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
            });
        }
Exemple #2
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 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_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 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();
 }
 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 OnPlayerJoined(object sender, PlayerInfoEventArgs e)
 {
     var p = e.Player;
     if(p != Player)
         Send(new GameMessageCommand
         {
             Info = new GameMessageOptionPlayerJoined
             {
                 PlayerName = p.Name
             }
         });
 }