Esempio n. 1
0
 public Deck(Deck otherDeck)
 {
     foreach (Card card in otherDeck.deck)
     {
         this.deck.Add(new Card(card));
     }
 }
Esempio n. 2
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 private void btnAuto_Click(object sender, EventArgs e)
 {
     myHand1.Clear();
     deck = new Deck();
     deck.Shuffle();
     for (int i = 0; i < 7; i++)
     {
         myHand1.Add(deck.Deal());
     }
     int x = 0;
     for (int i = 0; i < myHand1.Count(); i++)
     {
         Bitmap bitmap = new Bitmap(myHand1.getCard(i).getImage());
         Graphics g = Graphics.FromImage(b2);
         g.DrawImage(bitmap, 5 + x * 75, 5, 71, 96);
         x++;
     }
     pictureBox1.Image = b2;
 }
Esempio n. 3
0
 public Table()
 {
     players = new PlayerList();
     deck = new Deck();
     rand = new Random();
     mainPot = new Pot();
     sidePots = new List<Pot>();
     smallBlind = new Blind();
     bigBlind = new Blind();
     roundCounter = 0;
     turnCount = 0;
     dealerPosition = rand.Next(players.Count);
     //set blind amount and position
     smallBlind.Amount = 500;
     bigBlind.Amount = 1000;
     mainPot.SmallBlind = 500;
     mainPot.BigBlind = 1000;
     smallBlind.position = dealerPosition + 1;
     bigBlind.position = dealerPosition + 2;
     currentIndex = dealerPosition;
 }
Esempio n. 4
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        //determine the hole cards of the player and the community cards to be dealt
        //determines who will win the showdown at the end
        public void CalculateHandValueHard(Hand otherHand,Deck deck)
        {
            Hand knownCommunityCards = new Hand();
            Hand remainingCommunityCards = new Hand();
            //add known community cards
            for (int i = 2; i < myHand.Count(); i++)
            {
                knownCommunityCards.Add(myHand[i]);
            }
            //generate remaining community cards
            if (knownCommunityCards.Count() < 5)
            {
                remainingCommunityCards.Add(deck.Deal());
                if (knownCommunityCards.Count() < 4)
                {
                    remainingCommunityCards.Add(deck.Deal());
                    if (knownCommunityCards.Count() < 3)
                    {
                        remainingCommunityCards.Add(deck.Deal());
                        remainingCommunityCards.Add(deck.Deal());
                        remainingCommunityCards.Add(deck.Deal());
                    }
                }
            }
            //add the remaining cards
            this.AddToHand(remainingCommunityCards);
            otherHand += remainingCommunityCards;
            otherHand += knownCommunityCards;

            //compare hands
            if (HandCombination.getBestHandEfficiently(new Hand(myHand)) > HandCombination.getBestHandEfficiently(new Hand(otherHand)))
                handValue = 1;
            else if (HandCombination.getBestHandEfficiently(new Hand(myHand)) < HandCombination.getBestHandEfficiently(new Hand(otherHand)))
                handValue = 0;
            else
                handValue = 0.5;
            for (int i = 0; i < remainingCommunityCards.Count(); i++)
            {
                myHand.Remove(remainingCommunityCards[i]);
            }
        }
Esempio n. 5
0
        //using the monte carlo method, calculate a hand value for the AI's current hand
        //this can be very hard on the computer's memory and processor and can result in lag time
        public void CalculateHandValue(int count)
        {
            double score = 0;
            PlayerList playerList = new PlayerList();
            for (int i = 0; i < count - 1; i++)
            {
                playerList.Add(new Player());
            }
            Hand bestHand = new Hand();
            int bestHandCount = 1;
            Deck deck = new Deck();
            Hand knownCommunityCards = new Hand();
            Hand remainingCommunityCards = new Hand();
            Hand myHoleCards = new Hand();
            //remove known cards from deck
            for (int i = 0; i < myHand.Count(); i++)
            {
                deck.Remove(myHand[i]);
            }
            //add known community cards
            for (int i = 2; i < myHand.Count(); i++)
            {
                knownCommunityCards.Add(myHand[i]);
            }
            myHoleCards.Add(this.getHand()[0]);
            myHoleCards.Add(this.getHand()[1]);
            //loop 100 times
            for (int i = 0; i < 100; i++)
            {
                //reset players and shuffle deck
                for (int j = 0; j < playerList.Count; j++)
                {
                    playerList[j].isbusted = false;
                    playerList[j].getHand().Clear();
                }
                myHand.Clear();
                remainingCommunityCards.Clear();
                deck.Shuffle();

                //generate remaining community cards
                if (knownCommunityCards.Count() < 5)
                {
                    remainingCommunityCards.Add(deck.Deal());
                    if (knownCommunityCards.Count() < 4)
                    {
                        remainingCommunityCards.Add(deck.Deal());
                        if (knownCommunityCards.Count() < 3)
                        {
                            remainingCommunityCards.Add(deck.Deal());
                            remainingCommunityCards.Add(deck.Deal());
                            remainingCommunityCards.Add(deck.Deal());
                        }
                    }
                }
                //add hole/community cards to the AI
                this.AddToHand(knownCommunityCards);
                this.AddToHand(remainingCommunityCards);
                this.AddToHand(myHoleCards);
                //add hole/community cards to other players
                for (int j = 0; j < playerList.Count; j++)
                {
                    playerList[j].AddToHand(knownCommunityCards);
                    if (remainingCommunityCards.Count() != 0)
                        playerList[j].AddToHand(remainingCommunityCards);
                    playerList[j].AddToHand(deck.Deal());
                    playerList[j].AddToHand(deck.Deal());
                    //if player is dealt hole cards of less than 5-5, and no pocket pairs the player drops out
                    if (playerList[j].getHand()[playerList[j].getHand().Count() - 1].getRank() + playerList[j].getHand()[playerList[j].getHand().Count() - 2].getRank() <= 10 && playerList[j].getHand()[playerList[j].getHand().Count() - 1].getRank() != playerList[j].getHand()[playerList[j].getHand().Count() - 2].getRank())
                    {
                        playerList[j].isbusted = true;
                    }
                }
                //add cards back to deck
                for (int j = 0; j < remainingCommunityCards.Count(); j++)
                {
                    deck.Add(remainingCommunityCards[j]);
                }
                for (int j = 0; j < playerList.Count; j++)
                {
                    deck.Add(playerList[j].getHand()[playerList[j].getHand().Count() - 1]);
                    deck.Add(playerList[j].getHand()[playerList[j].getHand().Count() - 2]);
                }
                //compare hands
                bestHandCount = 1;
                playerList.Add(this);
                bestHand = playerList[0].getHand();
                for (int j = 0; j <playerList.Count-1; j++)
                {
                    if (playerList[j].isbusted)
                        continue;
                    if (HandCombination.getBestHandEfficiently(new Hand(playerList[j+1].getHand())) > HandCombination.getBestHandEfficiently(new Hand(playerList[j].getHand())))
                    {
                        bestHandCount = 1;
                        bestHand = playerList[j+1].getHand();
                    }
                    else if (HandCombination.getBestHandEfficiently(new Hand(playerList[j+1].getHand())) == HandCombination.getBestHandEfficiently(new Hand(playerList[j].getHand())))
                        bestHandCount++;
                }
                playerList.Remove(this);
                //if my hand is the best, increment score
                if (myHand.isEqual(bestHand))
                    score = score + (1 / bestHandCount);
            }
            //reconstruct original hand
            myHand.Clear();
            this.AddToHand(myHoleCards);
            this.AddToHand(knownCommunityCards);
            //calculate hand value as a percentage of wins
            handValue = score / 100;
        }
Esempio n. 6
0
 /// <summary>
 /// Start a new round, dealer/smallblind position are moved up one spot
 /// players/counter variables are reset
 /// blinds are reset if necessary.
 /// </summary>
 public void startNextMatch()
 {
     players.ResetPlayers();
     deck = new Deck();
     if (roundCounter == 10)
     {
         roundCounter = 0;
         smallBlind.Amount *= 2;
         bigBlind.Amount = smallBlind.Amount * 2;
         mainPot.SmallBlind = SmallBlind;
         mainPot.BigBlind = BigBlind;
     }
     if (roundCounter != 0)
     {
         dealerPosition = incrementIndex(dealerPosition);
         smallBlind.position = incrementIndex(dealerPosition);
         bigBlind.position = incrementIndex(smallBlind.position);
     }
     roundCounter++;
     mainPot.Amount = 0;
     mainPot.AgressorIndex = -1;
     mainPot.MinimumRaise = bigBlind.Amount;
     tableHand.Clear();
     currentIndex = dealerPosition;
     winnermessage = null;
     mainPot.getPlayersInPot().Clear();
     sidePots.Clear();
 }