public void GenerateCard_GeneratesOneCard() { for (int i = 0; i < 1000; i++) { var hand = BoardGenerator.GenerateCard().ToString(); Assert.True(hand.Split(',').Length == 1, $"{hand}"); } }
public void GenerateCard_NeverGeneratesADeadCard() { for (int i = Constants.CardMinBitIndex; i <= Constants.CardMaxBitIndex; i++) { var deadCard = (Card)(Constants.LOne << i); for (int j = 0; j < 300; j++) { var generatedCard = BoardGenerator.GenerateCard(deadCard); Assert.True((deadCard & generatedCard) == 0, $"{i}:{generatedCard}"); } } }
public static double Simulate(GameState root) { var traces = new Queue <string>(); var state = new GameState( (GameState)root.Parent, root.Board, root.Street, root.Hero, root.Villain, root.Pot, root.WagerToCall, root.LastAction); if (state.PlayerFolded) { var investedAmount = state.Hero.IsToPlay ? state.GetInvestedAmount() : -state.GetInvestedAmount(); return(investedAmount); } if (state.IsShowdown) { TryUpdateBoard(state, Street.Flop); return(Evaluator.Evaluate(state)); } state.Board = BoardGenerator.FillFromTo( state.Board, Street.Flop, state.Street, state.Hero.HoleCards); var stateValue = 0.0d; while (!GameState.IsOver(state.Street)) { switch (state.ToPlay.GetAction(state.WagerToCall)) { case Action.Check: { var isLastToAct = state.ToPlay.IsLastToAct(Action.Check); state.WagerToCall = 0.0d; state.LastAction = Action.Check; if (isLastToAct && state.Street.ShouldShowdown()) { state.Street = state.Street.GetNextStreet(); stateValue = Evaluator.Evaluate(state); break; } if (isLastToAct) { state.Board |= BoardGenerator.GenerateCard( state.Board | state.Hero.HoleCards); state.Street = state.Street.GetNextStreet(); } state.ToPlay = isLastToAct ? (state.Hero.IsFirstToActAfterFlop() ? state.Hero : state.Villain) : state.Hero.IsToPlay ? state.Villain : state.Hero; state.Hero.IsToPlay = false; state.Villain.IsToPlay = false; state.ToPlay.IsToPlay = true; traces.Enqueue(state.ToString()); break; } case Action.Bet50: { var bet = state.ToPlay.Wager(state.Pot.GetHalfPot()); state.Pot += bet; state.WagerToCall = bet; state.ToPlay = state.Hero.IsToPlay ? state.Villain : state.Hero; state.Hero.IsToPlay = false; state.Villain.IsToPlay = false; state.ToPlay.IsToPlay = true; state.LastAction = Action.Bet50; traces.Enqueue(state.ToString()); break; } case Action.Call: { var callAmount = state.ToPlay.Wager(state.WagerToCall); state.Pot += callAmount; state.WagerToCall = 0.0d; state.LastAction = Action.Call; if (state.Street.ShouldShowdown() || state.AnyAllIn) { state.Board = BoardGenerator.FillToRiver( state.Board, state.Street, state.Hero.HoleCards); state.Street = Street.Showdown; stateValue = Evaluator.Evaluate(state); break; } state.Board |= BoardGenerator.GenerateCard( state.Board | state.Hero.HoleCards); state.Street = state.Street.GetNextStreet(); state.ToPlay = state.Hero.IsFirstToActAfterFlop() ? state.Hero : state.Villain; state.Hero.IsToPlay = false; state.Villain.IsToPlay = false; state.ToPlay.IsToPlay = true; traces.Enqueue(state.ToString()); break; } case Action.Raise50: { var raiseAmount = PotTools.GetRaiseAmount( Wager.Half, state.Pot, state.WagerToCall); var raise = state.ToPlay.Wager(raiseAmount); state.WagerToCall = System.Math.Abs(raise - state.WagerToCall); state.Pot += raise; state.ToPlay = state.Hero.IsToPlay ? state.Villain : state.Hero; state.Hero.IsToPlay = false; state.Villain.IsToPlay = false; state.ToPlay.IsToPlay = true; state.LastAction = Action.Raise50; traces.Enqueue(state.ToString()); break; } case Action.Fold: { var investedAmount = state.GetInvestedAmount(); state.Street = Street.Fold; state.WagerToCall = 0.0d; state.LastAction = Action.Fold; stateValue = state.ToPlay.IsHero ? -investedAmount : investedAmount; break; } } } return(stateValue); }