//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]); } } } }
//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; }