Still correcting betting logic.

This commit is contained in:
2021-10-11 20:41:26 -07:00
parent 6043130012
commit 8bbfcf7c43
3 changed files with 48 additions and 15 deletions

View File

@ -26,11 +26,9 @@ void _pokerGameActionBetOnUpdate(
bool turnMade = false;
pokerturn_t turn;
pokergame_t *game = (pokergame_t *)action->data;
pokerplayer_t *player;
pokerdiscussiondata_t discussion;
// Are they human?
player = game->poker.players + game->poker.better;
isHuman = game->poker.better == POKER_WORLD_HUMAN_INDEX;
// Handle as an AI
@ -46,10 +44,10 @@ void _pokerGameActionBetOnUpdate(
if(!turnMade) return;
// Perform the action
// pokerTurnAction(&game->poker, player, &turn);
pokerTurnAction(&game->poker, game->poker.better, turn);
// Speak
// discussion.reason = pokerDiscussionGetTypeFromTurnType(turn.type);
discussion.reason = pokerDiscussionGetTypeFromTurnType(turn.type);
discussion.poker = game;
discussion.playerCause = game->poker.better;
pokerDiscussionQueue(&discussion);
@ -64,19 +62,19 @@ void _pokerGameActionBetOnEnd(
pokergame_t *game = (pokergame_t *)action->data;
// // Get which player is remaining to move.
// game->poker.bet.better = pokerBetGetRemainingPlayer(
// &game->poker.bet, game->poker.players, game->poker.roundSmallBlind
// );
game->poker.better = pokerPlayerGetNextBetter(
&game->poker, game->poker.better
);
// // Restack
// pokerGameActionRestackAdd(game);
// Restack
pokerGameActionRestackAdd(game);
// // Are we waiting on any players?
// if(game->poker.bet.better != 0xFF) {
// pokerGameActionLookAdd(game, game->poker.bet.better);
// pokerGameActionBetAdd(game);
// return;
// }
// Are we waiting on any players?
if(game->poker.better != 0xFF) {
pokerGameActionLookAdd(game, game->poker.better);
pokerGameActionBetAdd(game);
return;
}
// Not waiting, do next action.
pokerGameActionFlopAdd(game);

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@ -459,6 +459,32 @@ pokerturn_t pokerTurnGetForPlayer(poker_t *poker, uint8_t playerIndex) {
return turn;
}
void pokerTurnAction(poker_t *poker, uint8_t playerIndex, pokerturn_t turn) {
pokerplayer_t *player;
player = poker->players + playerIndex;
switch(turn.type) {
case POKER_TURN_TYPE_BET:
case POKER_TURN_TYPE_CALL:
case POKER_TURN_TYPE_ALL_IN:
pokerPlayerBet(poker, playerIndex, turn.chips);
player->timesRaised++;
break;
case POKER_TURN_TYPE_CHECK:
pokerPlayerBet(poker, playerIndex, 0);
player->timesRaised = 0;
break;
case POKER_TURN_TYPE_FOLD:
player->state |= POKER_PLAYER_STATE_FOLDED;
player->timesRaised = 0;
break;
}
player->state |= POKER_PLAYER_STATE_HAS_BET_THIS_ROUND;
}
int32_t pokerPlayerGetPotChipsSum(poker_t *poker, uint8_t playerIndex) {
int32_t count;
uint8_t i;

View File

@ -421,6 +421,15 @@ pokerturn_t pokerTurnBet(poker_t *poker, uint8_t playerIndex, int32_t chips);
*/
pokerturn_t pokerTurnGetForPlayer(poker_t *poker, uint8_t playerIndex);
/**
* Perform the turn's action.
*
* @param poker Poker game instance.
* @param playerIndex Player index.
* @param turn Turn to action.
*/
void pokerTurnAction(poker_t *poker, uint8_t playerIndex, pokerturn_t turn);
/**
* Returns the sum of chips in the pot(s) that the specified player is in. This
* does not consider the pot, player or hand, just the pure sum of chips.