public bool IsSraightFlush(Hand hand)
        {
            if (IsFlush(hand))
                return IsStraight(hand);

            return false;
        }
        public bool IsFullHouse(Hand hand)
        {
            IEnumerable<IGrouping<Rank, Card>> groupings = hand.GroupBy(c => c.Rank);

            return(groupings.Count() == 2 &&
                (groupings.ElementAt(0).Count() == 2 ||
                    groupings.ElementAt(0).Count() == 3));
        }
        public bool IsFourOfAKind(Hand hand)
        {
            foreach (IGrouping<Rank, Card> grouping in hand.GroupBy(c => c.Rank))
                if (grouping.Count() == 4)
                    return true;

            return false;
        }
        public bool IsRoyalFlush(Hand hand)
        {
            Card bestCardRank = (from c in hand where c.Rank.Value == 14 select c).FirstOrDefault();

            if (bestCardRank != null)
                return IsSraightFlush(hand);

            return false;
        }
 /// <summary>
 /// TODO Move all of this to the game descriptor class
 /// </summary>
 /// <param name="hand"></param>
 /// <returns></returns>
 public Hand.HandType GetBestHandType(Hand hand)
 {
     if (IsRoyalFlush(hand)) return Hand.HandType.RoyalFlush;
     else if (IsSraightFlush(hand)) return Hand.HandType.StraightFlush;
     else if (IsFourOfAKind(hand)) return Hand.HandType.FourOfAkind;
     else if (IsFullHouse(hand)) return Hand.HandType.FullHouse;
     else if (IsFlush(hand)) return Hand.HandType.Flush;
     else if (IsStraight(hand)) return Hand.HandType.Straight;
     else if (IsThreeOfAKind(hand)) return Hand.HandType.ThreeOfAKind;
     else if (IsTwoPair(hand)) return Hand.HandType.TwoPair;
     else if (IsTwoOfAKind(hand)) return Hand.HandType.TwoOfAKind;
     return Hand.HandType.HighCard;
 }
        public bool IsStraight(Hand hand)
        {
            CardCollection cards = new CardCollection(hand.OrderBy(c => c.Rank.Value));

            for (int i = 0; i < cards.Count; ++i)
            {
                if (cards.Count > i)
                {
                    if ((cards[i].Rank.Value + 1) != cards[i + 1].Rank.Value)
                        return false;
                }
            }

            return true;
        }
 public bool IsHighCard(Hand hand)
 {
     return true;
 }
 public bool IsFlush(Hand hand)
 {
     return (hand.Select(c => c.Suit).Distinct().Count() == 1);
 }
        public bool IsTwoPair(Hand hand)
        {
            IEnumerable<IGrouping<Rank, Card>> groupings = hand.GroupBy(c => c.Rank);

            return ((from g in groupings where g.Count() == 2 select g).Count() == 2);
        }
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 public Player(Hand hand)
 {
     _hand = hand;
 }
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 public Player()
 {
     _hand = new Hand();
 }
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        public CardCollectionOperationResult RemoveCard(Hand hand, Card card)
        {
            hand.Remove(card);

            return new CardCollectionOperationResult(hand, card);
        }
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        public Hand.HandType GetBestHand(Hand hand)
        {
            HandRankManager rankManager = new HandRankManager();

            return rankManager.GetBestHandType(hand);
        }
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        public CardCollectionOperationResult AddCard(Hand hand, Card card)
        {
            hand.Add(card);

            return new CardCollectionOperationResult(hand);
        }