlayerListConstIterator bigBlindPositionIt = getMyHand()->getActivePlayerIt(getBigBlindPositionId());
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assert(bigBlindPositionIt != getMyHand()->getActivePlayerList()->end());
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PlayerListConstIterator currentPlayersTurnConstIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
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assert(currentPlayersTurnConstIt != getMyHand()->getRunningPlayerList()->end());
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if((*currentPlayersTurnConstIt)->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
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setFirstRound(false);
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allHighestSet = true;
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}
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// determine next player
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// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
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//
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// setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
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// // falls BigBlind, dann PreflopFirstRound zuende
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// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind()) setFirstRound(false);
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// // if next player is small blind and only all-in-big-blind with <= 2*smallblind is nonfold too
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// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
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// setFirstRound(false);
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// allHighestSet = true;
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// }
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// }
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// prfen, ob Preflop wirklich dran ist
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if(!getFirstRound() && allHighestSet) {
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// Preflop nicht dran, weil wir nicht mehr in erster PreflopRunde und alle Sets gleich sind
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//also gehe in Flop
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getMyHand()->setActualRound(GAME_STATE_FLOP);
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//Action loeschen und ActionButtons refresh
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for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
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(*it_c)->setMyAction(PLAYER_ACTION_NONE);
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}
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//Action loeschen und ActionButtons refresh
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// if(getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) getMyHand()->getPlayerArray()[i]->setMyAction(PLAYER_ACTION_NONE);
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// }
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//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
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getMyHand()->getBoard()->collectSets();
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getMyHand()->getBoard()->collectPot();
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getMyHand()->getGuiInterface()->refreshPot();
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getMyHand()->getGuiInterface()->refreshSet();
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getMyHand()->getGuiInterface()->refreshCash();
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { getMyHand()->getGuiInterface()->refreshAction(i,PLAYER_ACTION_NONE); }
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getMyHand()->switchRounds();
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}
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else {
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// Preflop ist wirklich dran
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// falls BigBlind, dann PreflopFirstRound zuende
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// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
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// lastPlayersTurn -> PreflopFirstRound is over
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// if( (*(getCurrentPlayersTurnIt())) == (*(getLastPlayersTurnIt())) ) {
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// setFirstRound(false);
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// }
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// lastPlayersTurn -> PreflopFirstRound is over
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if( getCurrentPlayersTurnId() == getFirstRoundLastPlayersTurnId() ) {
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setFirstRound(false);
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}
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// getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
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(*currentPlayersTurnConstIt)->setMyTurn(true);
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// (*(getCurrentPlayersTurnIt()))->setMyTurn(true);
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//highlight active players groupbox and clear action
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// getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
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// getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
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//highlight active players groupbox and clear action
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getMyHand()->getGuiInterface()->refreshGroupbox( getCurrentPlayersTurnId() , 2 );
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getMyHand()->getGuiInterface()->refreshAction( getCurrentPlayersTurnId() , PLAYER_ACTION_NONE );
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if( getCurrentPlayersTurnId() == 0) {
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// Wir sind dran
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getMyHand()->getGuiInterface()->meInAction();
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}
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else {
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//Gegner sind dran
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// cout << "NextPlayerSpeed3 start" << endl;
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getMyHand()->getGuiInterface()->beRoAnimation2(getMyBeRoID());
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}
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}
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}
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