Added some turn logic
This commit is contained in:
@ -66,7 +66,6 @@ void pokerUiUpdate(
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j = 0;
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shaderUse(shader);
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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player = players + j;
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// Locate the XYZ position of the camera to look at the player
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@ -121,7 +120,7 @@ void pokerUiRender(
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// Betting UI
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if(ui->betShow) {
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sprintf(message, "Press down to fold, up to bet, right to check/call.");
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sprintf(message, "Press down to fold, up to raise, right to check/call.");
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labelSetText(&ui->label, &assets->font, message);
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labelRender(&ui->label, &assets->shader, 300, 100);
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@ -129,7 +128,12 @@ void pokerUiRender(
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ui->betTurn = pokerTurnFold(poker, poker->bet.better);
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ui->betTurnMade = true;
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} else if(inputIsPressed(&engine->input, INPUT_RIGHT)) {
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ui->betTurn = pokerTurnCall(poker, poker->bet.better);
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if(pokerTurnCanPlayerCheck(poker, poker->bet.better)) {
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ui->betTurn = pokerTurnCheck(poker, poker->bet.better);
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} else {
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ui->betTurn = pokerTurnCall(poker, poker->bet.better);
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}
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ui->betTurnMade = true;
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}
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if(ui->betTurnMade) ui->betShow = false;
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@ -138,7 +142,6 @@ void pokerUiRender(
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// Player UI
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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// Get the player.
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player = poker->players + i;
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@ -7,29 +7,20 @@
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#include "turn.h"
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pokerturn_t pokerTurnGet(poker_t *poker, uint8_t playerIndex) {
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pokerturn_t turn;
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pokerplayer_t *player;
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player = poker->players + playerIndex;
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// Can the player do anything?
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turn.type = POKER_TURN_TYPE_OUT;
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if(player->state & POKER_PLAYER_STATE_FOLDED) return turn;
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if(player->state & POKER_PLAYER_STATE_OUT) return turn;
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if(pokerTurnCanPlayerCheck(poker, playerIndex)) {
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turn.type = POKER_TURN_TYPE_CHECK;
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return turn;
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if(player->state & (POKER_PLAYER_STATE_FOLDED | POKER_PLAYER_STATE_OUT)) {
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return pokerTurnOut(poker, playerIndex);
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}
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// I have nfi
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turn.type = POKER_TURN_TYPE_BET;
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turn.chips = poker->bet.currentBet - player->currentBet;
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turn.confidence = 1;
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if(pokerTurnCanPlayerCheck(poker, playerIndex)) {
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return pokerTurnCheck(poker, playerIndex);
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}
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return turn;
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return pokerTurnCall(poker, playerIndex);
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}
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void pokerTurnAction(poker_t *poker, pokerplayer_t *player, pokerturn_t *turn) {
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@ -37,10 +28,11 @@ void pokerTurnAction(poker_t *poker, pokerplayer_t *player, pokerturn_t *turn) {
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case POKER_TURN_TYPE_BET:
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case POKER_TURN_TYPE_CALL:
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case POKER_TURN_TYPE_ALL_IN:
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pokerBetPlayer(poker, player, turn->chips);
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pokerBetPlayer(&poker->bet, player, turn->chips);
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break;
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case POKER_TURN_TYPE_CHECK:
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pokerBetPlayer(&poker->bet, player, 0);
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break;
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case POKER_TURN_TYPE_FOLD:
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@ -51,27 +43,51 @@ void pokerTurnAction(poker_t *poker, pokerplayer_t *player, pokerturn_t *turn) {
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player->state |= POKER_PLAYER_STATE_ROUND_MOVE;
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}
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pokerturn_t pokerTurnOut(poker_t *poker, uint8_t player) {
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pokerturn_t turn;
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turn.type = POKER_TURN_TYPE_OUT;
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return turn;
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}
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pokerturn_t pokerTurnFold(poker_t *poker, uint8_t player) {
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pokerturn_t turn;
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turn.type = POKER_TURN_TYPE_FOLD;
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return turn;
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}
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void pokerTurnCheck(poker_t *poker, uint8_t player) {
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pokerturn_t pokerTurnCheck(poker_t *poker, uint8_t player) {
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pokerturn_t turn;
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turn.type = POKER_TURN_TYPE_CHECK;
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turn.chips = 0;
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return turn;
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}
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void pokerTurnCall(poker_t *poker, uint8_t playerIndex) {
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pokerturn_t pokerTurnCall(poker_t *poker, uint8_t playerIndex) {
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pokerturn_t turn;
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pokerplayer_t *player;
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bool canCheck;
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player = poker->players + playerIndex;
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turn.type = POKER_TURN_TYPE_CHECK;
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turn.chips = poker->bet.currentBet - player->chips;
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turn = pokerTurnRaise(
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poker, playerIndex, poker->bet.currentBet - player->currentBet
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);
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turn.type = (
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turn.type == POKER_TURN_TYPE_ALL_IN ?
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POKER_TURN_TYPE_CALL_ALL_IN :
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POKER_TURN_TYPE_CALL
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);
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return turn;
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}
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pokerturn_t pokerTurnRaise(poker_t *poker, uint8_t playerIndex, int32_t chips) {
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pokerturn_t turn;
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pokerplayer_t *player;
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player = poker->players + playerIndex;
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if(player->chips <= chips) {
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turn.chips = player->chips;
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turn.type = POKER_TURN_TYPE_ALL_IN;
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} else {
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turn.chips = chips;
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turn.type = POKER_TURN_TYPE_BET;
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}
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return turn;
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}
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@ -14,6 +14,7 @@
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#define POKER_TURN_TYPE_BET 0x02
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#define POKER_TURN_TYPE_CALL 0x03
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#define POKER_TURN_TYPE_ALL_IN 0x04
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#define POKER_TURN_TYPE_CALL_ALL_IN 0x04
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#define POKER_TURN_TYPE_CHECK 0x05
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/** The turn that a player/the AI decided to do for its turn */
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@ -35,6 +36,24 @@ typedef struct {
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*/
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pokerturn_t pokerTurnGet(poker_t *poker, uint8_t playerIndex);
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/**
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* Perform the turn's action.
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*
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* @param poker Poker game instance.
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* @param player Player instance.
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* @param turn Turn to action.
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*/
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void pokerTurnAction(poker_t *poker, pokerplayer_t *player, pokerturn_t *turn);
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/**
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* Return a turn action for the player being out.
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*
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* @param poker Poker game instance.
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* @param player Player index.
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* @return A turn for an out action.
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*/
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pokerturn_t pokerTurnOut(poker_t *poker, uint8_t player);
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/**
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* Return a turn action for the given player to fold.
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*
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@ -45,13 +64,32 @@ pokerturn_t pokerTurnGet(poker_t *poker, uint8_t playerIndex);
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pokerturn_t pokerTurnFold(poker_t *poker, uint8_t player);
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/**
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* Perform the turn's action.
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* Perform a check as a player.
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*
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* @param poker Poker game instance.
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* @param player Player instance.
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* @param turn Turn to action.
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* @param player Player index for who is checking.
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* @return A turn for a check action.
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*/
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void pokerTurnAction(poker_t *poker, pokerplayer_t *player, pokerturn_t *turn);
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pokerturn_t pokerTurnCheck(poker_t *poker, uint8_t player);
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/**
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* Perform a call as a player
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*
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* @param poker Poker game instance.
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* @param player Player index who is calling.
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* @return A turn for a call action.
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*/
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pokerturn_t pokerTurnCall(poker_t *poker, uint8_t player);
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/**
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* Perform a bet as a player.
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*
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* @param poker Poker game instance.
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* @param playerIndex Player index who is betting.
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* @param chips Chips to raise by.
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* @return A turn for a bet action.
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*/
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pokerturn_t pokerTurnRaise(poker_t *poker, uint8_t playerIndex, int32_t chips);
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/**
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* Determine whether or not a player CAN check, given the current max bet and
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