private void UpdatePlayersToState(ReplayerTableState state) { var prevStates = TableStateList.Take(TableStateList.IndexOf(state)); foreach (var player in PlayersCollection) { var playerAction = prevStates.LastOrDefault(x => x.ActivePlayer?.Name == player.Name); if (playerAction == null) { playerAction = TableStateList.FirstOrDefault(x => x.ActivePlayer.Name == player.Name); if (playerAction != null) { player.Bank = playerAction.ActivePlayer.OldBank; player.ActiveAmount = playerAction.ActivePlayer.OldAmount; player.IsActive = playerAction.ActivePlayer.IsActive; player.UpdateChips(); } continue; } ReplayerPlayerViewModel.Copy(playerAction.ActivePlayer, player); } }
private void ToStreet(object obj) { if (obj == null) { return; } StopTimer(null); if (Enum.TryParse(obj.ToString(), out Street outStreet)) { var streetState = TableStateList.FirstOrDefault(x => x.CurrentStreet == outStreet); if (streetState != null) { if (outStreet <= Street.Preflop) { PlayersCollection.Where(x => x.IsFinished && TableStateList.Any(t => t.ActivePlayer.Name == x.Name)).ForEach(x => x.IsFinished = false); } StateIndex = TableStateList.IndexOf(streetState); UpdatePlayersEquityWin(TableStateList.FirstOrDefault(x => x.CurrentStreet == outStreet)); //update equity win property of all players } } }
private void UpdatePlayersEquityWin(ReplayerTableState state) { if (state == null) { return; } //preparing for formula Card on the Board in dependence of street in current state switch (state.CurrentAction.Street) { case Street.Preflop: CurrentBoard = new Card[] { }; CurrentBoardCards = string.Empty; break; case Street.Flop: CurrentBoard = CurrentGame.CommunityCards.Take(3).ToArray(); CurrentBoardCards = new string(CurrentGame.CommunityCardsString.Take(6).ToArray()); break; case Street.Turn: CurrentBoard = CurrentGame.CommunityCards.Take(4).ToArray(); CurrentBoardCards = new string(CurrentGame.CommunityCardsString.Take(8).ToArray()); break; case Street.River: CurrentBoard = CurrentGame.CommunityCards.ToArray(); CurrentBoardCards = CurrentGame.CommunityCardsString; break; case Street.Showdown: CurrentBoard = CurrentGame.CommunityCards.ToArray(); CurrentBoardCards = CurrentGame.CommunityCardsString; break; case Street.Summary: CurrentBoard = CurrentGame.CommunityCards.ToArray(); CurrentBoardCards = CurrentGame.CommunityCardsString; break; } // finding all players having hole cards ActivePlayerHasHoleCard = CurrentGame.Players.Where(pl => pl.hasHoleCards).ToList(); // searching for dead cards and removing this player from list of ActivePlayerHasHoleCard ActivePlayerHasHoleCardFolded = new List <Player>(); AllDeadCards.Clear(); foreach (ReplayerTableState replayerTableState in TableStateList) { Player playerInTableState = CurrentGame.Players.FirstOrDefault(x => x.PlayerName == replayerTableState.CurrentAction.PlayerName); if (playerInTableState != null && TableStateList.IndexOf(replayerTableState) <= TableStateList.IndexOf(state) && replayerTableState.CurrentAction.IsFold && playerInTableState.hasHoleCards) { ActivePlayerHasHoleCardFolded.Add(playerInTableState); ActivePlayerHasHoleCard.Remove(playerInTableState); AllDeadCards.Add(playerInTableState.HoleCards); AllDeadCardsString += playerInTableState.Cards; } } var equitySolver = ServiceLocator.Current.GetInstance <IEquitySolver>(); var gameType = new GeneralGameTypeEnum().ParseGameType(CurrentGame.GameDescription.GameType); var isShortDeck = CurrentGame.GameDescription.TableTypeDescriptors.Contains(HandHistories.Objects.GameDescription.TableTypeDescription.ShortDeck); var equitySolverParams = new EquitySolverParams { PlayersCards = ActivePlayerHasHoleCard.Select(x => x.HoleCards).ToArray(), BoardCards = CurrentBoard, Dead = isShortDeck ? AllDeadCards .Distinct(new LambdaComparer <HoleCards>((x, y) => x.ToString().Equals(y.ToString()))) .SelectMany(x => x) .Concat(CardGroup.GetDeadCardsForHoldem6Plus()) .ToArray() : AllDeadCards .Distinct(new LambdaComparer <HoleCards>((x, y) => x.ToString().Equals(y.ToString()))) .SelectMany(x => x) .ToArray(), GameType = gameType }; var equities = equitySolver.CalculateEquity(equitySolverParams) .Select(x => Math.Round((decimal)x.Equity * 100, 2)) .ToArray(); // updating states in replayer view if (equities != null) { RefreshBoard(equities, state.CurrentStreet); } //case of last state. Needed for All-in before River for some cases if (TableStateList.IndexOf(state) + 1 == TableStateList.Count && equities != null) { // updating states in replayer view RefreshBoard(equities, Street.Preflop); } }