Moved poker code to main dawn code.

This commit is contained in:
2024-09-10 08:46:57 -05:00
parent a3a891ddb2
commit ca240bc180
21 changed files with 445 additions and 30 deletions

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@ -8,6 +8,7 @@ target_link_libraries(${DAWN_TARGET_NAME}
PUBLIC
glm
archive_static
freetype
)
# Includes
@ -29,6 +30,7 @@ add_subdirectory(game)
add_subdirectory(locale)
add_subdirectory(prefab)
# add_subdirectory(physics)
add_subdirectory(poker)
add_subdirectory(save)
add_subdirectory(scene)
# add_subdirectory(state)

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@ -0,0 +1,9 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DAWN_TARGET_NAME}
PRIVATE
TrueTypeTexture.cpp
)

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@ -0,0 +1,16 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
struct TrueTypeCharacter {
glm::vec2 advance;
glm::vec2 size;
glm::vec2 offset;
glm::vec4 quad;
};
}

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@ -0,0 +1,198 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "TrueTypeTexture.hpp"
#include "assert/assert.hpp"
#include "util/Math.hpp"
#include "display/mesh/QuadMesh.hpp"
using namespace Dawn;
TrueTypeTexture::TrueTypeTexture(const uint32_t fontSize) :
fontSize(fontSize)
{
assertTrue(fontSize > 0, "Font size cannot be zero");
texture = std::make_shared<Texture>();
}
void TrueTypeTexture::setFace(const FT_Face face) {
this->face = face;
assertTrue(fontSize < 256, "Font size cannot be greater than 256");
// Set freetype font size prior to baking.
auto ret = FT_Set_Pixel_Sizes(face, 0, fontSize);
if(ret != 0) {
assertUnreachable("Failed to set font size %i", ret);
}
// Set the texture size
texture->setSize(
fontSize * 24,
fontSize * 24,
TextureFormat::R,
TextureDataFormat::UNSIGNED_BYTE
);
// Texture buffer
uint8_t *buffer = new uint8_t[texture->getWidth() * texture->getHeight()];
// Fill with zeros
std::memset(buffer, 0, texture->getWidth() * texture->getHeight());
size_t offset = 0;
struct TrueTypeCharacter info;
int32_t textureX = 0, textureY = 0;
int32_t rowHeight = 0;
// Character sets
std::vector<wchar_t> characterBlocks;
// Latin
for(wchar_t c = 0x0020; c < 0x007F; c++) characterBlocks.push_back(c);
// Latin-1 Supplement
for(wchar_t c = 0x00A0; c < 0x00FF; c++) characterBlocks.push_back(c);
// Latin Extended-A
for(wchar_t c = 0x0100; c < 0x017F; c++) characterBlocks.push_back(c);
// Latin Extended-B
for(wchar_t c = 0x0180; c < 0x024F; c++) characterBlocks.push_back(c);
// Hiragana
for(wchar_t c = 0x3040; c < 0x309F; c++) characterBlocks.push_back(c);
// Katakana
for(wchar_t c = 0x30A0; c < 0x30FF; c++) characterBlocks.push_back(c);
// For each character in the character set
for(wchar_t c : characterBlocks) {
// Load the character
if(FT_Load_Char(face, c, FT_LOAD_RENDER)) {
assertUnreachable("Failed to load character (1)");
}
// Store the character information
info.advance.x = (float_t)(face->glyph->advance.x >> 6);
info.advance.y = (float_t)(face->glyph->advance.y >> 6);
info.size = glm::vec2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
// Determine the texture position
if(textureX + face->glyph->bitmap.width >= texture->getWidth()) {
textureX = 0;
textureY += rowHeight + 2;// Tiny gap between rows
rowHeight = face->glyph->bitmap.rows;
} else {
rowHeight = Math::max<int32_t>(rowHeight, face->glyph->bitmap.rows);
}
// Set the quad positions
info.offset = glm::vec2(
face->glyph->bitmap_left,
-face->glyph->bitmap_top
);
info.quad = glm::vec4(
textureX,
textureY,
textureX + face->glyph->bitmap.width,
textureY + face->glyph->bitmap.rows
) / glm::vec4(
texture->getWidth(),
texture->getHeight(),
texture->getWidth(),
texture->getHeight()
);
// Store the cached character data.
this->characterData[c] = info;
// Determine pixel offset.
offset = textureX + (textureY * texture->getWidth());
assertTrue(
offset + (face->glyph->bitmap.rows * texture->getWidth()) <=
texture->getWidth() * texture->getHeight(),
"Font texture buffer overflow will occur."
);
// Buffer pixels, we have to do this one row at a time due to the
// differences in width between the glyph and the texture.
const size_t countPerRow = face->glyph->bitmap.width;
int32_t i = 0;
while(i != face->glyph->bitmap.rows) {
std::memcpy(
buffer + offset + (i * texture->getWidth()),
face->glyph->bitmap.buffer + (i * countPerRow),
countPerRow
);
i++;
}
// Increment textureX
textureX += face->glyph->bitmap.width + 2;// I add a tiny gap between chars
}
this->texture->buffer(buffer);
delete[] buffer;
}
struct TrueTypeCharacter TrueTypeTexture::getCharacterData(wchar_t c) {
return this->characterData[c];
}
glm::vec2 TrueTypeTexture::bufferStringToMesh(
std::shared_ptr<Mesh> mesh,
const std::wstring text,
glm::vec2 &position,
bool_t flipY
) {
assertNotNull(mesh, "Mesh must be supplied and not null");
assertTrue(text.size() > 0, "Text must be at least one character long.");
// Create mesh buffers
mesh->createBuffers(
text.length() * QUAD_VERTICE_COUNT,
text.length() * QUAD_INDICE_COUNT
);
// Foreach char
size_t i = 0;
glm::vec2 size = { 0, 0 };
for(wchar_t c : text) {
// Get the character data
auto info = this->getCharacterData(c);
// Buffer the quad
glm::vec4 quad = glm::vec4(
position.x,
position.y,
position.x + info.size.x,
position.y + info.size.y
);
if(flipY) {
QuadMesh::buffer(
mesh,
quad,
glm::vec4(
info.quad.x,
info.quad.w,
info.quad.z,
info.quad.y
),
i * QUAD_VERTICE_COUNT,
i * QUAD_INDICE_COUNT
);
} else {
QuadMesh::buffer(
mesh,
quad,
info.quad,
i * QUAD_VERTICE_COUNT,
i * QUAD_INDICE_COUNT
);
}
position += info.advance;
size += info.advance;
i++;
}
return size;
}
TrueTypeTexture::~TrueTypeTexture() {
}

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@ -0,0 +1,66 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/Texture.hpp"
#include "TrueTypeCharacter.hpp"
#include "display/mesh/Mesh.hpp"
#include <ft2build.h>
#include FT_FREETYPE_H
namespace Dawn {
class TrueTypeTexture final {
private:
FT_Face face;
public:
uint32_t fontSize;
std::shared_ptr<Texture> texture;
std::unordered_map<wchar_t, struct TrueTypeCharacter> characterData;
/**
* Construct a new New True Type Face Texture object
*
* @param fontSize Size of the font.
*/
TrueTypeTexture(const uint32_t fontSize);
/**
* Sets the face for this texture.
*
* @param face Face to set.
*/
void setFace(const FT_Face face);
/**
* Returns the character data for the given character.
*
* @param c Character to get data for.
* @return The Character data for the given character.
*/
struct TrueTypeCharacter getCharacterData(wchar_t c);
/**
* Buffers a string to the given mesh.
*
* @param mesh Mesh to buffer to.
* @param text Text to buffer.
* @param position Position to buffer to.
* @param flipY Whether or not to flip the Y axis.
* @return The size of the string.
*/
glm::vec2 bufferStringToMesh(
std::shared_ptr<Mesh> mesh,
const std::wstring text,
glm::vec2 &position,
bool_t flipY = false
);
/**
* Destroys this true type face texture.
*/
~TrueTypeTexture();
};
}

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@ -0,0 +1,15 @@
# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Card.cpp
PokerPot.cpp
PokerPlayer.cpp
PokerGame.cpp
PokerWinning.cpp
PokerTurn.cpp
)

94
src/dawn/poker/Card.cpp Normal file
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@ -0,0 +1,94 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Card.hpp"
#include "util/Random.hpp"
using namespace Dawn;
void Card::shuffle(std::vector<struct Card> &deck) {
for(uint8_t i = 0; i < deck.size(); i++) {
uint8_t swap = Random::random<uint8_t>(0, deck.size() - 1);
struct Card tmp = deck[i];
deck[i] = deck[swap];
deck[swap] = tmp;
}
}
void Card::fillDeck(std::vector<struct Card> &deck) {
deck.clear();
for(uint8_t i = 0; i < CARD_DECK_SIZE; i++) {
deck.push_back(Card(i));
}
}
int32_t Card::contains(
const std::vector<struct Card> &deck,
const struct Card c
) {
if(deck.size() == 0) return -1;
return std::distance(
deck.begin(),
std::find_if(
deck.begin(),
deck.end(),
[c](struct Card card) {
return card.cardValue == c.cardValue;
}
)
);
}
int32_t Card::containsValue(
const std::vector<struct Card> &deck,
const enum CardValue number
) {
if(deck.size() == 0) return -1;
return std::distance(
deck.begin(),
std::find_if(
deck.begin(),
deck.end(),
[number](struct Card c) {
return c.getValue() == number;
}
)
);
}
std::vector<struct Card> Card::countPairs(
const std::vector<struct Card> &deck,
const enum CardValue val
) {
std::vector<struct Card> pairs;
std::for_each(
deck.begin(),
deck.end(),
[&pairs, val](struct Card c) {
if(c.getValue() == val) pairs.push_back(c);
}
);
return pairs;
}
bool_t Card::cardSorter(struct Card left, struct Card right) {
return left.cardValue < right.cardValue;
}
void Card::sort(std::vector<struct Card> &deck) {
std::sort(deck.begin(), deck.end(), &Card::cardSorter);
}
enum CardValue Card::getValue() {
return (enum CardValue)(cardValue % CARD_COUNT_PER_SUIT);
}
enum CardSuit Card::getSuit() {
return (enum CardSuit)(cardValue / CARD_COUNT_PER_SUIT);
}

151
src/dawn/poker/Card.hpp Normal file
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@ -0,0 +1,151 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "assert/assert.hpp"
namespace Dawn {
enum class CardSuit : uint8_t {
Clubs = 0,
Diamonds = 1,
Hearts = 2,
Spades = 3,
};
enum class CardValue : uint8_t {
Two = 0,
Three = 1,
Four = 2,
Five = 3,
Six = 4,
Seven = 5,
Eight = 6,
Nine = 7,
Ten = 8,
Jack = 9,
Queen = 10,
King = 11,
Ace = 12,
Invalid = 0xFF
};
/** Count of cards in each suit */
#define CARD_COUNT_PER_SUIT 13
/** Count of suits */
#define CARD_SUIT_COUNT 4
/** Standard Card Deck Size */
#define CARD_DECK_SIZE CARD_COUNT_PER_SUIT*CARD_SUIT_COUNT
struct Card {
public:
uint8_t cardValue;
/**
* Shuffles a hand / deck
*
* @param deck Array of cards to shuffle.
*/
static void shuffle(std::vector<struct Card> &deck);
/**
* Fills a vector with all of the cards in a deck, in order.
*
* @param deck Deck to fill.
*/
static void fillDeck(std::vector<struct Card> &deck);
/**
* Check if an array of cards contains a specific card.
*
* @param deck Deck/Hand/Array of cards to check.
* @param card Card to look for
* @returns The index within the array that the card is. -1 if not found.
*/
static int32_t contains(
const std::vector<struct Card> &deck,
const struct Card card
);
/**
* Check if the array of cards contains a specific number.
*
* @param deck Array of cards to check
* @param number The number to look for.
* @returns The index that the first card is. -1 if not found.
*/
static int32_t containsValue(
const std::vector<struct Card> &deck,
const enum CardValue number
);
/**
* Counts the amount of times a card's number appears within the given
* hand.
*
* @param deck The hand to check
* @param val Value of pairs to find.
* @return Card pairs in the deck.
*/
static std::vector<struct Card> countPairs(
const std::vector<struct Card> &deck,
const enum CardValue val
);
/**
* Sorter for the cardSorter function.
*
* @param left Left card to compare.
* @param right Right card to compare.
* @returns True if left is less than right.
*/
static bool_t cardSorter(struct Card left, struct Card right);
/**
* Sort a hand of cards. Cards are ordered in descending weight, aces are
* high. Cards will be grouped by their suits, e.g. CARD_CLUBS_TWO will
* appear before CARD_DIAMONDS_KING.
*
* @param deck Hand of cards to sort.
*/
static void sort(std::vector<struct Card> &deck);
/**
* Constructor for the Card class.
*
* @param suit Suit of the card.
* @param num Number of the card.
*/
Card(const CardSuit suit, const CardValue num) :
Card(
((uint8_t)suit * CARD_COUNT_PER_SUIT) + (uint8_t)num
)
{
}
/**
* Constructor for the Card class.
*
* @param cv Card value.
*/
Card(const uint8_t cv) : cardValue(cv) {
}
/**
* Returns the number of a given card.
* @returns The card number.
*/
enum CardValue getValue();
/**
* Returns the suit of a given card.
* @returns The suit.
*/
enum CardSuit getSuit();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "PokerGame.hpp"
using namespace Dawn;
std::shared_ptr<PokerPlayer> PokerGame::addNewPlayer() {
auto player = std::make_shared<PokerPlayer>(
weak_from_this(), this->players.size()
);
assertFalse(this->players.size() == PLAYER_COUNT_MAX, "Too many players.");
this->players.push_back(player);
return player;
}
std::shared_ptr<PokerPlayer> PokerGame::getCurrentBetter() {
auto nextIndex = this->getNextBetterIndex();
if(nextIndex == 0xFF) return nullptr;
return this->players[nextIndex];
}
void PokerGame::newGame() {
assertTrue(this->players.size() >= PLAYER_COUNT_MIN, "Not enough players.");
this->newRound();
this->smallBlind = POKER_BLIND_SMALL_DEFAULT;
this->bigBlind = POKER_BLIND_BIG_DEFAULT;
auto it = this->players.begin();
while(it != this->players.end()) {
auto player = *it;
player->setChips(POKER_PLAYER_CHIPS_DEFAULT);
player->isOut = false;
++it;
}
this->setDealer(0x00);
}
void PokerGame::newRound() {
this->deck.clear();
Card::fillDeck(this->deck);
this->grave.clear();
this->community.clear();
this->pots.clear();
this->pots.push_back(PokerPot());
this->hasFlopped = false;
this->hasTurned = false;
this->hasRivered = false;
auto it = this->players.begin();
while(it != this->players.end()) {
auto player = *it;
player->hand.clear();
player->currentBet = 0;
player->isFolded = false;
player->isShowingHand = false;
player->hasBetThisRound = false;
player->timesRaised = 0;
player->currentBet = 0;
++it;
}
this->setDealer(this->dealerIndex + 0x01);
}
void PokerGame::newBettingRound() {
auto it = this->players.begin();
while(it != this->players.end()) {
auto player = *it;
player->hasBetThisRound = false;
player->timesRaised = 0;
++it;
}
this->betterIndex = this->bigBlindIndex;
this->betterIndex = this->getNextBetterIndex();
}
uint8_t PokerGame::getNextBetterIndex() {
uint8_t j, i;
for(i = 0; i < this->players.size(); i++) {
j = (i + this->betterIndex) % this->players.size();
auto player = this->players[j];
if(player->needsToBetThisRound()) return j;
}
return 0xFF;
}
void PokerGame::takeBlinds() {
auto playerSmallBlind = this->players[this->smallBlindIndex];
auto playerBigBlind = this->players[this->bigBlindIndex];
playerSmallBlind->bet(this->smallBlind);
playerBigBlind->bet(this->bigBlind);
playerSmallBlind->hasBetThisRound = false;
playerBigBlind->hasBetThisRound = false;
}
void PokerGame::setDealer(const uint8_t dealer) {
uint8_t i, k;
std::shared_ptr<PokerPlayer> player;
bool_t foundDealer;
bool_t foundSmall;
foundDealer = false;
foundSmall = false;
this->dealerIndex = dealer;
for(i = 0; i < this->players.size(); i++) {
k = (dealer + i) % this->players.size();
player = this->players[k];
if(player->isOut) continue;
if(!foundDealer) {
this->dealerIndex = k;
foundDealer = true;
} else if(!foundSmall) {
this->smallBlindIndex = k;
foundSmall = true;
} else {
this->bigBlindIndex = k;
break;
}
}
}
uint8_t PokerGame::getRemainingBettersCount() {
uint8_t count = 0;
auto it = this->players.begin();
while(it != this->players.end()) {
if((*it)->needsToBetThisRound()) count++;
++it;
}
return count;
}
uint8_t PokerGame::getRemainingPlayersCount() {
uint8_t count = 0;
auto it = this->players.begin();
while(it != this->players.end()) {
if(!(*it)->isFolded && !(*it)->isOut) count++;
++it;
}
return count;
}
int32_t PokerGame::getCurrentCallValue() {
assertTrue(this->pots.size() > 0, "No pots?");
return this->pots.back().call;
}
void PokerGame::burnCard() {
assertTrue(this->deck.size() > 0, "No cards to burn.");
auto card = this->deck.back();
this->deck.pop_back();
this->grave.push_back(card);
}
void PokerGame::dealCard(PokerPlayer &player) {
assertTrue(this->deck.size() > 0, "No cards to deal.");
auto card = this->deck.back();
this->deck.pop_back();
player.hand.push_back(card);
}
void PokerGame::dealToEveryone(const uint8_t count) {
for(uint8_t i = 0; i < count; i++) {
auto it = this->players.begin();
while(it != this->players.end()) {
this->dealCard(*(*it));
++it;
}
}
}
void PokerGame::turn(const uint8_t count) {
uint8_t c = count;
if(c == 0xFF) c = this->getCountOfCardsToTurn();
assertTrue(this->deck.size() >= c, "Not enough cards to turn.");
for(uint8_t i = 0; i < c; i++) {
auto card = this->deck.back();
this->deck.pop_back();
this->community.push_back(card);
}
}
uint8_t PokerGame::getCountOfCardsToTurn() {
if(!this->hasFlopped) return 3;
if(!this->hasTurned) return 1;
if(!this->hasRivered) return 1;
assertUnreachable("No more cards to turn.");
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "PokerPlayer.hpp"
/** The default blind cost for the big blind. */
#define POKER_BLIND_BIG_DEFAULT 600
/** The default blind cost for the small blind. (Defaults half big blind) */
#define POKER_BLIND_SMALL_DEFAULT (POKER_BLIND_BIG_DEFAULT/2)
/** How many cards are dealt for the flop, turn and river */
#define POKER_FLOP_CARD_COUNT 3
#define POKER_TURN_CARD_COUNT 1
#define POKER_RIVER_CARD_COUNT 1
#define PLAYER_COUNT_MAX 8
#define PLAYER_COUNT_MIN 2
namespace Dawn {
class PokerGame : public std::enable_shared_from_this<PokerGame> {
protected:
std::vector<struct Card> deck;
std::vector<struct Card> grave;
uint8_t dealerIndex;
uint8_t smallBlindIndex;
uint8_t bigBlindIndex;
int32_t smallBlind = POKER_BLIND_SMALL_DEFAULT;
int32_t bigBlind = POKER_BLIND_BIG_DEFAULT;
bool_t hasFlopped = false;
bool_t hasTurned = false;
bool_t hasRivered = false;
public:
std::vector<std::shared_ptr<PokerPlayer>> players;
std::vector<struct PokerPot> pots;
std::vector<struct Card> community;
uint8_t betterIndex;
/**
* Creates and adds a new player to the game.
*/
std::shared_ptr<PokerPlayer> addNewPlayer();
/**
* Returns the player that is currently the better.
*
* @return The player that is currently the better.
*/
std::shared_ptr<PokerPlayer> getCurrentBetter();
/**
* Starts a new game of poker.
*/
void newGame();
/**
* Starts a new round of poker.
*/
void newRound();
/**
* Starts a new betting round.
*/
void newBettingRound();
/**
* Takes the blinds from the players.
*/
void takeBlinds();
/**
* Sets the blinds for the game.
*
* @param small The cost of the small blind.
* @param big The cost of the big blind.
*/
void setBlinds(const int32_t small, const int32_t big);
/**
* Returns the count of players that still need to bet this round.
*
* @return The count of players that still need to bet this round.
*/
uint8_t getRemainingBettersCount();
/**
* Returns the current call value for the game.
*
* @return The current call value for the game.
*/
int32_t getCurrentCallValue();
/**
* Returns the next better index.
*
* @return The next better index.
*/
uint8_t getNextBetterIndex();
/**
* Sets the dealer for the game.
*
* @param dealer The index of the dealer.
*/
void setDealer(const uint8_t dealer);
/**
* Sends a card to the burn pile.
*/
void burnCard();
/**
* Deals a card to a player.
*
* @param player The player to deal the card to.
*/
void dealCard(PokerPlayer &player);
/**
* Deals a card to each player.
*
* @param count The count of cards to deal.
*/
void dealToEveryone(const uint8_t count);
/**
* Deals a card to the community.
*
* @param count The count of cards to turn.
*/
void turn(const uint8_t count = 0xFF);
/**
* Returns the count of cards that need to be turned.
*
* @return The count of cards that need to be turned.
*/
uint8_t getCountOfCardsToTurn();
/**
* Returns the count of players that are still in the game.
*
* @return The count of players that are still in the game.
*/
uint8_t getRemainingPlayersCount();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "PokerPlayer.hpp"
#include "PokerGame.hpp"
#include "util/Math.hpp"
#include "util/Random.hpp"
#include "util/Easing.hpp"
using namespace Dawn;
PokerPlayer::PokerPlayer(
const std::weak_ptr<PokerGame> pokerGame,
const uint8_t playerIndex
) {
this->pokerGame = pokerGame;
this->playerIndex = playerIndex;
this->chips = POKER_PLAYER_CHIPS_DEFAULT;
}
void PokerPlayer::addChips(const int32_t chips) {
assertTrue(chips > 0, "Must add a positive amount of chips.");
this->chips += chips;
if(this->chips > 0) this->isOut = false;
this->eventChipsChanged.emit();
}
void PokerPlayer::setChips(const int32_t chips) {
this->chips = 0;
this->addChips(chips);
}
bool_t PokerPlayer::needsToBetThisRound() {
if(this->isFolded) return false;
if(this->chips <= 0) return false;
if(!this->hasBetThisRound) return true;
auto pg = this->pokerGame.lock();
assertNotNull(pg, "PokerGame has become invalid.");
if(this->currentBet < pg->getCurrentCallValue()) return true;
return false;
}
void PokerPlayer::bet(
struct PokerPot &pot,
const int32_t chips
) {
assertTrue(chips >= 0, "Chips must be a positive value.");
assertTrue(!this->isFolded, "Cannot bet if player is folded.");
assertTrue(!this->isOut, "Cannot bet if player is out.");
this->setChips(this->chips - chips);
this->currentBet += chips;
this->hasBetThisRound = true;
if(chips > 0) {
this->timesRaised++;
} else {
this->timesRaised = 0;
}
pot.chips += chips;
pot.call = Math::max<int32_t>(pot.call, this ->currentBet);
auto existing = std::find(pot.players.begin(), pot.players.end(), shared_from_this());
if(existing == pot.players.end()) pot.players.push_back(shared_from_this());
}
void PokerPlayer::bet(const int32_t chips) {
auto pg = this->pokerGame.lock();
assertNotNull(pg, "PokerGame has become invalid.");
assertTrue(pg->pots.size() > 0, "PokerGame has no pots?");
this->bet(pg->pots.back(), chips);
}
void PokerPlayer::fold() {
this->isFolded = true;
this->hasBetThisRound = true;
this->timesRaised = 0;
}
bool_t PokerPlayer::canCheck() {
if(this->isFolded) return false;
if(this->isOut) return false;
auto pg = this->pokerGame.lock();
assertNotNull(pg, "PokerGame has become invalid.");
return pg->getCurrentCallValue() == this->currentBet;
}
struct PokerTurn PokerPlayer::getAITurn() {
struct PokerTurn turn;
float_t confidence;
int32_t callBet;
float_t potOdds;
auto pg = this->pokerGame.lock();
assertNotNull(pg, "PokerGame has become invalid.");
// Can the player do anything?
if(this->isFolded || this->isOut) {
turn.type = PokerTurnType::Out;
return turn;
}
// The following logic is heavily inspired by;
// https://github.com/gorel/C-Poker-AI/blob/master/src/common/pokerai.c
// But with some changes and smarts added by me. The original source code will
// essentially just run a crap tun of simulated games and get the times that
// they are expected to win from those games, but I'm just going to use the
// odds of the winning hand.
// Is this preflop?
if(pg->community.size() == 0) {
assertTrue(
this->hand.size() == POKER_PLAYER_HAND_SIZE_MAX,
"Invalid hand size."
);
// Get the hand weight
auto cardNumber0 = this->hand[0].getValue();
auto suitNumber0 = this->hand[0].getSuit();
auto cardNumber1 = this->hand[1].getValue();
auto suitNumber1 = this->hand[1].getSuit();
// Get delta between cards
auto i = (uint8_t)Math::abs<int8_t>(
(int8_t)cardNumber0 - (int8_t)cardNumber1
);
// Get card weight
confidence = (float_t)cardNumber0 + (float_t)cardNumber1;
if(cardNumber0 == cardNumber1) {// Pairs
confidence += 6;
} else if(suitNumber0 == suitNumber1) {// Same suit
confidence += 4;
}
// Get difference from cards for guessing flush
if(i > 4) {
confidence -= 4;
} else if(i > 2) {
confidence -= i;
}
// Get the confidence delta 0-1
confidence = confidence / 30.0f;
// This may change in future, but I was finding the AI did not want to bet
// during the preflop enough, this curves the AI to want to preflop call
// often.
confidence = Easing::easeOutCubic(confidence);
} else {
// Simulate my hand being the winning hand, use that as the confidence
auto winning = this->getWinning();
confidence = PokerWinning::getWinningTypeConfidence(winning.type);
}
// Now we know how confident the AI is, let's put a chip value to that weight
// How many chips to call?
callBet = this->getCallBet();
// Do they need chips to call, or is it possible to check?
if(callBet > 0) {
potOdds = (float_t)callBet / (
(float_t)callBet +
(float_t)this->getSumOfChips()
);
} else {
potOdds = 1.0f / (float_t)pg->getRemainingBettersCount();
}
// Now determine the expected ROI
auto expectedGain = confidence / potOdds;
// Now get a random 0-100
auto random = Random::random<int32_t>() % 100;
// Determine the max bet that the AI is willing to make
auto maxBet = (int32_t)((float_t)this->chips / 1.75f) - (random / 2);
maxBet -= callBet;
// Determine what's a good bluff bet.
auto bluffBet = random * maxBet / 100 / 2;
// Now prep the output
auto isBluff = false;
auto amount = 0;
// Now the actual AI can happen. This is basically a weight to confidence
// ratio. The higher the gains and the confidence then the more likely the AI
// is to betting. There are also bluff chances within here.
if(expectedGain < 0.8f && confidence < 0.8f) {
if(random < 85) {
amount = 0;
} else {
amount = bluffBet;
isBluff = true;
}
} else if((expectedGain < 1.0f && confidence < 0.85f) || confidence < 0.1f) {
if(random < 80) {
amount = 0;
} else if(random < 5) {
amount = callBet;
isBluff = true;
} else {
amount = bluffBet;
isBluff = true;
}
} else if((expectedGain < 1.3f && confidence < 0.9f) || confidence < 0.5f) {
if(random < 60 || confidence < 0.5f) {
amount = callBet;
} else {
amount = maxBet;
}
} else if(confidence < 0.95f || pg->community.size() < 4) {
if(random < 20) {
amount = callBet;
} else {
amount = maxBet;
}
} else {
amount = (this->chips - callBet) * 9 / 10;
}
// TODO: We can nicely round the amounts here to get us to a more "human"
// number.
// If this is the first round... make it a lot less likely I'll bet
if(pg->community.size() == 0 && amount > callBet) {
if(random > 5) amount = callBet;
}
// Did we actually bet?
if(amount > 0) {
std::cout << "AI is betting " << amount << " chips, bluff:" << isBluff << std::endl;
// Let's not get caught in a raising loop with AI.
if(this->timesRaised >= POKER_PLAYER_MAX_RAISES) {
amount = callBet;
}
amount = Math::max<int32_t>(amount, callBet);
turn = PokerTurn::bet(shared_from_this(), amount);
turn.confidence = confidence;
} else if(this->canCheck()) {
turn = PokerTurn::bet(shared_from_this(), 0);
turn.confidence = 1;
} else {
turn = PokerTurn::fold(shared_from_this());
turn.confidence = 1 - confidence;
}
return turn;
}
int32_t PokerPlayer::getCallBet() {
auto pg = this->pokerGame.lock();
assertNotNull(pg, "PokerGame has become invalid.");
return pg->getCurrentCallValue() - this->currentBet;
}
int32_t PokerPlayer::getSumOfChips() {
auto pg = this->pokerGame.lock();
assertNotNull(pg, "PokerGame has become invalid.");
int32_t count = 0;
auto it = pg->pots.begin();
while(it != pg->pots.end()) {
if(std::find(
it->players.begin(), it->players.end(), shared_from_this()
) != it->players.end()) {
count += it->chips;
}
++it;
}
return count;
}
struct PokerWinning PokerPlayer::getWinning() {
struct PokerWinning winning;
struct Card card(0x00);
uint8_t i, j;
int32_t index;
enum CardValue number, look;
enum CardSuit suit;
std::vector<struct Card> pairs;
auto pg = this->pokerGame.lock();
assertNotNull(pg, "PokerGame has become invalid.");
winning.player = shared_from_this();
// Get the full poker hand (should be a 7 card hand, but MAY not be)
for(i = 0; i < pg->community.size(); i++) {
winning.full.push_back(pg->community[i]);
}
for(i = 0; i < this->hand.size(); i++) {
winning.full.push_back(this->hand[i]);
}
Card::sort(winning.full);
//////////////////////// Now look for the winning set ////////////////////////
// Royal / Straight Flush
for(i = 0; i < winning.full.size(); i++) {
card = winning.full[i];
number = card.getValue();
if(number < CardValue::Five) continue;
suit = card.getSuit();
winning.set.clear();
winning.set.push_back(card);
// Now look for the matching cards (Reverse order to order from A to 10)
for(j = 1; j <= 4; j++) {
// Ace low.
look = (
number == CardValue::Five && j == 4 ?
(enum CardValue)CardValue::Ace :
(enum CardValue)((uint8_t)number - j)
);
index = Card::contains(winning.full, Card(suit, look));
if(index == -1) break;
winning.set.push_back(winning.full[index]);
}
// Check if has all necessary cards.
if(winning.set.size() < POKER_WINNING_SET_SIZE) continue;
// Add self to array
winning.type = (
number == CardValue::Ace ? PokerWinningType::RoyalFlush :
PokerWinningType::StraightFlush
);
winning.fillRemaining();
return winning;
}
// Four of a kind.
for(i = 0; i < winning.full.size(); i++) {
card = winning.full[i];
number = card.getValue();
pairs = Card::countPairs(winning.full, number);
if(pairs.size() < CARD_SUIT_COUNT) continue;
winning.set = pairs;
winning.type = PokerWinningType::FourOfAKind;
winning.fillRemaining();
return winning;
}
// Full House
winning.set.clear();
for(i = 0; i < winning.full.size(); i++) {
// Check we haven't already added this card.
card = winning.full[i];
if(Card::contains(winning.set, card) != -1) {
continue;
}
number = card.getValue();
pairs = Card::countPairs(winning.full, number);
// Did we find either two pair or three pair?
if(pairs.size() != 2 && pairs.size() != 3) continue;
if(winning.set.size() == 3) {//Clamp to 5 max.
pairs.pop_back();
}
// Copy found pairs.
for(j = 0; j < pairs.size(); j++) {
winning.set.push_back(pairs[j]);
}
// Winned?
if(winning.set.size() != POKER_WINNING_SET_SIZE) continue;
winning.type = PokerWinningType::FullHouse;
winning.fillRemaining();
return winning;
}
// Flush (5 same suit)
for(i = 0; i < winning.full.size(); i++) {
card = winning.full[i];
suit = card.getSuit();
winning.set.clear();
winning.set.push_back(card);
for(j = i+1; j < winning.full.size(); j++) {
if(winning.full[j].getSuit() != suit) continue;
winning.set.push_back(winning.full[j]);
if(winning.set.size() == POKER_WINNING_SET_SIZE) break;
}
if(winning.set.size() < POKER_WINNING_SET_SIZE) continue;
winning.type = PokerWinningType::Flush;
winning.fillRemaining();
return winning;
}
// Straight (sequence any suit)
for(i = 0; i < winning.full.size(); i++) {
card = winning.full[i];
number = card.getValue();
if(number < CardValue::Five) continue;
winning.set.clear();
winning.set.push_back(card);
for(j = 1; j <= 4; j++) {
// Ace low.
look = (
number == CardValue::Five && j == 4 ?
(enum CardValue)CardValue::Ace :
(enum CardValue)((uint8_t)number - j)
);
index = Card::containsValue(winning.full, look);
if(index == -1) break;
winning.set.push_back(winning.full[index]);
}
// Check if has all necessary cards.
if(winning.set.size() < POKER_WINNING_SET_SIZE) continue;
winning.type = PokerWinningType::Straight;
winning.fillRemaining();
return winning;
}
// Three of a kind
for(i = 0; i < winning.full.size(); i++) {
card = winning.full[i];
number = card.getValue();
pairs = Card::countPairs(winning.full, number);
if(pairs.size() != 3) continue;
winning.set = pairs;
winning.type = PokerWinningType::ThreeOfAKind;
winning.fillRemaining();
return winning;
}
// Two Pair
winning.set.clear();
for(i = 0; i < winning.full.size(); i++) {
card = winning.full[i];// Check we haven't already added this card.
if(
winning.set.size() > 0 &&
Card::contains(winning.set, card) != -1
) {
continue;
}
number = card.getValue();
pairs = Card::countPairs(winning.full, number);
if(pairs.size() != 2) continue;
for(j = 0; j < pairs.size(); j++) {
winning.set.push_back(pairs[j]);
}
if(winning.set.size() != 4) continue;
winning.type = PokerWinningType::TwoPair;
winning.fillRemaining();
return winning;
}
// Pair
if(winning.set.size() == 2) {
winning.type = PokerWinningType::Pair;
winning.fillRemaining();
return winning;
}
// High card
winning.set.clear();
winning.fillRemaining();
winning.type = PokerWinningType::HighCard;
return winning;
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "Card.hpp"
#include "PokerPot.hpp"
#include "PokerWinning.hpp"
#include "PokerTurn.hpp"
#include "event/Event.hpp"
#define POKER_PLAYER_CHIPS_DEFAULT 10000
/** Maximum cards a players' hand can hold */
#define POKER_PLAYER_HAND_SIZE_MAX 2
#define POKER_PLAYER_MAX_RAISES 0x02
namespace Dawn {
class PokerGame;
class PokerPlayer : public std::enable_shared_from_this<PokerPlayer> {
public:
std::weak_ptr<PokerGame> pokerGame;
uint8_t playerIndex;
int32_t chips = 0;
int32_t currentBet = 0;
uint8_t timesRaised = 0;
bool_t isFolded = false;
bool_t isOut = false;
bool_t hasBetThisRound = false;
bool_t isShowingHand = false;
bool_t isHuman = false;
std::vector<struct Card> hand;
Event<> eventChipsChanged;
/**
* Constructor for the PokerPlayer class.
*
* @param pokerGame Poker game this player is a part of.
* @param playerIndex Index of the player in the game.
*/
PokerPlayer(
const std::weak_ptr<PokerGame> pokerGame,
const uint8_t playerIndex
);
/**
* Adds chips to the player. This will also update the players' state.
*
* @param chips Count of chips to add.
*/
void addChips(const int32_t chips);
/**
* Sets the chips a player has.
*
* @param chips Chips to set to the player.
*/
void setChips(const int32_t chips);
/**
* Returns true if the player still needs to bet this betting round.
*
* @return True if betting is still required by this player.
*/
bool_t needsToBetThisRound();
/**
* Let a player bet chips into the pot.
*
* @param pot Poker pot to bet in to.
* @param amount The amount of chips the player is betting.
*/
void bet(struct PokerPot &pot, const int32_t amount);
/**
* Let a player bet chips into the current pot.
*
* @param amount The amount of chips the player is betting.
*/
void bet(const int32_t amount);
/**
* Player folds.
*/
void fold();
/**
* Returns the AI result for a turn done by a non human player.
*
* @return Some information about the move the player is trying to perform
*/
struct PokerTurn getAITurn();
/**
* Calculates and returns the winning state for a given player
*
* @return The winning state for this current players hand.
*/
struct PokerWinning getWinning();
/**
* 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.
*
* @return The sum of chips from the pots the player is within.
*/
int32_t getSumOfChips();
/**
* Get the bet necessary for a specific player to make a call. This takes
* the players current bet and the bet necessary to call into the pot and
* will return the difference.
*
* @return The count of chips needed to call into the current active pot.
*/
int32_t getCallBet();
/**
* Returns whether or not the player can check, or if they need to either
* fold, call or bet.
*
* @return True if they can check.
*/
bool_t canCheck();
};
}

111
src/dawn/poker/PokerPot.cpp Normal file
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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "PokerPot.hpp"
#include "PokerGame.hpp"
#include "PokerPlayer.hpp"
using namespace Dawn;
void PokerPotWinning::award() {
auto it = this->winners.begin();
while(it != this->winners.end()) {
if(it == this->winners.begin()) {
(*it)->addChips(this->chipsEach + this->chipsOverflow);
} else {
(*it)->addChips(this->chipsEach);
}
++it;
}
}
struct PokerPotWinning PokerPot::getWinners() {
struct PokerPotWinning winning;
winning.pot = this;
// Calculate the winnings first.
auto it = this->players.begin();
while(it != this->players.end()) {
auto player = *it;
if(player->isOut || player->isFolded) {
++it;
continue;
}
winning.participants.push_back(player);
winning.winnings[player] = player->getWinning();
++it;
}
// Compare participating players
auto it2 = winning.participants.begin();
while(it2 != winning.participants.end()) {
auto playerLeft = *it2;
auto winnerLeft = &winning.winnings[playerLeft];
bool_t isWinner = true;
enum CardValue highNumber = CardValue::Invalid;
enum CardValue number = CardValue::Invalid;
struct Card highCard(0xFF);
struct Card card(0xFF);
auto it3 = winning.participants.begin();
while(it3 != winning.participants.end()) {
if(it2 == it3) {
++it3;
continue;
}
auto playerRight = *it3;
auto winnerRight = &winning.winnings[playerRight];
// Am I the better hand / Is it the better hand?
if(winnerLeft->type < winnerRight->type) {
++it3;
continue;
}
if(winnerLeft->type > winnerRight->type) {
isWinner = false;
break;
}
// Equal, compare hands.
card = PokerWinning::compare(*winnerLeft, *winnerRight);
if(card.cardValue == 0xFF) {
isWinner = false;
break;
}
// Determine high card.
number = card.getValue();
if(
highNumber == CardValue::Invalid ||
number == CardValue::Ace ||
number > highNumber
) {
highCard = card;
highNumber = number;
}
++it3;
}
if(!isWinner) {
++it2;
continue;
}
winnerLeft->kicker = highCard;
winning.winners.push_back(playerLeft);
++it2;
}
winning.chipsEach = this->chips / (int32_t)winning.winners.size();
winning.chipsOverflow = this->chips - (
winning.chipsEach * (int32_t)winning.winners.size()
);
return winning;
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "PokerWinning.hpp"
namespace Dawn {
class PokerPlayer;
class PokerGame;
struct PokerPot;
struct PokerPotWinning {
public:
std::map<std::shared_ptr<PokerPlayer>, struct PokerWinning> winnings;
std::vector<std::shared_ptr<PokerPlayer>> winners;
std::vector<std::shared_ptr<PokerPlayer>> participants;
struct PokerPot *pot;
int32_t chipsEach;
int32_t chipsOverflow;
void award();
};
struct PokerPot {
public:
int32_t chips;
int32_t call;
std::vector<std::shared_ptr<PokerPlayer>> players;
/**
* Get the winners of the pot.
*
* @return The winning state of the pot.
*/
struct PokerPotWinning getWinners();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "PokerTurn.hpp"
#include "PokerPlayer.hpp"
#include "PokerGame.hpp"
using namespace Dawn;
struct PokerTurn PokerTurn::bet(
std::shared_ptr<PokerPlayer> player,
const int32_t chips
) {
struct PokerTurn turn;
int32_t i;
assertNotNull(player, "Player cannot be null.");
assertTrue(chips >= 0, "Chips must be greater than or equal to 0.");
turn.player = player;
turn.confidence = 1;
if(chips == 0) {
turn.type = PokerTurnType::Check;
turn.chips = 0;
} else if(player->chips <= chips) {
turn.chips = player->chips;
turn.type = PokerTurnType::AllIn;
} else {
turn.chips = chips;
turn.type = PokerTurnType::Bet;
auto pg = player->pokerGame.lock();
assertNotNull(pg, "Player must be in a game.");
i = pg->getCurrentCallValue();
if(chips == (i - player->currentBet)) turn.type = PokerTurnType::Call;
}
return turn;
}
struct PokerTurn PokerTurn::fold(std::shared_ptr<PokerPlayer> player) {
struct PokerTurn turn;
turn.player = player;
turn.chips = 0;
turn.confidence = 1;
turn.type = PokerTurnType::Fold;
return turn;
}
void PokerTurn::action() {
assertNotNull(this->player, "Player cannot be null.");
switch(this->type) {
case PokerTurnType::Bet:
case PokerTurnType::Call:
case PokerTurnType::AllIn:
this->player->bet(this->chips);
break;
case PokerTurnType::Check:
player->bet(0);
break;
case PokerTurnType::Fold:
player->fold();
break;
default:
assertUnreachable("Unknown turn type.");
break;
}
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
class PokerPlayer;
enum class PokerTurnType : uint8_t {
Out = 0,
Fold = 1,
Bet = 2,
Call = 3,
Check = 4,
AllIn = 5
};
struct PokerTurn {
public:
/** What type of action the turn is */
enum PokerTurnType type;
/** How many chips they did in their turn (if applicable) */
int32_t chips;
/** How confident the AI is about their turn. 0 = none, 1 = full */
float_t confidence;
/** Player that this action belongs to */
std::shared_ptr<PokerPlayer> player;
/**
* Generate a turn action for betting as a player.
*
* @param player Player index who is betting.
* @param chips Chips to raise by.
* @return A turn for a bet action.
*/
static struct PokerTurn bet(
std::shared_ptr<PokerPlayer> player, const int32_t chips
);
/**
* Return a turn action for the given player to fold.
*
* @return A turn for a fold action.
*/
static struct PokerTurn fold(std::shared_ptr<PokerPlayer> player);
/**
* Actions / Performs this turn against the defined player.
*/
void action();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "PokerWinning.hpp"
#include "PokerPlayer.hpp"
using namespace Dawn;
float_t PokerWinning::getWinningTypeConfidence(enum PokerWinningType type) {
switch(type) {
case PokerWinningType::RoyalFlush:
return POKER_WINNING_CONFIDENCE_ROYAL_FLUSH;
case PokerWinningType::StraightFlush:
return POKER_WINNING_CONFIDENCE_STRAIGHT_FLUSH;
case PokerWinningType::FourOfAKind:
return POKER_WINNING_CONFIDENCE_FOUR_OF_A_KIND;
case PokerWinningType::FullHouse:
return POKER_WINNING_CONFIDENCE_FULL_HOUSE;
case PokerWinningType::Flush:
return POKER_WINNING_CONFIDENCE_FLUSH;
case PokerWinningType::Straight:
return POKER_WINNING_CONFIDENCE_STRAIGHT;
case PokerWinningType::ThreeOfAKind:
return POKER_WINNING_CONFIDENCE_THREE_OF_A_KIND;
case PokerWinningType::TwoPair:
return POKER_WINNING_CONFIDENCE_TWO_PAIR;
case PokerWinningType::Pair:
return POKER_WINNING_CONFIDENCE_PAIR;
default:
return POKER_WINNING_CONFIDENCE_HIGH_CARD;
}
}
struct Card PokerWinning::compare(
const struct PokerWinning &left,
const struct PokerWinning &right
) {
uint8_t i;
enum CardValue number = CardValue::Invalid;
enum CardValue highNumberLeft = CardValue::Invalid;
enum CardValue highNumberRight = CardValue::Invalid;
struct Card card(0xFF), highCardLeft(0xFF), highCardRight(0xFF);
int32_t index;
uint8_t countCardsSame;
countCardsSame = 0;
for(i = 0; i < left.set.size(); i++) {
card = left.set[i];
number = card.getValue();
// Quick check
if(highNumberLeft != CardValue::Invalid && number < highNumberLeft) continue;
// Check if this number is within the other hand or not
index = Card::containsValue(right.set, number);
if(index != -1) {
// This number IS within the other hand, let's check that the EXACT card
// is a match/isn't a match.
index = Card::contains(right.set, card);
// Exact card match
if(index != -1) {
countCardsSame++;
continue;
}
// Not exact card match.. ?
}
if(
highNumberLeft == CardValue::Invalid ||
number == CardValue::Ace ||
highNumberLeft < number
) {
highNumberLeft = number;
highCardLeft = card;
}
}
for(i = 0; i < right.set.size(); i++) {
card = right.set[i];
number = card.getValue();
if(highNumberRight != CardValue::Invalid && number < highNumberRight) {
continue;
}
index = Card::containsValue(left.set, number);
if(index != -1) {
index = Card::contains(left.set, card);
if(index != -1) continue;
}
if(
highNumberRight == CardValue::Invalid ||
number == CardValue::Ace || highNumberRight < number
) {
highNumberRight = number;
highCardRight = card;
}
}
if(countCardsSame == left.set.size()) {
for(i = 0; i < left.set.size(); i++) {
card = left.set[i];
number = card.getValue();
if(
highNumberLeft == CardValue::Invalid ||
number == CardValue::Ace ||
highNumberLeft < number
) {
highNumberLeft = number;
highCardLeft = card;
}
}
return highCardLeft;
}
if(highCardLeft.cardValue == 0xFF) return 0xFF;
if(highNumberLeft < highNumberRight) return 0xFF;
return highCardLeft;// Greater or Equal to.
}
void PokerWinning::fillRemaining() {
uint8_t i;
CardValue highest, current;
struct Card highestCard(0x00);
struct Card currentCard(0x00);
// Set the kicker
this->kicker = 0xFF;
// Fill the remaining cards
while(this->set.size() < POKER_WINNING_SET_SIZE) {
highest = CardValue::Invalid;
for(i = 0; i < this->full.size(); i++) {
currentCard = this->full[i];
if(Card::contains(this->set, currentCard) != -1) continue;
if(highest == CardValue::Invalid) {
highestCard = currentCard;
highest = highestCard.getValue();
} else {
current = currentCard.getValue();
if(current != CardValue::Ace && current < highest) continue;
highestCard = currentCard;
highest = current;
}
}
if(highest == CardValue::Invalid) break;
this->set.push_back(highestCard);
}
Card::sort(this->set);
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "Card.hpp"
#define POKER_WINNING_CONFIDENCE_ROYAL_FLUSH 1.0f
#define POKER_WINNING_CONFIDENCE_STRAIGHT_FLUSH 0.99f
#define POKER_WINNING_CONFIDENCE_FOUR_OF_A_KIND 0.9f
#define POKER_WINNING_CONFIDENCE_FULL_HOUSE 0.85f
#define POKER_WINNING_CONFIDENCE_FLUSH 0.8f
#define POKER_WINNING_CONFIDENCE_STRAIGHT 0.7f
#define POKER_WINNING_CONFIDENCE_THREE_OF_A_KIND 0.5f
#define POKER_WINNING_CONFIDENCE_TWO_PAIR 0.4f
#define POKER_WINNING_CONFIDENCE_PAIR 0.2f
#define POKER_WINNING_CONFIDENCE_HIGH_CARD 0.1f
/** How many cards in the winning set */
#define POKER_WINNING_SET_SIZE 5
namespace Dawn {
class PokerPlayer;
enum class PokerWinningType {
Null,
RoyalFlush,
StraightFlush,
FourOfAKind,
FullHouse,
Flush,
Straight,
ThreeOfAKind,
TwoPair,
Pair,
HighCard
};
struct PokerWinning {
public:
/**
* Get the confidence of the bet for a given winning type.
*
* @param type Winning type type.
* @return The confidence.
*/
static float_t getWinningTypeConfidence(enum PokerWinningType type);
/**
* Compares two winning sets. The returned card is the kicker if the LEFT
* side is the winner. If LEFT is not a winner then 0xFF will be returned.
*
* @param left Left winning set.
* @param right Right winning set.
* @return The kicker card from left's hand or 0xFF if not the winner.
*/
static struct Card compare(
const struct PokerWinning &left,
const struct PokerWinning &right
);
/** Winning Type */
enum PokerWinningType type;
/** The full set of both the dealer and player's hand */
std::vector<struct Card> full;
/** Holds the winning set */
std::vector<struct Card> set;
/** If there was a kicker card it will be here */
struct Card kicker;
/* The player this winning state belongs to */
std::shared_ptr<PokerPlayer> player;
PokerWinning() : kicker(0xFF) {}
/**
* Fills the remaining cards for a given poker player winning hand.
* Essentially this will just take the highest cards and slot them into
* the array. This also sorts the cards.
*
* @param winning Pointer to the poker winning to fill out.
*/
void fillRemaining();
};
}

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// Copyright (c) 2024 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "ui/UIAlignableElement.hpp"
namespace Dawn {
class UILabel final : public UIAlignableElement {
protected:
void getSelfQuads(UICanvas &ctx) override;
public:
std::shared_ptr<TrueTypeTexture> font;
};
}