Esempio n. 1
0
        //look for royal flush, removing pair using recursion
        public static bool isRoyalFlush(Hand hand)
        {
            hand.sortByRank();
            Hand simplifiedhand1, simplifiedhand2; //to be set the same as hand - cards are removed from this hand to evaluate straights separately without the interference of pairs or three-of-a-kind

            for (int i = 0; i <= hand.Count() - 2; i++)
            {
                if (hand[i] == hand[i + 1])
                {
                    simplifiedhand1 = new Hand(hand);
                    simplifiedhand1.Remove(i);
                    simplifiedhand2 = new Hand(hand);
                    simplifiedhand2.Remove(i + 1);
                    if (HandCombination.isRoyalFlush(simplifiedhand1))
                    {
                        return(true);
                    }
                    if (HandCombination.isRoyalFlush(simplifiedhand2))
                    {
                        return(true);
                    }
                }
            }
            int currentsuit = hand.getCard(0).getSuit();

            if (hand.getCard(0).getRank() == 14 && hand.getCard(1).getRank() == 13 && hand.getCard(2).getRank() == 12 && hand.getCard(3).getRank() == 11 && hand.getCard(4).getRank() == 10 && hand.getCard(1).getSuit() == currentsuit && hand.getCard(2).getSuit() == currentsuit && hand.getCard(3).getSuit() == currentsuit && hand.getCard(4).getSuit() == currentsuit)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
Esempio n. 2
0
        PlayerList QuickSortBestHand(PlayerList myPlayers)
        {
            Player pivot;
            Random ran = new Random();

            if (myPlayers.Count() <= 1)
            {
                return(myPlayers);
            }
            pivot = myPlayers[ran.Next(myPlayers.Count())];
            myPlayers.Remove(pivot);

            var less    = new PlayerList();
            var greater = new PlayerList();

            // Assign values to less or greater list
            foreach (Player player in myPlayers)
            {
                if (HandCombination.getBestHand(new Hand(player.getHand())) > HandCombination.getBestHand(new Hand(pivot.getHand())))
                {
                    greater.Add(player);
                }
                else if (HandCombination.getBestHand(new Hand(player.getHand())) <= HandCombination.getBestHand(new Hand(pivot.getHand())))
                {
                    less.Add(player);
                }
            }
            // Recurse for less and greaterlists
            var list = new PlayerList();

            list.AddRange(QuickSortBestHand(greater));
            list.Add(pivot);
            list.AddRange(QuickSortBestHand(less));
            return(list);
        }
Esempio n. 3
0
        //get royal flush using recursion
        public static Hand getRoyalFlush(Hand hand)
        {
            hand.sortByRank();
            Hand straightflush = new Hand(HandCombination.getStraightFlush(hand));

            straightflush.setValue(10);
            if (straightflush.getCard(0).getRank() == 14)
            {
                return(straightflush);
            }
            else
            {
                straightflush.Clear();
                return(straightflush);
            }
        }
Esempio n. 4
0
 //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
        //use recursion to get rid of pairs, then evaluate straight flush
        public static bool isStraightFlush(Hand hand)
        {
            hand.sortByRank();
            Hand simplifiedhand1, simplifiedhand2; //to be set the same as hand - cards are removed from this hand to evaluate straights separately without the interference of pairs or three-of-a-kind

            for (int i = 0; i <= hand.Count() - 2; i++)
            {
                if (hand.getCard(i) == hand.getCard(i + 1))
                {
                    simplifiedhand1 = new Hand(hand);
                    simplifiedhand1.Remove(i);
                    simplifiedhand2 = new Hand(hand);
                    simplifiedhand2.Remove(i + 1);
                    if (HandCombination.isStraightFlush(simplifiedhand1))
                    {
                        return(true);
                    }
                    if (HandCombination.isStraightFlush(simplifiedhand2))
                    {
                        return(true);
                    }
                }
            }
            for (int i = 0; i <= hand.Count() - 5; i++)
            {
                int currentrank = hand.getCard(i).getRank(), currentsuit = hand.getCard(i).getSuit();
                if (currentrank == hand.getCard(i + 1).getRank() + 1 && currentrank == hand.getCard(i + 2).getRank() + 2 && currentrank == hand.getCard(i + 3).getRank() + 3 && currentrank == hand.getCard(i + 4).getRank() + 4 && currentsuit == hand.getCard(i + 1).getSuit() && currentsuit == hand.getCard(i + 2).getSuit() && currentsuit == hand.getCard(i + 3).getSuit() && currentsuit == hand.getCard(i + 4).getSuit())
                {
                    return(true);
                }
            }
            for (int i = 0; i <= hand.Count() - 4; i++)
            {
                int currentrank = hand.getCard(i).getRank(), currentsuit = hand.getCard(i).getSuit();
                if (currentrank == 5 && hand.getCard(i + 1).getRank() == 4 && hand.getCard(i + 2).getRank() == 3 && hand.getCard(i + 3).getRank() == 2 && hand.getCard(0).getRank() == 14 && currentsuit == hand.getCard(i + 1).getSuit() && currentsuit == hand.getCard(i + 2).getSuit() && currentsuit == hand.getCard(i + 3).getSuit() && currentsuit == hand.getCard(0).getSuit())
                {
                    return(true);
                }
            }
            return(false);
        }
Esempio n. 6
0
        //showdown code!
        public void ShowDown()
        {
            //creating sidepots
            if (CreateSidePots())
            {
                mainPot.getPlayersInPot().Sort();

                for (int i = 0; i < mainPot.getPlayersInPot().Count - 1; i++)
                {
                    if (mainPot.getPlayersInPot()[i].AmountInPot != mainPot.getPlayersInPot()[i + 1].AmountInPot)
                    {
                        PlayerList tempPlayers = new PlayerList();
                        for (int j = mainPot.getPlayersInPot().Count - 1; j > i; j--)
                        {
                            tempPlayers.Add(mainPot.getPlayersInPot()[j]);
                        }
                        int potSize = (mainPot.getPlayersInPot()[i + 1].AmountInPot - mainPot.getPlayersInPot()[i].AmountInPot) * tempPlayers.Count;
                        mainPot.Amount -= potSize;
                        sidePots.Add(new Pot(potSize, tempPlayers));
                    }
                }
            }
            //awarding mainpot
            PlayerList bestHandList = new PlayerList();
            List <int> Winners      = new List <int>();

            bestHandList = QuickSortBestHand(new PlayerList(mainPot.getPlayersInPot()));
            for (int i = 0; i < bestHandList.Count; i++)
            {
                for (int j = 0; j < this.getPlayers().Count; j++)
                {
                    if (players[j] == bestHandList[i])
                    {
                        Winners.Add(j);
                    }
                }
                if (HandCombination.getBestHand(new Hand(bestHandList[i].getHand())) != HandCombination.getBestHand(new Hand(bestHandList[i + 1].getHand())))
                {
                    break;
                }
            }
            mainPot.Amount /= Winners.Count;
            if (Winners.Count > 1)
            {
                for (int i = 0; i < this.getPlayers().Count; i++)
                {
                    if (Winners.Contains(i))
                    {
                        currentIndex = i;
                        players[i].CollectMoney(mainPot);
                        winnermessage += players[i].Name + ", ";
                    }
                }
                winnermessage += Environment.NewLine + " split the pot.";
            }
            else
            {
                currentIndex = Winners[0];
                players[currentIndex].CollectMoney(mainPot);
                winnermessage = players[currentIndex].Message;
            }
            //awarding sidepots
            for (int i = 0; i < sidePots.Count; i++)
            {
                List <int> sidePotWinners = new List <int>();
                for (int x = 0; x < bestHandList.Count; x++)
                {
                    for (int j = 0; j < this.getPlayers().Count; j++)
                    {
                        if (players[j] == bestHandList[x] && sidePots[i].getPlayersInPot().Contains(bestHandList[x]))
                        {
                            sidePotWinners.Add(j);
                        }
                    }
                    if (HandCombination.getBestHand(new Hand(bestHandList[x].getHand())) != HandCombination.getBestHand(new Hand(bestHandList[x + 1].getHand())) && sidePotWinners.Count != 0)
                    {
                        break;
                    }
                }
                sidePots[i].Amount /= sidePotWinners.Count;
                for (int j = 0; j < this.getPlayers().Count; j++)
                {
                    if (sidePotWinners.Contains(j))
                    {
                        currentIndex = j;
                        players[j].CollectMoney(sidePots[i]);
                    }
                }
            }
        }
Esempio n. 7
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;
        }