Exemple #1
0
        /// <summary>
        /// Called by the client when an update message arrives.
        /// </summary>
        /// <param name="player">The players sorted by their round order</param>
        /// <param name="potInformation">The current state of the pot</param>
        /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param>
        public override void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards)
        {
            // updates the game community cards so player hands will be calculated correctly
            Game.ExposedCommunityCards = Array.AsReadOnly <Card>(communityCards);

            base.WaitSynchronization(player, potInformation, communityCards);
        }
Exemple #2
0
        /// <summary>
        /// Called by the client when an update message arrives.
        /// </summary>
        /// <param name="player">The players sorted by their round order</param>
        /// <param name="potInformation">The current state of the pot</param>
        /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param>
        public virtual void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards)
        {
            Console.WriteLine("Pot amount is: {0}$", potInformation.PotAmount);

            foreach (Player curPlayer in player)
            {
                PrintPlayer(curPlayer);
            }
        }
Exemple #3
0
 /// <summary>
 /// Called by the client when an update message arrives.
 /// </summary>
 /// <param name="player">The players sorted by their round order</param>
 /// <param name="potInformation">The current state of the pot</param>
 /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param>
 public override void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards)
 {
     // print the community cards first.
     if (communityCards.Length > 0)
     {
         Console.Write('[');
         foreach (Card card in communityCards)
         {
             Console.Write(' ');
             Console.Write(card);
         }
         Console.WriteLine(']');
     }
     base.WaitSynchronization(player, potInformation, communityCards);
 }
Exemple #4
0
 /// <summary>
 /// Called by the client when an update message arrives.
 /// </summary>
 /// <param name="player">The players sorted by their round order</param>
 /// <param name="potInformation">The current state of the pot</param>
 /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param>
 public override void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards)
 {
     currentStrategy.Synchronize(player);
     base.WaitSynchronization(player, potInformation, communityCards);
 }
Exemple #5
0
 /// <summary>
 /// Called by the client when an update message arrives.
 /// </summary>
 /// <param name="player">The players sorted by their round order</param>
 /// <param name="potInformation">The current state of the pot</param>
 /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param>
 public void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards)
 {
 }
Exemple #6
0
 /// <summary>
 /// Called by the client when an update message arrives.
 /// </summary>
 /// <param name="player">The players sorted by their round order</param>
 /// <param name="potInformation">The current state of the pot</param>
 /// <param name="communityCards">The game community cards, if any. Can be null</param>
 public void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards)
 {
     concreteClient.WaitSynchronization(player, potInformation, communityCards);
 }
Exemple #7
0
 /// <summary>
 /// Called by the client when an update message arrives.
 /// </summary>
 /// <param name="player">The players sorted by their round order</param>
 /// <param name="potInformation">The current state of the pot</param>
 /// <param name="communityCards">The community cards in the game (if any) may be null or in 0 length</param>
 public virtual void WaitSynchronization(IEnumerable <Player> player, PotInformation potInformation, Card[] communityCards)
 {
     helper.WaitSynchronization(player, potInformation, communityCards);
 }