private Street ParseRoomGameState(GameRoomGameState roomGameState) { switch (roomGameState) { case GameRoomGameState.ROOM_GAME_STATE_Flop: case GameRoomGameState.ROOM_GAME_STATE_Flop_One: case GameRoomGameState.ROOM_GAME_STATE_Flop_Two: case GameRoomGameState.ROOM_GAME_STATE_Flop_Three: return(Street.Flop); case GameRoomGameState.ROOM_GAME_STATE_GameStart: return(Street.Init); case GameRoomGameState.ROOM_GAME_STATE_PreFlop: return(Street.Preflop); case GameRoomGameState.ROOM_GAME_STATE_River: return(Street.River); case GameRoomGameState.ROOM_GAME_STATE_Turn: return(Street.Turn); default: return(Street.Null); } }
private bool IsPrePreflopAction(GameRoomGameState gameRoomGameState) { return(gameRoomGameState == GameRoomGameState.ROOM_GAME_STATE_GameStart || gameRoomGameState == GameRoomGameState.ROOM_GAME_STATE_GameWait || gameRoomGameState == GameRoomGameState.ROOM_GAME_STATE_Ante); }