/// <summary> /// Chooses algorithm /// </summary> private void HandleSwipes() { Vector2 force = Vector2.Zero; if (game.MovmentType) { force += rightHandChecker.CheckHand(currentSkeleton); force += leftHandChecker.CheckHand(currentSkeleton); } else { force += rightHandChecker.AlternateCheckHand(currentSkeleton); force += leftHandChecker.AlternateCheckHand(currentSkeleton); } kinectStrategy.CurrentAcceleration = force; }
private PlayerAction FlopLogic(Card firstCard, Card secondCard, GetTurnContext context) { var playHand = HandStrengthValuation.PreFlop(this.FirstCard, this.SecondCard); var handRank = HandChecker.CheckHand(firstCard, secondCard, CommunityCards); // TODO: Change raise values if (handRank == HandRankType.HighCard) { return(PlayerAction.CheckOrCall()); } else if (handRank == HandRankType.Pair) { return(PlayerAction.Raise(RandomProvider.Next(2, 6))); } else if (handRank == HandRankType.TwoPairs) { return(PlayerAction.Raise(RandomProvider.Next(5, 11))); } else if (handRank == HandRankType.ThreeOfAKind) { return(PlayerAction.Raise(RandomProvider.Next(8, 20))); } else if (handRank == HandRankType.Straight) { return(PlayerAction.Raise(RandomProvider.Next(10, 23))); } else if (handRank == HandRankType.Flush) { return(PlayerAction.Raise(RandomProvider.Next(11, 25))); } else if (handRank == HandRankType.FullHouse) { return(PlayerAction.Raise(RandomProvider.Next(13, 26))); } else if (handRank == HandRankType.FourOfAKind) { return(PlayerAction.Raise(RandomProvider.Next(14, 26))); } return(PlayerAction.CheckOrCall()); }