Ejemplo n.º 1
0
            public void UpdatePlayerModels(databaseCache cache)
            {
                //First get hand details
                var handDetails = cache.getCurrentHandDetails();

                //If hand id has changed since last time then some reseting is needed
                if (cache.getCurrentHandId() != lastHandIdConsidered)
                {
                    //reset variables
                    lastHandIdConsidered   = cache.getCurrentHandId();
                    wasRaisedPot           = false;
                    wasHandState           = HandState.PreFlop;
                    lastActionIdConsidered = -1;

                    //get keys in players dictionary and players in cache who are sat in
                    //long[] keys = playersOld.Keys.ToArray();
                    long[] satInPlayerIds = cache.getSatInPlayerIds();

                    lastNumberActivePlayers = cache.PlayerIdsStartedHand().Length;

                    //Remove from players all items that don't correspond to sat in players
                    //long[] toRemove = keys.Except(satInPlayerIds).ToArray();

                    //for (byte i = 0; i < toRemove.Length; i++)
                    //    playersOld.Remove(toRemove[i]);

                    //Go through each seat
                    //for (int i = 0; i < satInPlayerIds.Length; i++)
                    //{
                    //    //Get player id for person in seat
                    //    long pid = satInPlayerIds[i];

                    //    //and the player is not in dictionary add them, otherwise reset their entry
                    //    if (!playersOld.ContainsKey(pid))
                    //        playersOld.Add(pid, new PlayerModel(tableId, lastHandIdConsidered, pid, wrProv));
                    //    else
                    //        playersOld[pid].ResetProbsToDefault(lastHandIdConsidered);

                    //    playersOld[pid].UpdateCardsWinPercentages(new Card[] { }, lastNumberActivePlayers);
                    //}

                    //get keys in players dictionary and players in cache who are sat in
                    long[] keys = playersNew.Keys.ToArray();

                    //Remove from players all items that don't correspond to sat in players
                    long[] toRemove = keys.Except(satInPlayerIds).ToArray();

                    for (byte i = 0; i < toRemove.Length; i++)
                    {
                        playersNew.Remove(toRemove[i]);
                    }

                    //Go through each seat
                    for (int i = 0; i < satInPlayerIds.Length; i++)
                    {
                        //Get player id for person in seat
                        long pid = satInPlayerIds[i];

                        //and the player is not in dictionary add them, otherwise reset their entry
                        if (!playersNew.ContainsKey(pid))
                        {
                            playersNew.Add(pid, new PlayerModelFixed(tableId, cache.BigBlind, lastHandIdConsidered, pid, wrProv));
                        }
                        else
                        {
                            playersNew[pid].ResetProbsToDefault(lastHandIdConsidered);
                        }

                        playersNew[pid].UpdateCardsWinPercentages(new Card[] { }, lastNumberActivePlayers);
                    }
                }

                //Setup cards array based on cards that were present at end of last update
                Card[] cards = new Card[0];

                switch (wasHandState)
                {
                case HandState.Flop:
                    cards = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3) };
                    break;

                case HandState.Turn:
                    cards = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3), (Card)(handDetails.tableCard4) };
                    break;

                case HandState.River:
                    cards = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3), (Card)(handDetails.tableCard4), (Card)(handDetails.tableCard5) };
                    break;
                }

                //Get all dealer and betting actions since last update
                var handActions = cache.getHandActions(lastHandIdConsidered);

                handActions =
                    (from a in handActions
                     where a.localIndex > lastActionIdConsidered && (a.actionType == PokerAction.Check ||
                                                                     a.actionType == PokerAction.Call ||
                                                                     a.actionType == PokerAction.Raise ||
                                                                     a.actionType == PokerAction.Fold ||
                                                                     a.actionType == PokerAction.DealFlop ||
                                                                     a.actionType == PokerAction.DealTurn ||
                                                                     a.actionType == PokerAction.DealRiver)
                     orderby a.localIndex
                     select a).ToArray();

                //Get a list of active players by the end of the hand actions above
                var activePlayers = cache.getActivePlayerIds();

                //Now go through each new hand action
                foreach (var handAction in handActions)
                {
                    //if the action is a dealer action then update hand state, change raised pot flag and for each active player update card probs change after deal
                    if (handAction.actionType == PokerAction.DealFlop)
                    {
                        wasHandState = HandState.Flop;
                        wasRaisedPot = false;
                        cards        = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3) };

                        foreach (var player in activePlayers)
                        {
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard1));
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard2));
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard3));

                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard1));
                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard2));
                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard3));
                        }

                        continue;
                    }
                    else if (handAction.actionType == PokerAction.DealTurn)
                    {
                        wasHandState = HandState.Turn;
                        wasRaisedPot = false;
                        cards        = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3), (Card)(handDetails.tableCard4) };

                        foreach (var player in activePlayers)
                        {
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard4));
                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard4));
                        }

                        continue;
                    }
                    else if (handAction.actionType == PokerAction.DealRiver)
                    {
                        wasHandState = HandState.River;
                        wasRaisedPot = false;
                        cards        = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3), (Card)(handDetails.tableCard4), (Card)(handDetails.tableCard5) };

                        foreach (var player in activePlayers)
                        {
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard5));
                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard5));
                        }

                        continue;
                    }
                    else if (handAction.actionType == PokerAction.Fold)
                    {
                        //if a player has folded set all their probabilities of having cards to zero and reduce number of active players
                        //if (playersOld.ContainsKey(handAction.playerId))
                        //    playersOld[handAction.playerId].SetAllProbsToZeroOnFold();

                        if (playersNew.ContainsKey(handAction.playerId))
                        {
                            playersNew[handAction.playerId].SetAllProbsToZeroOnFold();
                        }

                        lastNumberActivePlayers--;
                        continue;
                    }

                    //otherwise we're dealing with a betting action so they should be in active players
                    if (activePlayers.Contains(handAction.playerId))
                    {
                        //Update win percentages and indices in player model and update card probs based on action
                        //playersOld[handAction.playerId].UpdateCardsWinPercentages(cards, lastNumberActivePlayers);
                        playersNew[handAction.playerId].UpdateCardsWinPercentages(cards, lastNumberActivePlayers);

                        decimal ra = 0, ca = 0, pa = 0;
                        double  dd;

                        if (handAction.actionType == PokerAction.Raise)
                        {
                            ra = cache.getCurrentRoundLastRaiseAmount(handAction.localIndex + 1L);
                        }

                        if (wasRaisedPot)
                        {
                            ca = cache.getMinimumPlayAmount(handAction.localIndex) - cache.getPlayerCurrentRoundBetAmount(handAction.playerId, handAction.localIndex);
                        }

                        pa = cache.getPotUpToActionId(handAction.localIndex);
                        dd = (cache.getActivePlayerDistanceToDealer(handAction.playerId, handAction.localIndex) - 1.0) / (cache.getActivePositions(handAction.localIndex).Length - 1.0);

                        //playersOld[handAction.playerId].UpdateCardProbsBasedOnAction(handAction.actionType, wasHandState, ca, ra, pa, wasRaisedPot, dd < 0.5);
                        playersNew[handAction.playerId].UpdateCardProbsBasedOnAction(handAction.actionType, wasHandState, ca, ra, pa, wasRaisedPot, dd < 0.5);
                    }

                    //Finally if the action was a raise we now have a raised pot
                    if (handAction.actionType == PokerAction.Raise)
                    {
                        wasRaisedPot = true;
                    }
                }

                //for (int i = 0; i < activePlayers.Length; i++)
                //    playersOld[activePlayers[i]].UpdateCardsWinPercentages(cards, activePlayers.Length);

                for (int i = 0; i < activePlayers.Length; i++)
                {
                    playersNew[activePlayers[i]].UpdateCardsWinPercentages(cards, activePlayers.Length);
                }

                //finally update last action considered and last number players
                if (handActions.Count() > 0)
                {
                    lastActionIdConsidered = handActions.Last().localIndex;
                }

                lastNumberActivePlayers = activePlayers.Length;
            }