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@@ -48,7 +48,6 @@ void conversationQueueBeginBetting() {
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// This is an AI player, get their turn.
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// This is an AI player, get their turn.
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BGB_MESSAGE("AI turn to bet");
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BGB_MESSAGE("AI turn to bet");
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pokerAi(POKER_PLAYER_BETTER, &turn);
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pokerAi(POKER_PLAYER_BETTER, &turn);
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BGB_printf("AI Decided to %u, with %u chips and %u confidence, bluffin: %u", turn.type, turn.chips, turn.confidence, turn.bluff);
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BGB_printf("AI Decided to %u, with %u chips and %u confidence, bluffin: %u", turn.type, turn.chips, turn.confidence, turn.bluff);
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switch(turn.type) {
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switch(turn.type) {
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@@ -121,7 +120,10 @@ void conversationQueueNextBetter() {
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// If we reach this point then we either need to begin the betting round, or
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// If we reach this point then we either need to begin the betting round, or
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// we are going to move to the winning decider.
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// we are going to move to the winning decider.
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if(POKER_COMMUNITY_SIZE_MAX == POKER_COMMUNITY_SIZE) {
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if(
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POKER_COMMUNITY_SIZE_MAX == POKER_COMMUNITY_SIZE ||
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pokerGetRemainingBetterCount() <= 1
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) {
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QUEUE_ITEM = QUEUE_WINNER_DECIDE;
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QUEUE_ITEM = QUEUE_WINNER_DECIDE;
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conversationQueueNext();
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conversationQueueNext();
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return;
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return;
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@@ -133,6 +135,7 @@ void conversationQueueNextBetter() {
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void conversationQueueFlopTurnRiver() {
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void conversationQueueFlopTurnRiver() {
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uint8_t i, count;
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uint8_t i, count;
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pokerplayer_t *player;
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QUEUE_ITEM = QUEUE_BEGIN_BETTING;
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QUEUE_ITEM = QUEUE_BEGIN_BETTING;
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@@ -154,15 +157,16 @@ void conversationQueueFlopTurnRiver() {
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}
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}
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// Reset each players required to bet state
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// Reset each players required to bet state
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for(i = 0; i < POKER_PLAYER_COUNT_MAX; i++) {
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do {
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POKER_PLAYERS[i].state &= ~POKER_PLAYER_STATE_HAS_BET_THIS_ROUND;
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player = POKER_PLAYERS + i;
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POKER_PLAYERS[i].timesRaised = 0;
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player->state &= ~POKER_PLAYER_STATE_HAS_BET_THIS_ROUND;
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}
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player->timesRaised = 0;
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} while(++i < POKER_PLAYER_COUNT_MAX);
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// In reality we'd burn the top card but that would waste some CPU I need.
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// In reality we'd burn the top card but that would waste some CPU I need.
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// Deal the top cards.
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// Deal the top cards.
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for(i = 0; i < count; i++) {
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for(i = 0; i < count; i++) {
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POKER_COMMUNITY[POKER_COMMUNITY_SIZE++] = POKER_DECK[POKER_DECK_SIZE--];
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POKER_COMMUNITY[POKER_COMMUNITY_SIZE++] = POKER_DECK[--POKER_DECK_SIZE];
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}
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}
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}
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}
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@@ -23,8 +23,8 @@
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#define BORDER_TILE_BOTTOM_CENTER BORDER_TILE_BOTTOM_LEFT + 1
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#define BORDER_TILE_BOTTOM_CENTER BORDER_TILE_BOTTOM_LEFT + 1
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#define BORDER_TILE_BOTTOM_RIGHT BORDER_TILE_BOTTOM_CENTER + 1
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#define BORDER_TILE_BOTTOM_RIGHT BORDER_TILE_BOTTOM_CENTER + 1
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#define TEXTBOX_STATE_VISIBLE 1 << 0
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#define TEXTBOX_STATE_VISIBLE (1 << 0)
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#define TEXTBOX_STATE_SCROLLED 1 << 1
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#define TEXTBOX_STATE_SCROLLED (1 << 1)
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#define TEXTBOX_WIDTH_IN_TILES 20
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#define TEXTBOX_WIDTH_IN_TILES 20
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#define TEXTBOX_HEIGHT_IN_TILES 5
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#define TEXTBOX_HEIGHT_IN_TILES 5
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@@ -12,9 +12,9 @@
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#define POKER_PLAYER_COUNT_MAX 5
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#define POKER_PLAYER_COUNT_MAX 5
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#define POKER_PLAYER_HAND_SIZE_MAX 2
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#define POKER_PLAYER_HAND_SIZE_MAX 2
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#define POKER_PLAYER_STATE_FOLDED 1 << 0
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#define POKER_PLAYER_STATE_FOLDED (1 << 0)
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#define POKER_PLAYER_STATE_OUT 1 << 1
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#define POKER_PLAYER_STATE_OUT (1 << 1)
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#define POKER_PLAYER_STATE_HAS_BET_THIS_ROUND 1 << 2
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#define POKER_PLAYER_STATE_HAS_BET_THIS_ROUND (1 << 2)
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// #define POKER_PLAYER_STATE_SHOWING 1 << 3
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// #define POKER_PLAYER_STATE_SHOWING 1 << 3
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typedef struct {
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typedef struct {
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@@ -294,11 +294,11 @@ void pokerAi(uint8_t player, pokerturn_t *turn) {
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turn->confidence = confidence;
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turn->confidence = confidence;
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if(amount == plyr->chips) {
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if(amount == plyr->chips) {
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turn->type == POKER_TURN_TYPE_ALL_IN;
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turn->type = POKER_TURN_TYPE_ALL_IN;
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} else if(amount == callBet) {
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} else if(amount == callBet) {
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turn->type = POKER_TURN_TYPE_CALL;
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turn->type = POKER_TURN_TYPE_CALL;
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} else {
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} else {
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turn->type == POKER_TURN_TYPE_BET;
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turn->type = POKER_TURN_TYPE_BET;
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}
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}
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} else if(pokerCanPlayerCheck(player)) {
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} else if(pokerCanPlayerCheck(player)) {
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