Just getting the betting cycle done.
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@ -52,4 +52,20 @@ queueaction_t * pokerActionRiverAdd(queue_t *queue, poker_t *poker) {
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action->data = (void *)poker;
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action->onStart = &_pokerActionRiverOnStart;
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return action;
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}
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queueaction_t * pokerActionNextFlopAdd(queue_t *queue, poker_t *poker) {
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switch(poker->dealer.cardsFacing) {
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case 0:
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return pokerActionFlopAdd(queue, poker);
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case POKER_FLOP_CARD_COUNT:
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return pokerActionTurnAdd(queue, poker);
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case POKER_FLOP_CARD_COUNT+POKER_TURN_CARD_COUNT:
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return pokerActionRiverAdd(queue, poker);
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default:
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return NULL;
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}
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}
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@ -50,4 +50,14 @@ queueaction_t * pokerActionTurnAdd(queue_t *queue, poker_t *poker);
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* @param poker Poker game instance to river.
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* @return The queued action.
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*/
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queueaction_t * pokerActionRiverAdd(queue_t *queue, poker_t *poker);
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queueaction_t * pokerActionRiverAdd(queue_t *queue, poker_t *poker);
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/**
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* Queues the next type of flop action onto the queue. This will automatically
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* select River, Flop or Turn depending on what's happened already.
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*
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* @param queue Queue to add to.
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* @param poker Poker game instance
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* @return The queued action.
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*/
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queueaction_t * pokerActionNextFlopAdd(queue_t *queue, poker_t *poker);
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@ -10,6 +10,7 @@
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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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bool canCheck;
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player = poker->players + playerIndex;
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@ -18,10 +19,16 @@ pokerturn_t pokerTurnGet(poker_t *poker, uint8_t playerIndex) {
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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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canCheck = player->currentBet >= poker->bet.currentBet;
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if(canCheck) {
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turn.type = POKER_TURN_TYPE_CHECK;
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return turn;
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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 = 1;
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turn.chips = poker->bet.currentBet - player->currentBet;
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turn.confidence = 1;
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return turn;
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