Fixed some bugs with AI
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@ -26,12 +26,12 @@ namespace Dawn {
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uint8_t dealerIndex;
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uint8_t smallBlindIndex;
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uint8_t bigBlindIndex;
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uint8_t betterIndex;
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int32_t smallBlind = POKER_BLIND_SMALL_DEFAULT;
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int32_t bigBlind = POKER_BLIND_BIG_DEFAULT;
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public:
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std::vector<PokerPlayer*> players;
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uint8_t betterIndex;
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PokerGame(SceneItem *item);
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@ -42,7 +42,11 @@ void PokerPlayer::bet(struct PokerPot *pot, int32_t chips) {
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this->chips -= chips;
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this->currentBet += chips;
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this->hasBetThisRound = true;
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if(chips > 0) this->timesRaised++;
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if(chips > 0) {
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this->timesRaised++;
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} else {
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this->timesRaised = 0;
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}
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pot->chips += chips;
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pot->call = mathMax<int32_t>(pot->call, this ->currentBet);
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@ -56,6 +60,12 @@ void PokerPlayer::bet(int32_t chips) {
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this->bet(&this->pokerGame->pots.back(), chips);
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}
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void PokerPlayer::fold() {
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this->isFolded = true;
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this->hasBetThisRound = true;
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this->timesRaised = 0;
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}
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bool_t PokerPlayer::canCheck() {
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return this->pokerGame->getCurrentCallValue() <= this->currentBet;
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}
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@ -96,7 +106,7 @@ struct PokerTurn PokerPlayer::getAITurn() {
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);
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// Get card weight
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float_t confidence = (float_t)cardNumber0 + (float_t)cardNumber1;
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confidence = (float_t)cardNumber0 + (float_t)cardNumber1;
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if(cardNumber0 == cardNumber1) {// Pairs
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confidence += 6;
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} else if(suitNumber0 == suitNumber1) {// Same suit
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@ -214,7 +224,7 @@ struct PokerTurn PokerPlayer::getAITurn() {
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turn = PokerTurn::bet(this, 0);
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turn.confidence = 1;
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} else {
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turn = PokerTurn::fold();
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turn = PokerTurn::fold(this);
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turn.confidence = 1 - confidence;
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}
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@ -76,6 +76,11 @@ namespace Dawn {
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*/
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void bet(int32_t amount);
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/**
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* Player folds.
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*/
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void fold();
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/**
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* Returns the AI result for a turn done by a non human player.
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*
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@ -16,6 +16,7 @@ struct PokerTurn PokerTurn::bet(PokerPlayer *player, int32_t chips) {
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assertNotNull(player);
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assertTrue(chips >= 0);
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turn.player = player;
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turn.confidence = 1;
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if(chips == 0) {
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@ -37,10 +38,35 @@ struct PokerTurn PokerTurn::bet(PokerPlayer *player, int32_t chips) {
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return turn;
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}
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struct PokerTurn PokerTurn::fold() {
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struct PokerTurn PokerTurn::fold(PokerPlayer *player) {
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struct PokerTurn turn;
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turn.player = player;
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turn.chips = 0;
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turn.confidence = 1;
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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 PokerTurn::action() {
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assertNotNull(this->player);
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switch(this->type) {
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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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this->player->bet(this->chips);
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break;
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case POKER_TURN_TYPE_CHECK:
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player->bet(0);
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break;
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case POKER_TURN_TYPE_FOLD:
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player->fold();
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break;
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default:
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assertUnreachable();
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break;
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}
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}
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@ -26,6 +26,8 @@ namespace Dawn {
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int32_t chips;
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/** How confident the AI is about their turn. 0 = none, 1 = full */
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float_t confidence;
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/** Player that this action belongs to */
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PokerPlayer *player;
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/**
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* Generate a turn action for betting as a player.
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@ -41,6 +43,11 @@ namespace Dawn {
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*
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* @return A turn for a fold action.
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*/
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static struct PokerTurn fold();
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static struct PokerTurn fold(PokerPlayer *player);
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/**
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* Actions / Performs this turn against the defined player.
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*/
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void action();
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};
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}
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@ -9,14 +9,16 @@
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#define POKER_DEAL_EVENT_CARD_COUNT 2
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namespace Dawn {
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class PokerDealEvent : public PokerGameEvent {
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class PokerAIBetEvent : public PokerGameEvent {
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protected:
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void onStart() override {
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PokerGameEvent::onStart();
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void onStart(IVisualNovelEvent *previous) override {
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PokerGameEvent::onStart(previous);
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auto better = this->pokerGame->getNextBetterIndex();
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this->pokerGame->better = better;
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this->pokerGame->betterIndex = better;
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auto player = this->pokerGame->players[better];
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this->turn = player->getAITurn();
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this->turn.action();
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}
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bool_t onUpdate() override {
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@ -28,8 +30,9 @@ namespace Dawn {
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public:
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uint8_t better;
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struct PokerTurn turn;
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PokerDealEvent(VisualNovelManager *manager) : PokerGameEvent(manager) {
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PokerAIBetEvent(VisualNovelManager *manager) : PokerGameEvent(manager) {
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}
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};
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}
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@ -11,8 +11,9 @@
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namespace Dawn {
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class PokerDealEvent : public PokerGameEvent {
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protected:
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void onStart() override {
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PokerGameEvent::onStart();
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void onStart(IVisualNovelEvent *previous) override {
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PokerGameEvent::onStart(previous);
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std::cout << "Dealing to everyone" << std::endl;
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this->pokerGame->dealToEveryone(POKER_DEAL_EVENT_CARD_COUNT);
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}
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@ -10,32 +10,44 @@ using namespace Dawn;
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PokerDetermineBetterEvent::PokerDetermineBetterEvent(VisualNovelManager *man) :
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PokerGameEvent(man)
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{
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std::cout << "Inited determine better" << std::endl << std::endl;
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}
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void PokerDetermineBetterEvent::onStart() {
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PokerGameEvent::onStart();
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void PokerDetermineBetterEvent::onStart(IVisualNovelEvent *previous) {
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PokerGameEvent::onStart(previous);
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std::cout << "better evt" << std::endl;
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if(this->pokerGame->getRemainingPlayersCount() <= 1) {
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this->doNext = this->eventEveryoneFolded;
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this->then(this->eventEveryoneFolded);
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this->eventEveryoneFolded = nullptr;
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std::cout << "Everyone folded" << std::endl;
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return;
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}
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uint8_t nextBetterIndex = this->pokerGame->getNextBetterIndex();
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if(nextBetterIndex == 0xFF) {
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if(this->pokerGame->getCountOfCardsToTurn() == 0xFF) {
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this->doNext = this->eventBettingFinished;
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this->then(this->eventBettingFinished);
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this->eventBettingFinished = nullptr;
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std::cout << "Betting Finished" << std::endl;
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} else {
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this->doNext = this->eventTurn;
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this->then(this->eventTurn);
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this->eventTurn = nullptr;
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std::cout << "Turn Time?" << std::endl;
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}
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return;
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}
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auto nextBetter = this->pokerGame->players[nextBetterIndex];
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if(nextBetter->isHuman) {
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this->doNext = this->eventHumanBet;
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this->then(this->eventHumanBet);
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this->eventHumanBet = nullptr;
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std::cout << "Human Better" << std::endl;
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} else {
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this->doNext = this->eventAiBet;
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this->then(this->eventAiBet);
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this->eventAiBet = nullptr;
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std::cout << "AI Better" << std::endl;
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}
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}
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@ -47,28 +59,9 @@ void PokerDetermineBetterEvent::onEnd() {
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}
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PokerDetermineBetterEvent::~PokerDetermineBetterEvent() {
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if(
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this->eventEveryoneFolded != nullptr &&
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this->eventEveryoneFolded != this->doNext
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) delete this->eventEveryoneFolded;
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if(
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this->eventBettingFinished != nullptr &&
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this->eventBettingFinished != this->doNext
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) delete this->eventBettingFinished;
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if(
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this->eventTurn != nullptr &&
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this->eventTurn != this->doNext
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) delete this->eventTurn;
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if(
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this->eventAiBet != nullptr &&
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this->eventAiBet != this->doNext
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) delete this->eventAiBet;
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if(
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this->eventHumanBet != nullptr &&
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this->eventHumanBet != this->doNext
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) delete this->eventHumanBet;
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if(this->eventEveryoneFolded != nullptr) delete this->eventEveryoneFolded;
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if(this->eventBettingFinished != nullptr) delete this->eventBettingFinished;
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if(this->eventTurn != nullptr) delete this->eventTurn;
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if(this->eventAiBet != nullptr) delete this->eventAiBet;
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if(this->eventHumanBet != nullptr) delete this->eventHumanBet;
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}
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@ -15,7 +15,7 @@ namespace Dawn {
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IVisualNovelEvent * eventAiBet = nullptr;
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IVisualNovelEvent * eventHumanBet = nullptr;
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void onStart() override;
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void onStart(IVisualNovelEvent *previous) override;
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bool_t onUpdate() override;
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void onEnd() override;
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@ -37,7 +37,6 @@ namespace Dawn {
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T * whenEveryoneFolded(T *event) {
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assertNotNull(event);
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this->eventEveryoneFolded = event;
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event->previous = this;
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return event;
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}
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@ -51,7 +50,6 @@ namespace Dawn {
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T * whenBettingFinished(T *event) {
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assertNotNull(event);
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this->eventBettingFinished = event;
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event->previous = this;
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return event;
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}
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@ -66,7 +64,6 @@ namespace Dawn {
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T * whenTurn(T *event) {
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assertNotNull(event);
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this->eventTurn = event;
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event->previous = this;
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return event;
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}
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@ -80,7 +77,6 @@ namespace Dawn {
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T * whenAiBet(T *event) {
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assertNotNull(event);
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this->eventAiBet = event;
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event->previous = this;
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return event;
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}
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@ -94,7 +90,6 @@ namespace Dawn {
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T * whenHumanBet(T *event) {
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assertNotNull(event);
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this->eventHumanBet = event;
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event->previous = this;
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return event;
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}
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@ -12,7 +12,7 @@ namespace Dawn {
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protected:
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PokerGame *pokerGame;
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void onStart() override {
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void onStart(IVisualNovelEvent *previous) override {
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pokerGame = this->manager->getScene()->findComponent<PokerGame>();
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assertNotNull(pokerGame);
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}
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@ -9,8 +9,9 @@
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namespace Dawn {
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class PokerNewGameEvent : public PokerGameEvent {
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protected:
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void onStart() override {
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PokerGameEvent::onStart();
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void onStart(IVisualNovelEvent *previous) override {
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PokerGameEvent::onStart(previous);
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std::cout << "New Game" << std::endl;
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this->pokerGame->newGame();
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}
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@ -9,8 +9,9 @@
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namespace Dawn {
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class PokerNewRoundEvent : public PokerGameEvent {
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protected:
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void onStart() override {
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PokerGameEvent::onStart();
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void onStart(IVisualNovelEvent *previous) override {
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PokerGameEvent::onStart(previous);
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std::cout << "New Round" << std::endl;
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this->pokerGame->newRound();
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}
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@ -9,8 +9,9 @@
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namespace Dawn {
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class PokerTakeBlindsEvent : public PokerGameEvent {
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protected:
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void onStart() override {
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PokerGameEvent::onStart();
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void onStart(IVisualNovelEvent *previous) override {
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PokerGameEvent::onStart(previous);
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std::cout << "Take Blinds" << std::endl;
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this->pokerGame->takeBlinds();
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}
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@ -9,8 +9,8 @@
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namespace Dawn {
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class PokerTurnEvent : public PokerGameEvent {
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protected:
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void onStart() override {
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PokerGameEvent::onStart();
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void onStart(IVisualNovelEvent *previous) override {
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PokerGameEvent::onStart(previous);
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this->cardsTurned = this->pokerGame->getCountOfCardsToTurn();
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assertTrue(this->cardsTurned != 0xFF);
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