Пример #1
0
        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);
            }
        }
Пример #2
0
        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
                }
            }
        }
Пример #3
0
        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);
            }
        }