void OnPlayerActionNeeded(object sender, PlayerInfoEventArgs e) { if (InvokeRequired) { // We're not in the UI thread, so we need to call BeginInvoke BeginInvoke(new EventHandler <PlayerInfoEventArgs>(OnPlayerActionNeeded), new[] { sender, e }); return; } var p = e.Player; var table = m_Game.Table; if (p.NoSeat == m_NoSeat) { if (m_Game.Table.CanFold) { EnableButton(btnFold); } SetCallButtonName(p); EnableButton(btnCall); if (table.HigherBet < p.MoneyAmnt) { var min = table.MinRaiseAmnt(p) + p.MoneyBetAmnt; EnableButton(btnRaise); nudRaise.Enabled = true; nudRaise.Minimum = min; nudRaise.Maximum = p.MoneyAmnt; nudRaise.Value = min; nudRaise.Increment = table.MinimumRaiseAmount; } } }
void OnPlayerHoleCardsChanged(object sender, PlayerInfoEventArgs e) { var p = e.Player; Send(new PlayerHoleCardsChangedCommand() { NoSeat = p.NoSeat, PlayerState = p.State, FaceDownCards = p.NoSeat == Player.NoSeat ? p.FaceDownCards : p.FaceDownCards.Select(x => "??").ToArray(), FaceUpCards = p.FaceUpCards }); }
void OnPlayerHoleCardsChanged_Console(object sender, PlayerInfoEventArgs e) { if (InvokeRequired) { // We're not in the UI thread, so we need to call BeginInvoke BeginInvoke(new EventHandler <PlayerInfoEventArgs>(OnPlayerHoleCardsChanged_Console), new[] { sender, e }); return; } var p = e.Player; if (p.Cards.Any() && ConvertToGameCard(p.Cards[0]).Id >= 0) { WriteLine("==> Hole Card changed for " + p.Name + ": " + string.Join(" ", p.Cards)); } }
void OnPlayerJoined(object sender, PlayerInfoEventArgs e) { var p = e.Player; if (p != Player) { Send(new GameMessageCommand { Info = new GameMessageOptionPlayerJoined { PlayerName = p.Name } }); } }
void OnPlayerActionNeeded(object sender, PlayerInfoEventArgs e) { if (InvokeRequired) { // We're not in the UI thread, so we need to call BeginInvoke BeginInvoke(new EventHandler <PlayerInfoEventArgs>(OnPlayerActionNeeded), new[] { sender, e }); return; } SuspendLayout(); var p = e.Player; var php = m_Huds[p.NoSeat]; php.DoAction(GameActionEnum.DoNothing); php.SetPlaying(); ResumeLayout(); }
void OnPlayerHoleCardsChanged(object sender, PlayerInfoEventArgs e) { if (InvokeRequired) { // We're not in the UI thread, so we need to call BeginInvoke BeginInvoke(new EventHandler <PlayerInfoEventArgs>(OnPlayerHoleCardsChanged), new[] { sender, e }); return; } SuspendLayout(); var p = e.Player; var php = m_Huds[p.NoSeat]; if (p.Cards.Any()) { php.SetCards(p.Cards.Select(ConvertToGameCard).ToArray()); } else { php.SetCards(null, null); } ResumeLayout(); }
private static bool OnPlayerInfo(byte _plrid, byte _hair, int _style, byte _difficulty, string _name) { if (PlayerInfo == null) return false; var args = new PlayerInfoEventArgs { PlayerId = _plrid, Hair = _hair, Style = _style, Difficulty = _difficulty, Name = _name, }; PlayerInfo.Invoke(null, args); return args.Handled; }