Esempio n. 1
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. 2
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;
        }