internal IEnumerable <EquityRangeSelectorItemViewModel> GetHeroAutoRange(string heroName) { if (_currentHandHistory == null) { return(null); } try { var handHistory = _currentHandHistory.DeepClone(); handHistory.Hero = handHistory.Players.FirstOrDefault(x => x.PlayerName == heroName); var heroAutoHands = MainAnalyzer.GetHeroRange(handHistory, _currentStreet); if (heroAutoHands != null && heroAutoHands.Any()) { heroAutoHands = heroAutoHands.Where(x => EquityCalculatorMode == EquityCalculatorMode.Holdem || (EquityCalculatorMode == EquityCalculatorMode.HoldemSixPlus && x.FisrtCard > RangeCardRank.Five && x.SecondCard > RangeCardRank.Five)); heroAutoHands.ForEach(r => r.UsedCards = _board.Cards); var opponentsCount = CountOpponents(); BluffToValueRatioCalculator.AdjustPlayerRange(heroAutoHands, _currentStreet, handHistory, GetBoardText(), opponentsCount); return(heroAutoHands); } } catch (Exception e) { LogProvider.Log.Error(this, "Could not build auto range for hero", e); } return(null); }
public void CheckBluffToValueBetRatio(int opponentsCount, Street street) { if (BluffToValueRatioCalculator.CheckRatio(opponentsCount, BluffCombos, ValueBetCombos, street, out int[] increaseBluffBy, out int[] increaseValueBy))