public override void DisplayStatistics(PlayerStatistics stats) { base.DisplayStatistics(stats); lblImmediateStats.Text = String.Format("VPF:{0} PFR:{1} L:{2} AF:{3}", stats.Get("Voluntary Put $", "Preflop").MainData.GetPercentage(), stats.Get("Raises", "Preflop").MainData.GetPercentage(), stats.Get("Limp", "Preflop").MainData.GetPercentage(), stats.Get("Aggression Frequency", "Summary").MainData.GetValue() ); DisplayIcons(stats); }
public void DisplayIcons(PlayerStatistics stats) { StatisticsData calls = stats.Get("Calls", "Summary").MainData; StatisticsData checkCall = stats.Get("Check Call", "Summary").MainData; // If calls are > 40% or check calls are more than 66% then calling station! picCallingStation.Visible = (calls.Value >= 0.40 || checkCall.Value >= 0.66) || (calls is StatisticsUnknownData && checkCall is StatisticsUnknownData); picCallingStation.SetQuestionSignVisible(calls is StatisticsUnknownData && checkCall is StatisticsUnknownData); StatisticsData foldSbToRaise = stats.Get("Fold Small Blind to a Raise", "Preflop").MainData; StatisticsData foldBbToRaise = stats.Get("Fold Big Blind to a Raise", "Preflop").MainData; // If average of fold big blind to a raise and fold small blind to a raise > 80% then easy steal StatisticsData foldBlindAverage = foldSbToRaise.Average("Fold Small/Big Blind to a Raise", 2, foldBbToRaise); picEasySteal.Visible = (foldBlindAverage.Value >= 0.80) || (foldBlindAverage is StatisticsUnknownData); picEasySteal.SetQuestionSignVisible(foldBlindAverage is StatisticsUnknownData); // If a person raises more than 50% of his buttons, chances are he might be stealing StatisticsData stealRaises = stats.Get("Steal Raises", "Preflop").MainData; picButtonStealer.Visible = (stealRaises.Value >= 0.5) || (stealRaises is StatisticsUnknownData); picButtonStealer.SetQuestionSignVisible(stealRaises is StatisticsUnknownData); toggleIsSolidIcon(stats); toggleIsDonkIcon(stats); /* picCallingStation.Visible = true; picCallingStation.SetQuestionSignVisible(false); picEasySteal.Visible = true; picEasySteal.SetQuestionSignVisible(false); picButtonStealer.Visible = true; picButtonStealer.SetQuestionSignVisible(false); picSolidPlayer.Visible = true; picSolidPlayer.SetQuestionSignVisible(false); picDonkPlayer.Visible = true; picDonkPlayer.SetQuestionSignVisible(false); */ }
private void toggleIsDonkIcon(PlayerStatistics stats) { // If a person is betting/raising/check raising with nothing more than 10%, he's bluffing more than usual // 10% is considered to be a standard "bluffing percentage" you can expect. More than that, is donkish StatisticsData nothingBets = stats.Get("Bets", "Summary").FindSubStatistic(HoldemHand.Rating.Nothing.ToString()); StatisticsData nothingRaises = stats.Get("Raises", "Summary").FindSubStatistic(HoldemHand.Rating.Nothing.ToString()); StatisticsData nothingCheckRaises = stats.Get("Check Raise", "Summary").FindSubStatistic(HoldemHand.Rating.Nothing.ToString()); float valueSums = nothingBets.Value + nothingRaises.Value + nothingCheckRaises.Value; // To compute an average, we first have to see if the values are known (or are set to zero just because they are unknown) float divideBy = 0; if (!(nothingBets is StatisticsUnknownData)) { divideBy += 1.0f; } if (!(nothingRaises is StatisticsUnknownData)) { divideBy += 1.0f; } if (!(nothingCheckRaises is StatisticsUnknownData)) { divideBy += 1.0f; } bool noInformation = (divideBy == 0); float valueAverage; if (noInformation) valueAverage = 0; else valueAverage = valueSums / divideBy; picDonkPlayer.Visible = (valueAverage >= 0.1) || noInformation; picDonkPlayer.SetQuestionSignVisible(noInformation); }
private void toggleIsSolidIcon(PlayerStatistics stats) { // If a player raises and bets with value hands, he's solid (80% of bets and raises are value?) StatisticsData strongBets = stats.Get("Bets", "Summary").FindSubStatistic(HoldemHand.Rating.Strong.ToString()); StatisticsData monsterBets = stats.Get("Bets", "Summary").FindSubStatistic(HoldemHand.Rating.Monster.ToString()); StatisticsData strongRaises = stats.Get("Raises", "Summary").FindSubStatistic(HoldemHand.Rating.Strong.ToString()); StatisticsData monsterRaises = stats.Get("Raises", "Summary").FindSubStatistic(HoldemHand.Rating.Monster.ToString()); StatisticsData strongCheckRaises = stats.Get("Check Raise", "Summary").FindSubStatistic(HoldemHand.Rating.Strong.ToString()); StatisticsData monsterCheckRaises = stats.Get("Check Raise", "Summary").FindSubStatistic(HoldemHand.Rating.Monster.ToString()); float valueSums = strongBets.Value + monsterBets.Value + strongRaises.Value + monsterRaises.Value + strongCheckRaises.Value + monsterCheckRaises.Value; // To compute an average, we first have to see if the values are known (or are set to zero just because they are unknown) float divideBy = 0; if (!(strongRaises is StatisticsUnknownData && monsterRaises is StatisticsUnknownData)) { divideBy += 1.0f; } if (!(strongBets is StatisticsUnknownData && monsterBets is StatisticsUnknownData)) { divideBy += 1.0f; } if (!(strongCheckRaises is StatisticsUnknownData && monsterCheckRaises is StatisticsUnknownData)) { divideBy += 1.0f; } bool noInformation = (divideBy == 0); float valueAverage; if (noInformation) valueAverage = 0; else valueAverage = valueSums / divideBy; picSolidPlayer.Visible = (valueAverage >= 0.8) || noInformation; picSolidPlayer.SetQuestionSignVisible(noInformation); }
/* This function is overriden by child classes and takes care of displaying * game specific layout */ public virtual void DisplayStatistics(PlayerStatistics stats) { lblTotalHandsPlayed.Text = stats.Get("Total Hands Played", "Summary").MainData.GetFloat().ToString(); }