/usr/lib/python2.7/dist-packages/pokerengine/pokergame.py is in python-poker-engine 1.3.6-1.2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# Copyright (C) 2006 - 2010 Loic Dachary <loic@dachary.org>
# Copyright (C) 2008 Bradley M. Kuhn <bkuhn@ebb.org>
# Copyright (C) 2004, 2005, 2006 Mekensleep
#
# Mekensleep
# 26 rue des rosiers
# 75004 Paris
# licensing@mekensleep.com
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
#
# Authors:
# Loic Dachary <loic@dachary.org>
# Bradley M. Kuhn <bkuhn@ebb.org>
# Henry Precheur <henry@precheur.org> (2004)
#
from string import split, join, lower
from pprint import pformat
import sys
import re
import struct
import random
import platform
from pokereval import PokerEval
from pokerengine.pokercards import *
from pokerengine.pokerengineconfig import Config
from pokerengine.pokerchips import PokerChips
from pokerengine import pokerrake
import locale
import gettext
if float(sys.version[0:3]) > 2.3:
gettext.bind_textdomain_codeset('poker-engine','UTF-8')
def init_i18n(locale_dir, overrideTranslationFunction = None):
global _
# If we've been fed the function that we know will work to translate
# text, then we just set _() to that. This is to support the scenario
# where users of this library want to provide their own setup for
# gettext() (i.e., to switch languages on the fly, as
# pokernetwork.pokeravatar does).
# Note that we return the _() that is being replaced. This is done so
# that the function can be restored by the caller, should it chose to do
# so.
# First, if our _() has never been defined, we simply set it to None
try:
oldTranslationFunction = _
except NameError:
oldTranslationFunction = None
if callable(overrideTranslationFunction):
_ = overrideTranslationFunction
return oldTranslationFunction
lang = ''
if platform.system() == "Windows":
lang = locale.getdefaultlocale()[0][:2]
if locale_dir == None:
locale_dir = './../../locale'
try:
t = gettext.translation('poker-engine', localedir=locale_dir, languages=[lang])
_ = t.gettext
except IOError:
_ = lambda text:text
return oldTranslationFunction
init_i18n(None)
ABSOLUTE_MAX_PLAYERS = 10
LEVELS_CACHE = {}
def uniq(elements):
temp = {}
for element in elements:
temp[element] = None
return temp.keys()
class PokerRandom(random.Random):
def __init__(self, paranoid=False):
self._file = None
self._paranoid = paranoid
self.seed(None)
def seed(self, ignore):
if self._file:
try:
close(self._file)
except:
pass
if self._paranoid:
fname = '/dev/random'
else:
fname = '/dev/urandom'
self._file = open(fname, 'r')
def getstate(self):
return None
def setstate(self, ignore):
pass
def jumpahead(self, ignore):
pass
def random(self):
lsize = struct.calcsize('l')
return abs(struct.unpack('l', self._file.read(lsize))[0])/(0.+(~(1L<<((8*lsize)-1))))
if platform.system() == "Linux":
random._inst = PokerRandom()
shuffler = random
# muck constants
AUTO_MUCK_NEVER = 0x00
AUTO_MUCK_WIN = 0x01
AUTO_MUCK_LOSE = 0x02
AUTO_MUCK_ALWAYS = AUTO_MUCK_WIN + AUTO_MUCK_LOSE
class PokerPlayer:
def __init__(self, serial, game):
self.serial = serial
self.name = "noname"
self.game = game
self.fold = False
self.remove_next_turn = False ##
self.sit_out = True ##
self.sit_out_next_turn = False ##
self.sit_requested = False ##
self.bot = False
self.auto = False ##
self.auto_blind_ante = False ##
self.auto_muck = AUTO_MUCK_ALWAYS # AUTO_MUCK_NEVER, AUTO_MUCK_WIN, AUTO_MUCK_LOSE, AUTO_MUCK_ALWAYS
self.wait_for = False # True, False, "late", "big", "first_round" ##
self.missed_blind = "n/a" # None, "n/a", "big", "small"
self.missed_big_blind_count = 0
self.blind = "late" # True, None, "late", "big", "small", "big_and_dead" ##
self.buy_in_payed = False ##
self.ante = False
self.side_pot_index = 0
self.all_in = False
self.seat = -1 ##
self.hand = PokerCards()
self.money = 0
self.rebuy = 0
self.bet = 0
self.dead = 0
self.talked_once = False
self.user_data = None
def copy(self):
other = PokerPlayer(self.serial, self.game)
other.name = self.name
other.fold = self.fold
other.remove_next_turn = self.remove_next_turn
other.sit_out = self.sit_out
other.sit_out_next_turn = self.sit_out_next_turn
other.sit_requested = self.sit_requested
other.bot = self.bot
other.auto = self.auto
other.auto_blind_ante = self.auto_blind_ante
other.auto_muck = self.auto_muck
other.wait_for = self.wait_for
other.missed_blind = self.missed_blind
other.missed_big_blind_count = self.missed_big_blind_count
other.blind = self.blind
other.buy_in_payed = self.buy_in_payed
other.ante = self.ante
other.side_pot_index = self.side_pot_index
other.all_in = self.all_in
other.seat = self.seat
other.hand = self.hand.copy()
other.money = self.money
other.rebuy = self.rebuy
other.bet = self.bet
other.dead = self.dead
other.talked_once = self.talked_once
other.user_data = self.user_data
return other
def __str__(self):
return "serial = %d, name = %s, fold = %s, remove_next_turn = %s, sit_out = %s, sit_out_next_turn = %s, sit_requested = %s, bot = %s, auto = %s, auto_blind_ante = %s, wait_for = %s, auto_muck = %d, missed_blind = %s, missed_big_blind_count = %d, blind = %s, buy_in_payed = %s, ante = %s, all_in = %s, side_pot_index = %d, seat = %d, hand = %s, money = %d, rebuy = %d, bet = %d, dead = %d, talked_once = %s, user_data = %s" % (self.serial, self.name, self.fold, self.remove_next_turn, self.sit_out, self.sit_out_next_turn, self.sit_requested, self.bot, self.auto, self.auto_blind_ante, self.wait_for, self.auto_muck, self.missed_blind, self.missed_big_blind_count, self.blind, self.buy_in_payed, self.ante, self.all_in, self.side_pot_index, self.seat, self.hand, self.money, self.rebuy, self.bet, self.dead, self.talked_once, self.user_data)
def setUserData(self, user_data):
self.user_data = user_data
def getUserData(self):
return self.user_data
def beginTurn(self):
self.bet = 0
self.dead = 0
self.fold = False
self.hand = PokerCards()
self.side_pot_index = 0
self.all_in = False
self.blind = None
self.ante = False
def isInGame(self):
return not self.isAllIn() and not self.isFold()
def isAllIn(self):
return self.all_in
def isFold(self):
return self.fold
def isNotFold(self):
return not self.fold
def isConnected(self):
return not self.remove_next_turn
def isDisconnected(self):
return self.remove_next_turn
def isSitOut(self):
return self.sit_out
def isSit(self):
return not self.sit_out
def isSitRequested(self):
return self.sit_requested
def isBot(self):
return self.bot
def isAuto(self):
return self.auto
def isAutoBlindAnte(self):
return self.auto_blind_ante
def isWaitForBlind(self):
return self.wait_for
def isMissedBlind(self):
return self.missed_blind and self.missed_blind != "n/a"
def isBlind(self):
return self.blind
def isBuyInPayed(self):
return self.buy_in_payed
def getMissedRoundCount(self):
return self.missed_big_blind_count
def resetMissedBlinds(self):
self.missed_blind = None
self.missed_big_blind_count = 0
def __historyResolve2messages(game, hands, serial2name, serial2displayed, frame):
messages = []
best = { 'hi': 0,
'low': 0x0FFFFFFF }
for serial in frame['serials']:
for side in ('hi', 'low'):
if not hands.has_key(serial):
continue
hand = hands[serial]
if not hand.has_key(side):
continue
if hand[side][1][0] == 'Nothing':
continue
hand = hand[side]
show = False
if ( ( side == 'hi' and best['hi'] <= hand[0] ) or
( side == 'low' and best['low'] >= hand[0] ) ):
best[side] = hand[0]
show = True
if serial2displayed.has_key(serial) and not serial in frame[side]:
#
# If the player already exposed the hand and is not going
# to win this side of the pot, there is no need to issue
# a message.
#
continue
if show:
serial2displayed[serial] = True
value = game.readableHandValueLong(side, hand[1][0], hand[1][1:])
messages.append( _("%(name)s shows %(value)s for %(side)s ") % { 'name' : serial2name(serial), 'value' : value, 'side' : _(side) })
else:
messages.append( _("%(name)s mucks loosing hand") % { 'name' : serial2name(serial) })
for side in ('hi', 'low'):
if not frame.has_key(side):
continue
message = join([ serial2name(serial) for serial in frame[side] ])
if len(frame[side]) > 1:
message += " tie for %(side)s " % { 'side' : _(side) }
else:
message += _(" wins %(side)s ") % { 'side' : _(side) }
messages.append(message)
if len(frame['serial2share']) > 1:
message = _("winners share a pot of %(pot)s") % { 'pot' : PokerChips.tostring(frame['pot']) }
if frame.has_key('chips_left'):
message += _(" (minus %(chips_left)d odd chips)") % { 'chips_left' : frame['chips_left'] }
messages.append(message)
for (serial, share) in frame['serial2share'].iteritems():
messages.append( _("%(name)s receives %(amount)s") % { 'name' : serial2name(serial), 'amount' : PokerChips.tostring(share) })
return messages
def history2messages(game, history, serial2name = str, pocket_messages = False, verbose = 0):
messages = []
subject = ''
for event in history:
type = event[0]
if type == "game":
(type, level, hand_serial, hands_count, time, variant, betting_structure, player_list, dealer, serial2chips) = event
subject = _("hand #%(hand_serial)d, %(variant)s, %(betting_structure)s") % { 'hand_serial' : hand_serial, 'variant' : _(variant), 'betting_structure' : _(betting_structure) }
elif type == "wait_for":
(type, serial, reason) = event
messages.append( _("%(serial)s waiting for ") % { 'serial' : serial2name(serial) } +
"%s" % ( reason == "late" and "late blind" or "big blind"))
elif type == "player_list":
pass
elif type == "round":
(type, name, board, pockets) = event
if pockets:
messages.append( _("%(name)s, %(len_pockets)d players") % { 'name' : name, 'len_pockets' : len(pockets) })
else:
messages.append(name)
if board and not board.isEmpty():
messages.append( _("Board: %(board)s") % { 'board' : game.cards2string(board) } )
if pockets and pocket_messages:
for (serial, pocket) in pockets.iteritems():
if not pocket.areAllNocard():
messages.append( _("Cards player %(name)s: %(card)s") % { 'name' : serial2name(serial), 'card' : game.cards2string(pocket) })
elif type == "showdown":
(type, board, pockets) = event
if board and not board.isEmpty():
messages.append( _("Board: %(cards)s") % { 'cards' : game.cards2string(board) })
if pockets and pocket_messages:
for (serial, pocket) in pockets.iteritems():
if not pocket.areAllNocard():
messages.append( _("Cards player %(name)s: %(cards)s") % { 'name' : serial2name(serial), 'cards' : game.cards2string(pocket) })
elif type == "rake":
(type, amount, serial2rake) = event
messages.append( _("Rake %(amount)s") % { 'amount' : PokerChips.tostring(amount) } )
elif type == "position":
pass
elif type == "blind_request":
pass
elif type == "wait_blind":
pass
elif type == "rebuy":
pass
elif type == "blind":
(type, serial, amount, dead) = event
if dead > 0:
dead_message = _(" and %(dead)d dead") % { 'dead' : dead }
else:
dead_message = ""
messages.append( _("%(name)s pays %(amount)s blind%(deadmsg)s") % { 'name' : serial2name(serial), 'amount' : PokerChips.tostring(amount), 'deadmsg' : dead_message })
elif type == "ante_request":
pass
elif type == "ante":
(type, serial, amount) = event
messages.append( _("%(name)s pays %(amount)s ante") % { 'name' : serial2name(serial), 'amount' : PokerChips.tostring(amount) })
elif type == "all-in":
(type, serial) = event
messages.append( _("%(name)s is all in") % { 'name' : serial2name(serial) })
elif type == "call":
(type, serial, amount) = event
messages.append( _("%(name)s calls %(amount)s") % { 'name' : serial2name(serial), 'amount' : PokerChips.tostring(amount) })
elif type == "check":
(type, serial) = event
messages.append( _("%(name)s checks") % { 'name' : serial2name(serial)} )
elif type == "fold":
(type, serial) = event
messages.append( _("%(name)s folds") % { 'name' : serial2name(serial)} )
elif type == "raise":
(type, serial, amount) = event
messages.append( _("%(name)s raises %(amount)s") % { 'name' : serial2name(serial), 'amount' : PokerChips.tostring(amount) } )
elif type == "canceled":
(type, serial, amount) = event
if serial > 0 and amount > 0:
returned_message = _(" (%(amount)s returned to %(name)s)") % { 'amount' : PokerChips.tostring(amount), 'name' : serial2name(serial) }
else:
returned_message = ""
messages.append( _("turn canceled%(message)s") % { 'message' : returned_message} )
elif type == "end":
(type, winners, showdown_stack) = event
if showdown_stack:
game_state = showdown_stack[0]
if not game_state.has_key('serial2best'):
serial = winners[0]
messages.append( _("%(name)s receives %(amount)s (everyone else folded)") % { 'name' : serial2name(serial), 'amount' : PokerChips.tostring(game_state['serial2share'][serial]) })
else:
serial2displayed = {}
hands = showdown_stack[0]['serial2best']
for frame in showdown_stack[1:]:
message = None
if frame['type'] == 'left_over':
message = _("%(name)s receives %(amount)d odd chips") % { 'name' : serial2name(frame['serial']), 'amount' : frame['chips_left']}
elif frame['type'] == 'uncalled':
message = _("returning uncalled bet %(amount)s to %(name)s") % { 'amount' : PokerChips.tostring(frame['uncalled']), 'name' : serial2name(frame['serial']) }
elif frame['type'] == 'resolve':
messages.extend(__historyResolve2messages(game, hands, serial2name, serial2displayed, frame))
else:
if verbose >= 0: print "ERROR history2messages unexpected showdown_stack frame type %s" % frame['type']
if message:
messages.append(message)
else:
print "ERROR history2messages ignored empty showdown_stack"
elif type == "sitOut":
(type, serial) = event
messages.append( _("%(name)s sits out") % { 'name' : serial2name(serial) })
elif type == "leave":
pass
elif type == "finish":
pass
elif type == "muck":
pass
else:
if verbose >= 0: print "ERROR history2messages: unknown history type %s " % type
return (subject, messages)
# poker game states
GAME_STATE_NULL = "null"
GAME_STATE_BLIND_ANTE = "blindAnte"
GAME_STATE_PRE_FLOP = "pre-flop"
GAME_STATE_FLOP = "flop"
GAME_STATE_THIRD = "third"
GAME_STATE_TURN = "turn"
GAME_STATE_FOURTH = "fourth"
GAME_STATE_RIVER = "river"
GAME_STATE_FIFTH = "fifth"
GAME_STATE_MUCK = "muck"
GAME_STATE_END = "end"
# winning helper states
WON_NULL = -1 # turn not ended yet
WON_ALLIN_BLIND = 0 # turn ended on allin in blind phase
WON_ALLIN = 1 # turn ended on allin
WON_FOLD = 2 # turn ended on fold
WON_REGULAR = 3 # turn ended normally
class PokerGame:
def __init__(self, url, is_directing, dirs):
self.id = 0
self.name = "noname"
self.__variant = Config(dirs)
self.__betting_structure = Config(dirs)
self.dirs = dirs
self.url = url
self.variant = False
self.variant_name = "unknown"
self.round_info = False
self.round_info_backup = False
self.win_orders = False
self.betting_structure = False
self.betting_structure_name = "unknown"
self.blind_info = False
self.ante_info = False
self.bet_info = False
self.unit = 1
self.buy_in = 0
self.max_buy_in = 100000000
self.max_players = ABSOLUTE_MAX_PLAYERS
self.is_open = True
self.hand_serial = 1
self.time = -1
self.time_of_first_hand = -1
self.hands_count = 0
self.stats = {
"flops": [],
"flops_count": 20,
"percent_flop": 0,
"pots": [],
"pots_count": 20,
"average_pot": 0,
"hands_per_hour": 0,
"time": -1,
"hands_count": 0,
"frequency": 180 # seconds
}
self.is_directing = is_directing
self.prefix = ""
self.verbose = 0
self.callbacks = []
self.first_turn = True
self.level_skin = ""
self.eval = PokerEval()
if self.is_directing:
self.shuffler = shuffler
self.reset()
self.rake = None
self.raked_amount = 0
self.forced_dealer_seat = -1
# print "__init__ PokerGame %s" % self
def reset(self):
self.state = GAME_STATE_NULL
self.win_condition = WON_NULL
self.current_round = -2
self.serial2player = {}
self.player_list = []
self.resetSeatsLeft()
self.dealer = -1
self.dealer_seat = -1
self.position = 0
self.last_to_talk = -1
self.raked_amount = 0
self.pot = False
self.board = PokerCards()
self.round_cap_left = sys.maxint
self.last_bet = 0
self.uncalled = 0
self.uncalled_serial = 0
self.winners = []
self.muckable_serials = []
self.side2winners = {}
self.serial2best = {}
self.showdown_stack = []
self.side_pots = {}
self.first_betting_pass = True
self.turn_history = []
self.level = 0
def open(self):
self.is_open = True
def close(self):
self.is_open = False
def setMaxPlayers(self, max_players):
self.max_players = max_players
if (self.max_players < 2) or (self.max_players > ABSOLUTE_MAX_PLAYERS):
self.error("The number of players must be between %d and %d" % (2, ABSOLUTE_MAX_PLAYERS))
self.max_players = 0
self.resetSeatsLeft()
self.serial2player = {}
def seatsLeftCount(self):
return len(self.seats_left)
def resetSeatsLeft(self):
if self.max_players == 2:
self.seats_left = [2, 7]
elif self.max_players == 3:
self.seats_left = [2, 7, 5]
elif self.max_players == 4:
self.seats_left = [1, 6, 3, 8]
elif self.max_players == 5:
self.seats_left = [0, 2, 4, 6, 8]
elif self.max_players == 6:
self.seats_left = [0, 2, 4, 5, 7, 9]
elif self.max_players == 7:
self.seats_left = [0, 2, 3, 5, 6, 8, 9]
elif self.max_players == 8:
self.seats_left = [1, 2, 3, 4, 5, 6, 7, 8]
elif self.max_players == 9:
self.seats_left = [0, 1, 2, 3, 4, 5, 6, 7, 8]
elif self.max_players == 10:
self.seats_left = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
else:
self.seats_left = []
self.seats_all = self.seats_left[:]
def seatsCount(self):
return len(self.seats_all)
def canComeBack(self, serial):
return ( self.serial2player.has_key(serial) and
( self.serial2player[serial].isDisconnected() or
self.serial2player[serial].isAuto() ) )
def canAddPlayer(self, serial):
if len(self.seats_left) < 1:
self.error("no seats left for player %d" % serial)
return False
else:
return self.is_open
def isInPosition(self, serial):
return self.isPlaying(serial) and self.getSerialInPosition() == serial
def isInTurn(self, serial):
return ( not self.isEndOrNull() and
self.serial2player.has_key(serial) and
serial in self.player_list )
def isPlaying(self, serial):
return ( self.isRunning() and
self.serial2player.has_key(serial) and
serial in self.player_list )
def isInGame(self, serial):
return ( self.isRunning() and
self.serial2player.has_key(serial) and
serial in self.serialsInGame() )
def isSeated(self, serial):
return serial in self.serial2player.keys()
def isSit(self, serial):
return ( self.serial2player.has_key(serial) and
self.serial2player[serial].isSit() )
def isSitOut(self, serial):
return ( self.serial2player.has_key(serial) and
self.serial2player[serial].isSitOut() )
def sitOutNextTurn(self, serial):
player = self.serial2player[serial]
if ( self.isInTurn(serial) and
not ( self.isBlindAnteRound() and
self.getSerialInPosition() == serial ) ):
player.sit_out_next_turn = True
player.sit_requested = False
return False
elif not self.is_directing:
player.sit_out_next_turn = True
player.sit_requested = False
player.wait_for = False
return False
else:
return self.sitOut(serial)
def sitOut(self, serial):
player = self.serial2player[serial]
if player.isSitOut():
return False
if self.is_directing and self.isBlindAnteRound() and self.getSerialInPosition() != serial:
self.error("sitOut for player %d while paying the blinds although not in position" % serial)
return False
if self.isPlaying(serial):
self.historyAdd("sitOut", serial)
player.sit_out = True
player.sit_out_next_turn = False
player.sit_requested = False
player.wait_for = False
if self.is_directing and self.isBlindAnteRound():
player.blind = None
self.updateBlinds()
if self.getSerialInPosition() == serial:
self.__talkedBlindAnte()
# the else is impossible because checked above
return True
def sit(self, serial):
player = self.serial2player[serial]
if not player.isBuyInPayed() or self.isBroke(serial):
if self.verbose > 0: self.error("sit: refuse to sit player %d because buy in == %s instead of True or broke == %s instead of False" % ( serial, player.buy_in_payed, self.isBroke(serial) ))
return False
player.sit_requested = False
player.sit_out = False
if player.wait_for == "big":
player.wait_for = False
#
# Rationale of player.sit_out_next_turn == False
# This condition happens when the player sitout + sit
# while not having the position during the blind/ante round it.
# In this particular case, instead of instructing her to wait
# for the first round, she sits back. This is important because
# she was included in the player list at the begining of the turn.
# If she is marked wait_for = "first_round", she will be removed
# from the player list at the end of the blind/ante round, which
# is exactly the opposite of what we want.
#
if self.isRunning() and self.isBlindAnteRound() and player.sit_out_next_turn == False:
player.wait_for = "first_round"
player.sit_out_next_turn = False
player.auto = False
if self.sitCount() < 2:
self.first_turn = True
self.dealer_seat = player.seat
return True
def sitRequested(self, serial):
player = self.getPlayer(serial)
if player:
player.sit_out_next_turn = False
player.sit_requested = True
player.wait_for = False
def canceled(self, serial, amount):
if self.isBlindAnteRound():
self.acceptPlayersWaitingForFirstRound()
self.cancelState()
if self.sitCount() != 1:
self.error("%d players sit, expected exactly one" % self.sitCount())
elif amount > 0:
self.bet2pot()
if self.pot != amount:
self.error("pot contains %d, expected %d" % ( self.pot, amount ))
else:
self.pot2money(serial)
else:
self.error("canceled unexpected while in state %s (ignored)" % self.state)
def returnBlindAnte(self):
serial = 0
pot = 0
for player in self.playersPlaying():
if player.bet > 0:
self.bet2pot()
pot = self.pot
serial = player.serial
self.pot2money(serial)
self.acceptPlayersWaitingForFirstRound()
self.historyAdd("canceled", serial, pot)
def getSerialByNameNoCase(self, name):
name = lower(name)
for player in self.playersAll():
if lower(player.name) == name:
return player.serial
return 0
def setPosition(self, position):
if not self.isRunning():
self.error("changing position while the game is not running has no effect")
else:
self.position = position
def setDealer(self, seat):
if self.isRunning():
self.error("cannot change the dealer during the turn")
else:
self.dealer_seat = seat
def getPlayer(self, serial):
return self.serial2player.get(serial, None)
def getPlayerMoney(self, serial):
player = self.getPlayer(serial)
if player:
return player.money + player.rebuy
def getSitOut(self, serial):
return self.serial2player[serial].sit_out
def comeBack(self, serial):
if self.canComeBack(serial):
player = self.serial2player[serial]
player.remove_next_turn = False
player.sit_out_next_turn = False
player.sit_requested = False
player.auto = False
return True
else:
return False
def addPlayer(self, serial, seat = -1):
if self.serial2player.has_key(serial):
player = self.serial2player[serial]
if seat == player.seat:
# Player already added on this seat
return True
else:
# Player already added on another seat
return False
if self.canAddPlayer(serial):
player = PokerPlayer(serial, self)
if self.is_directing:
if seat != -1:
if seat in self.seats_left:
player.seat = seat
self.seats_left.remove(seat)
else:
self.error("the seat %d is not among the remaining seats %s" % ( seat, self.seats_left ))
return False
else:
player.seat = self.seats_left.pop(0)
else:
if seat not in self.seats_left:
self.error("the seat %d is not among the remaining seats %s" % ( seat, self.seats_left ))
return False
player.seat = seat
self.seats_left.remove(seat)
if self.verbose >= 1: self.message("player %d get seat %d" % (serial, player.seat))
self.serial2player[serial] = player
return True
else:
return False
def botPlayer(self, serial):
self.serial2player[serial].bot = True
self.autoBlindAnte(serial)
self.autoMuck(serial, AUTO_MUCK_ALWAYS)
self.autoPlayer(serial)
def interactivePlayer(self, serial):
self.serial2player[serial].bot = False
self.noAutoBlindAnte(serial)
self.autoMuck(serial, AUTO_MUCK_ALWAYS)
self.noAutoPlayer(serial)
def autoPlayer(self, serial):
if self.verbose >= 2: self.message("autoPlayer: player %d" % serial)
player = self.getPlayer(serial)
player.auto = True
if not self.is_directing:
return
if self.isBlindAnteRound():
# note that we can never get here on tournament tables
# because blind / antes are payed automatically
if player.isBot():
if self.getSerialInPosition() == serial: self.autoPayBlindAnte()
else:
self.sitOut(serial)
elif self.isPlaying(serial):
self.__autoPlay()
def noAutoPlayer(self, serial):
if self.verbose >= 2: self.message("noAutoPlayer: player %d" % serial)
player = self.getPlayer(serial)
if player:
player.auto = False
return True
else:
return False
def removePlayer(self, serial):
if self.isInTurn(serial):
self.serial2player[serial].remove_next_turn = True
if self.isBlindAnteRound():
self.sitOut(serial)
else:
self.__autoPlay()
return False
else:
self.__removePlayer(serial)
return True
def seats(self):
seats = [ 0 ] * ABSOLUTE_MAX_PLAYERS
for (serial, player) in self.serial2player.iteritems():
seats[player.seat] = serial
return seats
def setSeats(self, seats):
self.resetSeatsLeft()
seat = 0
for serial in seats:
if serial != 0:
self.serial2player[serial].seat = seat
if seat in self.seats_left:
self.seats_left.remove(seat)
else:
self.error("setSeats: seat %d not in seats_left %s" % ( seat, self.seats_left ))
self.serial2player[serial].seat = -1
seat += 1
if self.seats() != seats:
self.error("seatSeats: wanted %s but got %s" % ( seats, self.seats() ))
def beginTurn(self, hand_serial):
if not self.isEndOrNull():
self.error("beginTurn: turn is not over yet")
return
self.hand_serial = hand_serial
if self.verbose >= 1: self.message("Dealing %s hand number %d" % ( self.getVariantName(), self.hand_serial ) )
self.pot = 0
self.raked_amount = 0
self.board = PokerCards()
self.winners = []
if self.muckable_serials:
self.error("beginTurn: muckable_serials not empty %s" % self.muckable_serials)
self.muckable_serials = []
self.win_condition = WON_NULL
self.serial2best = {}
self.showdown_stack = []
self.turn_history = []
if self.levelUp():
self.setLevel(self.getLevel() + 1)
self.resetRoundInfo()
self.playersBeginTurn()
if not self.buildPlayerList(True):
return
self.changeState(GAME_STATE_BLIND_ANTE)
if self.blind_info and self.is_directing and not self.first_turn:
self.moveDealerLeft()
elif self.forced_dealer_seat >= 0:
self.dealer_seat = self.forced_dealer_seat
self.dealerFromDealerSeat()
self.historyAdd("game", self.getLevel(), self.hand_serial,
self.hands_count, (self.time - self.time_of_first_hand),
self.variant, self.betting_structure,
self.player_list[:], self.dealer_seat,
self.moneyMap())
self.resetRound()
self.side_pots = {
'contributions': { 'total': {} },
'pots': [[0, 0]],
'building': 0,
'last_round': self.current_round,
}
self.initBlindAnte()
if self.is_directing:
self.deck = self.eval.deck()
self.shuffler.shuffle(self.deck)
self.updateBlinds()
self.autoPayBlindAnte()
if self.verbose >= 2: self.message("initialisation turn %d ... finished" % self.hand_serial)
def dealerFromDealerSeat(self):
self.dealer = -1
seat2player = [None] * ABSOLUTE_MAX_PLAYERS
for player in self.playersAll():
seat2player[player.seat] = player
previous_player = None
for seat in range(self.dealer_seat + 1, ABSOLUTE_MAX_PLAYERS) + range(0, self.dealer_seat + 1):
player = seat2player[seat]
if player and player.serial in self.player_list:
if seat == self.dealer_seat:
self.dealer = self.player_list.index(player.serial)
break
previous_player = player
elif seat == self.dealer_seat:
if previous_player:
self.dealer = self.player_list.index(previous_player.serial)
else:
# the impossible has happened
self.dealer = len(self.player_list) - 1
break
if self.dealer < 0:
self.error("dealer seat %d cannot be translated in player position among the %d players willing to join the game" % ( self.dealer_seat, self.playingCount() ))
def moveDealerLeft(self):
if not self.blind_info:
return
seat2player = [None] * ABSOLUTE_MAX_PLAYERS
for player in self.playersAll():
seat2player[player.seat] = player
for seat in range(self.dealer_seat + 1, ABSOLUTE_MAX_PLAYERS) + range(0, self.dealer_seat + 1):
player = seat2player[seat]
if ( player and player.isSit() and not player.isWaitForBlind() ):
if self.seatsCount() <= 2:
self.dealer_seat = seat
break
elif player.missed_blind == None:
self.dealer_seat = seat
break
def isBlindRequested(self, serial):
return ( self.getSerialInPosition() == serial and
self.isBlindAnteRound() and
self.blind_info and
not self.getPlayer(serial).isAutoBlindAnte() )
def isAnteRequested(self, serial):
return ( self.getSerialInPosition() == serial and
self.isBlindAnteRound() and
self.ante_info and
not self.getPlayer(serial).isAutoBlindAnte() )
def sitCountBlindAnteRound(self):
sit_count = 0
for player in self.playersSit():
if player.wait_for != "first_round":
sit_count += 1
return sit_count
def updateBlinds(self):
if not self.blind_info:
return
sit_count = self.sitCountBlindAnteRound()
if sit_count <= 1:
#
# Forget the missed blinds and all when there is less than
# two players willing to join the game.
#
for player in self.playersAll():
player.resetMissedBlinds()
player.blind = None
if player.wait_for != 'first_round':
player.wait_for = False
return
seat2player = [None] * ABSOLUTE_MAX_PLAYERS
blind_ok_count = 0
for player in self.playersAll():
seat2player[player.seat] = player
if player.isSit() and player.wait_for != 'first_round' and player.missed_blind == None:
blind_ok_count += 1
if self.seatsCount() == 2:
first = self.dealer_seat
else:
first = self.dealer_seat + 1
players = seat2player[first:] + seat2player[:first]
#
# If less than two players did not miss the blind, declare
# that all missed blinds are forgotten. That solves a special
# case that would lead to the unability to assign the big blind
# to someone despite the fact that there would be players willing
# to pay for it. For instance, if all players are
# new (missed_blind == "n/a") and only one player is ok with his
# blind AND is on the button. Another case is when all players
# save one are waiting for the late blind. This player would have to pay the
# small blind but then, there would be a need to walk the list
# of players, starting from the dealer, once more to figure out
# who has to pay the big blind. Furthermore, this case leads to
# the awkward result that the person next to the dealer pays the
# big blind and the dealer pays the small blind.
#
if blind_ok_count < 2:
if self.verbose > 2: self.message("Forbid missed blinds")
for player in players:
if player and player.isSit():
player.resetMissedBlinds()
if player.wait_for == "late":
player.wait_for = False
def updateMissed(players, index, what):
while ( ( index < ABSOLUTE_MAX_PLAYERS ) and
( not players[index] or
not players[index].isSit() or
players[index].wait_for == 'first_round' ) ):
player = players[index]
if player and player.wait_for != 'first_round':
if player.missed_blind == None:
player.missed_blind = what
if player.missed_blind == "big" and what == "big":
player.missed_big_blind_count += 1
if self.verbose > 5: self.message("%d big blind count is now %d because of %s" % (player.serial, player.missed_big_blind_count, what))
index += 1
return index
#
# Small blind
#
done = False
index = 0
while index < ABSOLUTE_MAX_PLAYERS and not done:
index = updateMissed(players, index, "small")
if index >= ABSOLUTE_MAX_PLAYERS:
continue
player = players[index]
if player.blind == True:
done = True
elif ( ( not player.wait_for and
player.missed_blind == None ) or
sit_count == 2 ):
player.blind = "small"
done = True
elif player.missed_blind != None:
player.wait_for = "late"
index += 1
if not done:
self.error("updateBlinds cannot assign the small blind")
#
# Big blind
#
index = updateMissed(players, index, "big")
if index < ABSOLUTE_MAX_PLAYERS:
player = players[index]
if player.wait_for:
player.wait_for = False
if player.blind == True:
pass
else:
player.blind = "big"
index += 1
else:
self.error("updateBlinds cannot assign big blind")
#
#
# Late blind
#
while index < ABSOLUTE_MAX_PLAYERS:
player = players[index]
if player:
if not player.sit_out:
if ( player.wait_for == "big" or
player.missed_blind == None ):
player.blind = None
elif ( player.missed_blind == "big" or
player.missed_blind == "small" ):
if sit_count > 5:
player.blind = "big_and_dead"
else:
player.blind = "late"
player.wait_for = False
elif ( player.missed_blind == "n/a" and player.wait_for != "first_round" ):
player.blind = "late"
player.wait_for = False
else: #pragma: no cover
self.error("updateBlinds statement unexpectedly reached while evaluating late blind") #pragma: no cover
else:
player.blind = None
index += 1
if self.verbose > 2:
showblinds = lambda player: "%02d:%s:%s:%s" % ( player.serial, player.blind, player.missed_blind, player.wait_for )
self.message("updateBlinds: in game (blind:missed:wait) " + join(map(showblinds, self.playersInGame())))
players = self.playersAll()
players.sort(lambda a,b: int(a.seat - b.seat))
self.message("updateBlinds: all (blind:missed:wait) " + join(map(showblinds, players)))
def handsMap(self):
pockets = {}
for player in self.playersNotFold():
pockets[player.serial] = player.hand.copy()
return pockets
def moneyMap(self):
money = {}
for player in self.playersNotFold():
money[player.serial] = player.money
return money
def isTournament(self):
return self.hasLevel()
def hasLevel(self):
return ( (self.blind_info and self.blind_info["change"]) or
(self.ante_info and self.ante_info["change"]) )
def delayToLevelUp(self):
for what in (self.blind_info, self.ante_info):
if not what or not what["change"]:
continue
if self.level == 0:
return (0, what["unit"])
if what["unit"] == "minute" or what["unit"] == "minutes":
return ( ( what["frequency"] * 60 ) - ( self.time - what["time"] ), "second" )
elif what["unit"] == "hand" or what["unit"] == "hands":
return ( what["frequency"] - ( self.hands_count - what["hands"] ), "hand" )
else:
self.error("delayToLevelUp: unknown unit %s " % what["unit"])
return False
def levelUp(self):
if not self.is_directing:
return False
delay = self.delayToLevelUp()
if delay:
return delay[0] <= 0
else:
return False
def updateStatsFlop(self, fold_before_flop):
info = self.stats
if fold_before_flop:
flop = 0
else:
flop = (self.inGameCount() * 100) / self.sitCount();
info["flops"].append(flop)
if len(info["flops"]) > info["flops_count"]:
info["flops"].pop(0)
info["percent_flop"] = sum(info["flops"]) / min(info["flops_count"], len(info["flops"]))
def updateStatsEndTurn(self):
info = self.stats
#
# First time thru
#
if info["time"] == -1:
info["hands_count"] = self.hands_count
info["time"] = self.time
return
info["pots"].append(self.getSidePotTotal())
if len(info["pots"]) > info["pots_count"]:
info["pots"].pop(0)
delta = self.time - info["time"]
if delta > info["frequency"]:
info["average_pot"] = sum(info["pots"]) / min(info["pots_count"], len(info["pots"]))
info["hands_per_hour"] = (self.hands_count - info["hands_count"]) * (3600 / info["frequency"])
info["hands_count"] = self.hands_count
info["time"] = self.time
def setHandsCount(self, hands_count):
self.hands_count = hands_count
def setTime(self, time):
if self.time_of_first_hand == -1:
self.time_of_first_hand = time # first turn, so we get initial time
self.time = time
def initBlindAnte(self):
self.side_pots['contributions'][self.current_round] = {}
is_tournament = self.isTournament()
if is_tournament:
for player in self.playersAll():
player.auto_blind_ante = True
if not self.is_directing:
return
if self.blind_info and ( self.first_turn or is_tournament ):
for player in self.playersAll():
player.resetMissedBlinds()
if self.blind_info:
if self.seatsCount() == 2:
self.position = self.dealer
else:
self.position = self.indexInGameAdd(self.dealer, 1)
else:
self.position = self.dealer
def isBlindAntePayed(self):
if self.blind_info:
for player in self.playersPlaying():
if player.isSitOut():
continue
if ( player.blind != True and player.blind != None ):
return False
if self.ante_info:
for player in self.playersPlaying():
if player.isSitOut():
continue
if not player.ante:
return False
return True
def blindAmount(self, serial):
if self.blind_info:
player = self.getPlayer(serial)
big = self.blind_info["big"]
small = self.blind_info["small"]
if player.blind == "big":
return (big, 0, player.blind)
elif player.blind == "late":
return (big, 0, player.blind)
elif player.blind == "small":
return (small, 0, player.blind)
elif player.blind == "big_and_dead":
return (big, small, player.blind)
elif ( player.blind == None or player.blind == True ):
return (0, 0, player.blind)
else:
self.error("blindAmount unexpected condition for player %d" % player.serial)
else:
return (0, 0, False)
def smallBlind(self):
if self.blind_info:
return self.blind_info["small"]
else:
return None
def bigBlind(self):
if self.blind_info:
return self.blind_info["big"]
else:
return None
def autoPayBlindAnte(self):
if not self.is_directing:
return
if not self.blind_info and not self.ante_info:
self.__talkedBlindAnte()
return
auto_payed = False
for self.position in range(self.position, len(self.player_list)) + range(0, self.position):
serial = self.player_list[self.position]
player = self.serial2player[serial]
if player.isSitOut():
#
# This case happens when a player refuses to pay the blind/ante
# He is sit out but will only be removed from the player list when
# the blind/ante round is over.
#
continue
if self.blind_info:
(amount, dead, state) = self.blindAmount(serial)
if amount > 0:
self.historyAddNoDuplicate("position", self.position)
if player.isAutoBlindAnte():
self.payBlind(serial, amount, dead)
auto_payed = True
else:
self.historyAdd("blind_request", serial, amount, dead, state)
auto_payed = False
break
if self.ante_info and player.ante == False:
self.historyAddNoDuplicate("position", self.position)
if player.isAutoBlindAnte():
self.payAnte(serial, self.ante_info["value"])
auto_payed = True
else:
self.historyAdd("ante_request", serial, self.ante_info["value"])
auto_payed = False
break
if self.isBlindAntePayed():
break
if auto_payed:
self.__talkedBlindAnte()
def acceptPlayersWaitingForFirstRound(self):
#
# Players who sit while others are paying the blinds are
# waiting for the first round so that buildPlayerList
# does not include them. When the first round starts, this
# mark can be removed.
#
for player in self.playersSit():
if player.wait_for == "first_round":
player.wait_for = False
def initRound(self):
info = self.roundInfo()
if self.verbose >= 2: self.message("new round %s" % info["name"])
if self.isFirstRound():
if not self.is_directing:
self.buildPlayerList(False)
self.dealerFromDealerSeat()
self.acceptPlayersWaitingForFirstRound()
self.round_cap_left = self.roundCap()
if self.verbose > 2:
self.message("round cap reset to %d" % self.round_cap_left)
self.first_betting_pass = True
if info["position"] == "under-the-gun":
#
# The player under the gun is the first to talk
#
count = self.inGameCount()
if count < 2 and self.betsEqual():
raise UserWarning, "initialization but less than two players in game"
if self.seatsCount() == 2:
self.position = self.dealer
else:
under_the_gun = self.indexNotFoldAdd(self.dealer, 2)
self.position = self.indexInGameAdd(under_the_gun, 1)
elif info["position"] == "next-to-dealer":
#
# The player left to the dealer is first to talk
#
self.position = self.indexInGameAdd(self.dealer, 1)
#
# The dealer is last to talk. However, if the dealer folded,
# the player before him is last to talk.
#
next_to_dealer = self.indexInGameAdd(self.dealer, 1)
dealer_or_before_him = self.indexInGameAdd(next_to_dealer, -1)
elif info["position"] == "low" or info["position"] == "high":
values = []
for player in self.playersInGame():
values.append(self.eval.evaln(player.hand.getVisible()))
if self.verbose > 2: self.message("%s : %d" % ( player.hand.getVisible(), values[-1] ))
if info["position"] == "low":
value = min(values)
else:
value = max(values)
index = values.index(value)
serial = self.serialsInGame()[index]
self.position = self.player_list.index(serial)
else:
raise UserWarning, "unknown position info %s" % info["position"]
#
# In theory, when there is a live bet from the blind/ant round,
# last_bet should be set to big_blind - small_blind. However, this
# is useless in practice because the minimum bet will always be
# higher than this number. Since the purpose of last_bet is to define
# the minimum bet when this minimum is a consequence of a bet that
# is larger than the minimum bet, setting it to zero is equivalent
# to setting it to the actual difference between the big_blind and
# the small_blind for all intented purposes.
#
self.last_bet = 0
if self.isFirstRound():
#
# The first round takes the live blinds/antes
# (is there any game with live antes ?)
#
self.blindAnteMoveToFirstRound()
else:
self.side_pots['contributions'][self.current_round] = {}
self.uncalled = 0
self.uncalled_serial = 0
self.side_pots['last_round'] = self.current_round
if self.isSecondRound():
self.updateStatsFlop(False)
if info["position"] == "under-the-gun":
self.last_to_talk = self.indexInGameAdd(self.position, -1)
elif info["position"] == "next-to-dealer":
self.last_to_talk = dealer_or_before_him
elif info["position"] == "low" or info["position"] == "high":
self.last_to_talk = self.indexInGameAdd(self.position, -1)
else:
# Impossible case
# The position value has already been tested at the beginning of the method
raise UserWarning, "unknow position info %s" % info["position"] #pragma: no cover
for player in self.playersInGame():
player.talked_once = False
if self.verbose >= 2: self.message("dealer %d, in position %d, last to talk %d" % (self.dealer, self.position, self.last_to_talk))
self.historyAdd("round", self.state, self.board.copy(), self.handsMap())
self.historyAdd("position", self.position)
self.__autoPlay()
def sortPlayerList(self):
self.player_list.sort(lambda a,b: int(self.serial2player[a].seat - self.serial2player[b].seat))
def playersBeginTurn(self):
map(PokerPlayer.beginTurn, self.playersAll())
if not self.is_directing:
for player in self.playersAll():
if player.wait_for != "first_round":
player.wait_for = False
def buildPlayerList(self, with_wait_for):
if self.sitCount() < 2:
self.error("cannot make a consistent player list with less than two players willing to join the game")
return False
#
# The player list is the list of players seated, sorted by seat
#
if with_wait_for:
self.player_list = filter(lambda x: self.serial2player[x].wait_for != "first_round", self.serialsSit())
else:
self.player_list = filter(lambda x: self.serial2player[x].isSit() and not self.serial2player[x].isWaitForBlind(), self.serial2player.keys())
self.sortPlayerList()
if self.verbose >= 2: self.message("player list: %s" % self.player_list)
return True
def getLevel(self):
return self.level
def getLevelValues(self, level):
info = self.blind_info
blind_info = None
if info and info["change"]:
blind_info = {}
if info["change"] == "double":
blind_info["small"] = info["small_reference"] * pow(2, level - 1)
blind_info["big"] = info["big_reference"] * pow(2, level - 1)
elif info["change"] == "levels" or info["change"] == "level":
level_info = info["levels"][level - 1]
blind_info["small"] = level_info["small"]
blind_info["big"] = level_info["big"]
else:
blind_info = None
if self.verbose >= 1: self.message("unexpected blind change method %s " % info["change"])
info = self.ante_info
ante_info = None
if info and info["change"]:
ante_info = {}
if info["change"] == "double":
ante_info["value"] = info["value_reference"] * pow(2, level - 1)
ante_info["bring-in"] = info["bring-in_reference"] * pow(2, level - 1)
elif info["change"] == "levels":
level_info = info["levels"][level - 1]
ante_info["value"] = level_info["value"]
ante_info["bring-in"] = level_info["bring-in"]
else:
ante_info = None
if self.verbose >= 1: self.message("unexpected ante change method %s " % info["change"])
return ( blind_info, ante_info )
def setLevel(self, level):
if level == self.level:
return
(blind_info, ante_info) = self.getLevelValues(level)
info = self.blind_info
if blind_info:
info["hands"] = self.hands_count
info["time"] = self.time
info["small"] = blind_info["small"]
info["big"] = blind_info["big"]
info = self.ante_info
if ante_info:
info["hands"] = self.hands_count
info["time"] = self.time
info["value"] = ante_info["value"]
info["bring-in"] = ante_info["bring-in"]
self.level = level
def minMoney(self):
if self.isTournament():
return 0
elif self.blind_info:
return self.blind_info["big"] + self.blind_info["small"]
elif self.ante_info:
return self.ante_info["value"] + self.ante_info["bring-in"]
else:
return 0
def isBroke(self, serial):
player = self.getPlayer(serial)
if player:
money = player.money
return ( money <= 0 or
( not self.isTournament() and
money < self.minMoney() ) )
else:
return False
def endTurn(self):
if self.verbose >= 2: self.message("---end turn--")
self.hands_count += 1
self.updateStatsEndTurn()
self.dealer_seat = self.getPlayerDealer().seat
self.historyAdd("end", self.winners[:], self.showdown_stack)
for player in self.playersAll():
if player.rebuy > 0:
player.money += player.rebuy
self.historyAdd("rebuy", player.serial, player.rebuy)
player.rebuy = 0
#
# Players who are broke automatically sit out.
# In live games, one cannot play with less than one big blind + dead.
#
for player in self.playersSit():
if self.isBroke(player.serial):
player.sit_out_next_turn = True
#
# Compute sit_out for all players so that it accurately
# reflects the players that will not be playing next turn
# (regardless of the fact that a new player may join later)
#
sitting_out = []
for player in self.playersAll():
if player.sit_out_next_turn:
self.historyAdd("sitOut", player.serial)
self.sitOut(player.serial)
sitting_out.append(player.serial)
if player.remove_next_turn:
if player.serial not in sitting_out:
self.historyAdd("sitOut", player.serial)
self.sitOut(player.serial)
sitting_out.append(player.serial)
disconnected = self.playersDisconnected()
if len(disconnected) > 0:
self.historyAdd("leave", map(lambda player: (player.serial, player.seat), disconnected))
for player in disconnected:
self.__removePlayer(player.serial)
self.historyAdd("finish", self.hand_serial)
def __removePlayer(self, serial):
#
# Get his seat back
#
if self.verbose >= 1: self.message("removing player %d from game" % (serial))
if not self.serial2player[serial].seat in self.seats_left:
self.seats_left.insert(0, self.serial2player[serial].seat)
else:
self.error("%d alreay in seats_left" % self.serial2player[serial].seat)
#
# Forget about him
#
del self.serial2player[serial]
def isBlindAnteRound(self):
return self.current_round == -1
def isFirstRound(self):
return self.current_round == 0
def isSecondRound(self):
return self.current_round == 1
def isLastRound(self):
return self.current_round == len(self.round_info) - 1
def resetRound(self):
self.current_round = -1
def nextRound(self):
self.current_round += 1
if self.position != -1:
self.historyAdd("position", -1)
self.position = -1
self.changeState(self.roundInfo()["name"])
def muckState(self, win_condition):
self.current_round = -2
if self.position != -1:
self.historyAdd("position", -1)
self.position = -1
self.win_condition = win_condition
self.changeState(GAME_STATE_MUCK)
if self.is_directing:
self.setRakedAmount(self.rake.getRake(self))
self.distributeMoney()
to_show, muckable_candidates_serials = self.dispatchMuck()
if self.verbose > 2:
self.message("muckState: to_show = %s muckable_candidates = %s " % ( to_show, muckable_candidates_serials ))
muckable_serials = []
for serial in to_show:
self.serial2player[serial].hand.allVisible()
for serial in muckable_candidates_serials:
auto_muck = self.serial2player[serial].auto_muck
if auto_muck == AUTO_MUCK_ALWAYS:
pass
elif auto_muck == AUTO_MUCK_WIN and self.isWinnerBecauseFold():
pass
elif auto_muck == AUTO_MUCK_LOSE and not self.isWinnerBecauseFold():
pass
else:
muckable_serials.append(serial)
self.setMuckableSerials(muckable_serials)
self.__talked_muck()
else:
if self.verbose >= 2: self.message("muckState: not directing...")
def setRakedAmount(self, rake):
if rake > 0:
self.raked_amount = rake
self.historyAdd("rake", rake, self.getRakeContributions())
def getRakedAmount(self):
return self.raked_amount
def getRakeContributions(self):
rake = self.getRakedAmount()
total = self.getPotAmount() - self.getUncalled()
uncalled_serial = self.getUncalledSerial()
side_pots = self.getPots()
#
# Uncalled bet is not raked
#
serial2share = side_pots['contributions']['total'].copy()
if uncalled_serial > 0:
serial2share[uncalled_serial] -= self.getUncalled()
return self.distributeRake(rake, total, serial2share)
def distributeRake(self, rake, total, serial2share):
#
# Each player contributes to the rake in direct proportion
# of their contribution to the global pot (uncalled bet does
# not count).
#
total_rake = rake
distributed_rake = 0
serial2rake = {}
if len(serial2share) == 1:
#
# Special case to avoid rounding errors
#
serial2rake[serial2share.keys()[0]] = rake
rake = 0
else:
for (serial, contribution) in serial2share.iteritems():
contribution += self.getPlayer(serial).dead
player_rake = (total_rake * contribution) / total
serial2rake[serial] = player_rake
rake -= player_rake
if rake > 0:
keys = serial2rake.keys()
keys.sort(lambda a,b: cmp(serial2rake[a], serial2rake[b]) or cmp(a,b))
#
# rake distribution rounding error benefit the player with the
# lowest rake participation (with the idea that a player with
# very little rake participation has a chance to not be raked
# at all instead of being raked for 1 unit).
#
# Note: the rake rounding error can't be greater than the number
# of players. But the above distribution is slightly flawed
# because the dead blind is not accounted as a contribution
# of the player to the pot, therefore the total is not 100%.
#
while rake > 0:
for serial in keys:
serial2rake[serial] += 1
rake -= 1
if rake <= 0: break
return serial2rake
def setMuckableSerials(self, muckable_serials):
self.muckable_serials = list(muckable_serials)
if muckable_serials:
self.historyAdd("muck", self.muckable_serials[:])
if self.verbose > 2:
self.message("setMuckableSerials: muckable = %s " % self.muckable_serials)
def cancelState(self):
self.current_round = -2
if self.position != -1:
self.historyAdd("position", -1)
self.position = -1
self.changeState(GAME_STATE_END)
self.runCallbacks("end_round_last")
def endState(self):
self.current_round = -2
self.changeState(GAME_STATE_END)
self.runCallbacks("end_round_last")
self.endTurn()
def roundInfo(self):
return self.round_info[self.current_round]
def betInfo(self):
return self.bet_info[self.current_round]
def getChipUnit(self):
return self.unit
def willAct(self, serial):
if ( self.isRunning() and
serial in self.serialsInGame() ):
player = self.getPlayer(serial)
return not player.talked_once or self.canCall(serial)
else:
return False
def canAct(self, serial):
return ( self.isRunning() and
self.getSerialInPosition() == serial and
self.cardsDealt() )
def canCall(self, serial):
"""
Can call if the highest bet is greater than the player bet.
"""
if self.isBlindAnteRound():
return False
player = self.serial2player[serial]
return self.highestBetNotFold() > player.bet
def canRaise(self, serial):
"""
Can raise if round cap not reached and the player can at
least match the highest bet.
"""
if self.isBlindAnteRound():
return False
player = self.serial2player[serial]
highest_bet = self.highestBetNotFold()
money = player.money
bet = player.bet
#
# Can raise if the round is not capped and the player has enough money to
# raise. The player will be given an opportunity to raise if his bet is
# lower than the highest bet on the table or if he did not yet talk in this
# betting round (for instance if he payed the big blind or a late blind).
#
return ( self.round_cap_left != 0 and
money > highest_bet - bet and
( player.talked_once == False or
bet < highest_bet )
)
def canCheck(self, serial):
"""
Can check if all bets are equal
"""
if self.isBlindAnteRound():
return False
return self.highestBetNotFold() <= self.getPlayer(serial).bet
def canFold(self, serial):
"""
Can fold if in game and not in blind round
"""
if self.isBlindAnteRound():
return False
player = self.getPlayer(serial)
if not player.isInGame():
return False
return True
def setPlayerBlind(self, serial, blind):
if self.isBlindAnteRound() and self.isInPosition(serial):
self.getPlayer(serial).blind = blind
def getRequestedAction(self, serial):
if self.isInPosition(serial):
if self.isBlindAnteRound():
return "blind_ante"
else:
return "play"
else:
player = self.getPlayer(serial)
if not self.isTournament() and player:
if not player.isBuyInPayed():
return "buy-in"
elif self.isBroke(serial):
return "rebuy"
else:
return None
else:
return None
def possibleActions(self, serial):
actions = []
if self.canAct(serial) and not self.isBlindAnteRound():
if self.canCall(serial):
actions.append("call")
if self.canRaise(serial):
actions.append("raise")
if self.canCheck(serial):
actions.append("check")
else:
actions.append("fold")
return actions
def call(self, serial):
if self.isBlindAnteRound() or not self.canAct(serial):
self.error("player %d cannot call. state = %s" %
(serial, self.state))
return False
player = self.serial2player[serial]
amount = min(self.highestBetNotFold() - player.bet, player.money)
if self.verbose >= 2: self.message("player %d calls %d" % (serial, amount))
self.historyAdd("call", serial, amount)
self.bet(serial, amount)
return True
def callNraise(self, serial, amount):
if self.isBlindAnteRound() or not self.canAct(serial):
self.error("player %d cannot raise. state = %s" %
(serial, self.state))
return False
if self.round_cap_left <= 0:
self.error("round capped, can't raise (ignored)")
if self.round_cap_left < 0:
self.error("round cap below zero")
return False
(min_bet, max_bet, to_call) = self.betLimits(serial)
if amount < min_bet:
amount = min_bet
elif amount > max_bet:
amount = max_bet
if self.verbose >= 1: self.message("player %d raises %d" % (serial, amount))
self.historyAdd("raise", serial, amount)
highest_bet = self.highestBetNotFold()
self.money2bet(serial, amount)
if self.isRunning():
last_bet = self.highestBetNotFold() - highest_bet
self.last_bet = max(self.last_bet, last_bet)
self.round_cap_left -= 1
if self.verbose > 2: self.message("round cap left %d" % self.round_cap_left)
self.runCallbacks("round_cap_decrease", self.round_cap_left)
self.__talked(serial)
return True
def bet(self, serial, amount):
if self.verbose >= 1: self.message("player %d bets %s" % ( serial, amount ))
#
# Transfert the player money from his stack to the bet stack
#
self.money2bet(serial, amount)
self.__talked(serial)
def check(self, serial):
if self.isBlindAnteRound() or not self.canAct(serial):
self.error("player %d cannot check. state = %s (ignored)" % (serial, self.state))
return False
if not self.canCheck(serial):
self.error("player %d tries to check but should call or raise (ignored)" % serial)
return False
if self.verbose >= 1: self.message("player %d checks" % serial)
self.historyAdd("check", serial)
#
# Nothing done: that's what "check" stands for
#
self.__talked(serial)
return True
def fold(self, serial):
if self.isBlindAnteRound() or not self.canAct(serial):
self.error("player %d cannot fold. state = %s (ignored)" % (serial, self.state))
return False
if self.serial2player[serial].fold == True:
if self.verbose >= 1: self.message("player %d already folded (presumably autoplay)" % serial)
return True
if self.verbose >= 1: self.message("player %d folds" % serial)
self.historyAdd("fold", serial)
self.serial2player[serial].fold = True
#
# His money goes to the pot
#
self.bet2pot(serial)
self.__talked(serial)
return True
def waitBigBlind(self, serial):
if not self.blind_info:
self.error("no blind due")
return False
if not self.isBlindAnteRound():
self.error("player %d cannot pay blind while in state %s" % ( serial, self.state ))
return False
if not self.canAct(serial):
self.error("player %d cannot wait for blind. state = %s, serial in position = %d (ignored)" % (serial, self.state, self.getSerialInPosition()))
return False
player = self.serial2player[serial]
player.wait_for = "big"
if self.is_directing:
self.updateBlinds()
self.historyAdd("wait_blind", serial)
self.__talkedBlindAnte()
return True
def blind(self, serial, amount = 0, dead = 0):
if not self.blind_info:
self.error("no blind due")
return False
if not self.isBlindAnteRound():
self.error("player %d cannot pay blind while in state %s" % ( serial, self.state ))
return False
if not self.canAct(serial):
self.error("player %d cannot pay blind. state = %s, serial in position = %d (ignored)" % (serial, self.state, self.getSerialInPosition()))
return False
if self.is_directing and amount == 0:
(amount, dead, state) = self.blindAmount(serial)
self.payBlind(serial, amount, dead)
if self.is_directing:
self.__talkedBlindAnte()
def payBlind(self, serial, amount, dead):
player = self.serial2player[serial]
money = player.money
if money < amount + dead:
#
# If the player does not have enough money to pay the blind,
# make sure the live blind is payed before puting money into
# the dead blind.
#
if money < amount:
dead = 0
amount = money
else:
dead = money - amount
if self.verbose >= 2: self.message("player %d pays blind %d/%d" % (serial, amount, dead))
self.historyAdd("blind", serial, amount, dead)
if dead > 0:
#
# There is enough money to pay the amount, pay the dead, if any
#
# Note about uncalled amounts : the dead is always lower than the
# blind, therefore if self.uncalled is updated (indirectly thru
# the self.money2bet in the line immediately following this comment)
# it will *always* be overriden by the self.uncalled
# self.money2bet of the blind.
#
self.money2bet(serial, dead, dead_money = True)
self.bet2pot(serial = serial, dead_money = True)
self.money2bet(serial, amount)
player.blind = True
player.resetMissedBlinds()
player.wait_for = False
def ante(self, serial, amount = 0):
if not self.ante_info:
self.error("no ante due")
return False
if not self.isBlindAnteRound():
self.error("player %d cannot pay ante while in state %s" % ( serial, self.state ))
return False
if not self.canAct(serial):
self.error("player %d cannot pay ante. state = %s, serial in position = %d (ignored)" % (serial, self.state, self.getSerialInPosition()))
return False
if self.is_directing and amount == 0:
amount = self.ante_info['value']
self.payAnte(serial, amount)
if self.is_directing:
self.__talkedBlindAnte()
return True
def payAnte(self, serial, amount):
player = self.serial2player[serial]
amount = min(amount, player.money)
if self.verbose >= 2: self.message("player %d pays ante %d" % (serial, amount))
self.historyAdd("ante", serial, amount)
self.money2bet(serial, amount)
self.bet2pot(serial)
self.getPlayer(serial).ante = True
def blindAnteMoveToFirstRound(self):
self.side_pots['contributions'][self.current_round] = self.side_pots['contributions'][self.current_round - 1]
del self.side_pots['contributions'][self.current_round - 1]
# self.uncalled is kept to what it was set during the blind/ante round with live bets
def blindAnteRoundEnd(self):
if self.is_directing:
return
if self.inGameCount() < 2 and self.betsEqual():
#
# All players are all-in except one, distribute all
# cards and figure out who wins.
#
if self.verbose >= 2: self.message("less than two players not all-in")
self.nextRound()
self.blindAnteMoveToFirstRound()
self.__makeSidePots()
self.bet2pot()
if self.verbose >= 2: self.message("money not yet distributed, assuming information is missing ...")
else:
self.nextRound()
def muck(self, serial, want_to_muck):
if not self.is_directing:
if self.verbose > 0: self.message("muck action ignored...")
return
if not self.state == GAME_STATE_MUCK:
self.error("muck: game state muck expected, found %s" % self.state)
return
if serial not in self.muckable_serials:
self.error("muck: serial %s not found in muckable_serials" % serial)
return
self.muckable_serials.remove(serial)
if not want_to_muck:
self.serial2player[serial].hand.allVisible()
self.__talked_muck()
def __talkedBlindAnte(self):
if self.sitCountBlindAnteRound() < 2:
self.returnBlindAnte()
self.cancelState()
return
if self.isBlindAntePayed():
#
# Once the blind and antes are payed, it may be necessary to
# recompute the list of players willing to participate in the
# turn. Some of them may have declined to pay the blind/ante
# and thus excluded themselves from the turn.
#
player_list = self.player_list[:]
self.buildPlayerList(False)
if player_list != self.player_list:
for serial in player_list:
player = self.getPlayer(serial)
if player.wait_for:
self.historyAdd("wait_for", serial, player.wait_for)
self.historyAdd("player_list", self.player_list)
self.dealerFromDealerSeat()
self.first_turn = False
if self.inGameCount() < 2 and self.betsEqual():
#
# All players are all-in (except one, maybe), distribute all
# cards and figure out who wins.
#
if self.verbose >= 2: self.message("less than two players not all-in")
self.nextRound()
self.blindAnteMoveToFirstRound()
self.__makeSidePots()
self.bet2pot()
self.dealCards()
while not self.isLastRound():
self.nextRound()
self.dealCards()
self.muckState(WON_ALLIN_BLIND)
else:
self.nextRound()
self.dealCards()
if self.is_directing:
self.initRound()
else:
self.updateBlinds()
self.position = self.indexInGameAdd(self.position, 1)
self.historyAdd("position", self.position)
self.autoPayBlindAnte()
def __talked(self, serial):
self.getPlayer(serial).talked_once = True
if self.__roundFinished(serial):
if self.verbose >= 2: self.message("round finished")
self.__makeSidePots()
self.bet2pot()
if self.notFoldCount() < 2:
self.position = self.indexNotFoldAdd(self.position, 1)
self.historyAdd("position", self.position)
if self.verbose >= 2: self.message("last player in game %d" % self.getSerialInPosition())
if self.isFirstRound():
self.updateStatsFlop(True)
self.muckState(WON_FOLD)
elif self.inGameCount() < 2:
#
# All players are all-in except one, distribute all
# cards and figure out who wins.
#
if self.verbose >= 2: self.message("less than two players not all-in")
while not self.isLastRound():
self.nextRound()
self.dealCards()
self.muckState(WON_ALLIN)
else:
#
# All bets equal, go to next round
#
if self.verbose >= 2: self.message("next state")
if self.isLastRound():
self.muckState(WON_REGULAR)
else:
self.nextRound()
if self.is_directing:
self.dealCards()
self.initRound()
else:
self.runCallbacks("end_round")
if self.verbose >= 2: self.message("round not initialized, waiting for more information ... ")
else:
self.position = self.indexInGameAdd(self.position, 1)
self.historyAdd("position", self.position)
if self.verbose >= 2: self.message("new position (%d)" % self.position)
self.__autoPlay()
def __talked_muck(self):
if not self.is_directing:
# Test impossible, at this point the game can not be a client game
# This method is called from muckstate and muck functions where this test is already done
return #pragma: no cover
if not self.state == GAME_STATE_MUCK:
# Test impossible, at this point the game state can not be something else than GAME_STATE_MUCK
# This method is called from :
# - muckstate where the game state is set to the right state
# - muck where this test is already done
self.error("muck: game state muck expected, found %s" % self.state) #pragma: no cover
return #pragma: no cover
if not self.muckable_serials:
self.showdown()
self.endState()
def __botEval(self, serial):
ev = self.handEV(serial, 10000, True)
if self.state == GAME_STATE_PRE_FLOP:
if ev < 100:
action = "check"
elif ev < 500:
action = "call"
else:
action = "raise"
elif self.state == GAME_STATE_FLOP or self.state == GAME_STATE_THIRD:
if ev < 200:
action = "check"
elif ev < 600:
action = "call"
else:
action = "raise"
elif self.state == GAME_STATE_TURN or self.state == GAME_STATE_FOURTH:
if ev < 300:
action = "check"
elif ev < 700:
action = "call"
else:
action = "raise"
else:
if ev < 400:
action = "check"
elif ev < 800:
action = "call"
else:
action = "raise"
return (action, ev)
def __autoPlay(self):
if not self.is_directing:
return
player = self.getPlayerInPosition()
serial = player.serial
if player.isBot():
(desired_action, ev) = self.__botEval(serial)
actions = self.possibleActions(serial)
if actions:
while not desired_action in actions:
if desired_action == "check":
desired_action = "fold"
elif desired_action == "call":
desired_action = "check"
elif desired_action == "raise":
desired_action = "call"
if desired_action == "fold":
self.fold(serial)
elif desired_action == "check":
self.check(serial)
elif desired_action == "call":
self.call(serial)
elif desired_action == "raise":
self.callNraise(serial, 0)
else:
# Test impossible
# The actions returned by the possibleActions method can not be somethin else than fold, chack, call or raise
self.error("__autoPlay: unexpected actions = %s" % actions) #pragma: no cover
else:
self.error("__autoPlay: no possible action")
elif ( player.isSitOut() or player.isAuto() ):
#
# A player who is sitting but not playing (sitOut) automatically
# folds.
#
self.fold(serial)
def hasLow(self):
return "low" in self.win_orders
def hasHigh(self):
return "hi" in self.win_orders
def isLow(self):
return self.win_orders == [ "low" ]
def isHigh(self):
return self.win_orders == [ "hi" ]
def isHighLow(self):
return self.win_orders == [ "hi", "low" ]
def getVariantName(self):
return self.variant_name
def setVariant(self, variant):
self.__variant.load(self.url % variant)
self.variant = variant
self.variant_name = self.getParam("/poker/variant/@name")
self.round_info = []
self.round_info_backup = []
self.win_orders = []
for win_order in self.getParamList("/poker/variant/wins/winner/@order"):
if win_order == "low8":
self.win_orders.append("low")
elif win_order == "high":
self.win_orders.append("hi")
else:
self.error("unexpected win order: %s for variant %s" % ( win_order, variant ))
if not self.win_orders:
raise UserWarning, "failed to read win orders from %s" % self.__variant.path
board_size = 0
hand_size = 0
for name in self.getParamList("/poker/variant/round/@name"):
board = self.getParamList("/poker/variant/round[@name='" + name + "']/deal[@card='board']")
board_size += len(board)
cards = self.getParamList("/poker/variant/round[@name='" + name + "']/deal[@card='up' or @card='down']/@card")
hand_size += len(cards)
position = self.getParam("/poker/variant/round[@name='" + name + "']/position/@type")
info = {
"name": name,
"position": position,
"board": board,
"board_size": board_size,
"hand_size": hand_size,
"cards": cards,
}
self.round_info.append(info)
self.round_info_backup.append(info.copy())
self.rake = pokerrake.get_rake_instance(self)
def resetRoundInfo(self):
"""
The roundInfo() data structure may be altered during the round, for
instance to cope with a lack of cards in stud7. resetRoundInfo() reset
the roundInfo structure to match the information that was initialy
read from the betting structure description file.
"""
for i in xrange(len(self.round_info)):
self.round_info[i] = self.round_info_backup[i].copy()
def getBettingStructureName(self):
return self.betting_structure_name
def setBettingStructure(self, betting_structure):
self.__betting_structure.load(self.url % betting_structure)
self.betting_structure = betting_structure
self.betting_structure_name = self.getParam("/bet/description")
self.buy_in = int(self.getParam('/bet/@buy-in') or "0")
self.max_buy_in = int(self.getParam('/bet/@max-buy-in') or sys.maxint)
self.best_buy_in = int(self.getParam('/bet/@best-buy-in') or "0")
self.unit = int(self.getParam('/bet/@unit'))
self.bet_info = self.getParamProperties('/bet/variants[contains(@ids,"' + self.variant + '")]/round')
for bet_info in self.bet_info:
if not bet_info.has_key("cap"):
bet_info["cap"] = sys.maxint
else:
bet_info["cap"] = int(bet_info["cap"])
if bet_info["cap"] < 0:
bet_info["cap"] = sys.maxint
self.blind_info = False
blind_info = self.getParamProperties("/bet/blind");
if len(blind_info) > 0:
blinds = blind_info[0]
self.blind_info = {
"change": blinds.has_key("change") and blinds["change"]
}
if self.blind_info["change"] != False:
self.blind_info["frequency"] = int(blinds["frequency"])
self.blind_info["unit"] = blinds["unit"]
if self.blind_info["change"] == "levels":
self.blind_info["levels"] = self.loadTournamentLevels(self.getParam('/bet/blind/@levels'))
elif self.blind_info["change"] == "double":
self.blind_info["small"] = int(blinds["small"])
self.blind_info["small_reference"] = self.blind_info["small"]
self.blind_info["big"] = int(blinds["big"])
self.blind_info["big_reference"] = self.blind_info["big"]
else:
self.blind_info["small"] = int(blinds["small"])
self.blind_info["big"] = int(blinds["big"])
self.ante_info = False
ante_info = self.getParamProperties("/bet/ante");
if len(ante_info) > 0:
antes = ante_info[0]
self.ante_info = {
"change": antes.has_key("change") and antes["change"]
}
if self.ante_info["change"]:
self.ante_info["frequency"] = int(antes["frequency"])
self.ante_info["unit"] = antes["unit"]
if self.ante_info["change"] == "levels":
self.ante_info["levels"] = self.loadTournamentLevels(self.getParam('/bet/ante/@levels'))
elif self.ante_info["change"] == "double":
self.ante_info["value"] = int(antes["value"])
self.ante_info["value_reference"] = self.ante_info["value"]
self.ante_info["bring-in"] = int(antes["bring-in"])
self.ante_info["bring-in_reference"] = self.ante_info["bring-in"]
else:
self.ante_info["value"] = int(antes["value"])
self.ante_info["bring-in"] = int(antes["bring-in"])
self.rake = pokerrake.get_rake_instance(self)
def loadTournamentLevels(self, file):
if not LEVELS_CACHE.has_key(file):
config = Config(self.dirs)
config.load(file)
levels = []
nodes = config.header.xpathEval('/levels/level')
for node in nodes:
level = map(lambda (key, value): ( key, int(value) ), config.headerNodeProperties(node).iteritems())
levels.append(dict(level))
config.free()
LEVELS_CACHE[file] = levels
return LEVELS_CACHE[file]
def getBoardLength(self):
return len(self.board.tolist(True))
def cardsDealtThisRoundCount(self, criterion = lambda x: True):
if not self.isRunning():
return -1
if self.isBlindAnteRound():
return 0
round_info = self.roundInfo()
return len(filter(criterion, round_info["cards"]))
def upCardsDealtThisRoundCount(self):
return self.cardsDealtThisRoundCount(lambda x: x == "up")
def downCardsDealtThisRoundCount(self):
return self.cardsDealtThisRoundCount(lambda x: x == "down")
def getMaxHandSize(self):
return len(self.getParamList("/poker/variant/hand/position"))
def getMaxBoardSize(self):
if self.getParam("/poker/variant/@type") == "community":
return len(self.getParamList("/poker/variant/community/position"))
else:
return 0
def cardsDealt(self):
if self.isBlindAnteRound():
return True
hand_size = self.roundInfo()["hand_size"]
for player in self.playersInGame():
if player.hand.len() != hand_size:
return False
return self.getBoardLength() == self.roundInfo()["board_size"]
def dealCards(self):
if not self.is_directing:
return
info = self.roundInfo()
number_of_players = len(self.playersNotFold())
def number_to_deal():
return len(info["board"]) + len(info["cards"]) * number_of_players
if number_to_deal() > len(self.deck):
cards = info["cards"]
cards.reverse()
while number_to_deal() > len(self.deck):
if "up" in cards:
cards.remove("up")
elif "down" in cards:
cards.remove("down")
else:
raise UserWarning, "unable to deal %d cards" % number_to_deal()
info["hand_size"] -= 1
info["board"].append("board")
info["board_size"] += 1
cards.reverse()
for card in info["board"]:
self.board.add(self.deck.pop(), True)
for card in info["cards"]:
for player in self.playersNotFold():
player.hand.add(self.deck.pop(), card == "up")
if self.verbose >= 1:
if len(info["cards"]) > 0:
for serial in self.serialsNotFold():
self.message("player %d cards: " % serial + self.getHandAsString(serial))
if len(info["board"]) > 0:
self.message("board: " + self.getBoardAsString())
def __roundFinished(self, serial):
#
# The round finishes when there is only one player not fold ...
#
if self.notFoldCount() < 2:
if self.verbose >= 2: self.message("only one player left in the game")
return True
#
# ... or when all players are all-in.
#
if self.inGameCount() < 1:
if self.verbose >= 2: self.message("all players are all-in")
return True
if self.first_betting_pass:
if serial != self.getSerialLastToTalk():
if self.inGameCount() < 2:
#
# If there is only one player left to talk, it is
# meaningless to ask for his action, unless he has
# something to call.
#
return self.betsEqual()
else:
return False
else:
self.first_betting_pass = False
return self.betsEqual()
def moneyDistributed(self):
return len(self.showdown_stack) > 0
def isWinnerBecauseFold(self):
return ( self.win_condition == WON_FOLD )
#
# Split the pots
#
def distributeMoney(self):
if self.moneyDistributed():
self.error("distributeMoney must be called only once per turn")
return
pot_backup = self.pot
side_pots = self.getPots()
serial2delta = {}
for (serial, share) in side_pots['contributions']['total'].iteritems():
player_dead = self.getPlayer(serial).dead
serial2delta[serial] = - ( share + player_dead )
if self.isWinnerBecauseFold():
serial2rake = {}
#
# Special and simplest case : the winner has it because
# everyone folded. Don't bother to evaluate.
#
(serial,) = self.serialsNotFold()
self.pot -= self.getRakedAmount()
serial2rake[serial] = self.getRakedAmount()
serial2delta[serial] += self.pot
self.showdown_stack = [ { 'type': 'game_state',
'player_list': self.player_list,
'side_pots': side_pots,
'pot': pot_backup,
'foldwin': True,
'serial2share': { serial: self.pot },
'serial2delta': serial2delta,
'serial2rake': serial2rake },
{ 'type': 'resolve',
'serial2share': { serial: pot_backup },
'serials': [serial],
'pot': pot_backup } ]
if self.verbose > 2: self.message(pformat(self.showdown_stack))
self.pot2money(serial)
self.setWinners([serial])
if not self.is_directing: self.updateHistoryEnd(self.winners, self.showdown_stack)
return
serial2side_pot = {}
for player in self.playersNotFold():
serial2side_pot[player.serial] = side_pots['pots'][player.side_pot_index][1]
if self.verbose >= 2: self.message("distribute a pot of %d" % self.pot)
#
# Keep track of the best hands (high and low) for information
# and for the showdown.
#
self.serial2best = self.bestHands(self.serialsNotFold())
#
# Every player that received a share of the pot and the
# amount.
#
serial2share = {}
#
# List of winners for each side of the pot (hi or low),
# regardless of the fact that low hands matter for this
# particular variant. Warning: a winner may show more
# than once in these lists (when he is tie for two side pots,
# for instance).
#
self.side2winners = { 'hi': [], 'low': [] }
#
# Complete showdown information, starting with the lowest side pot.
#
showdown_stack = []
#
# The chips that can't be divided evenly among winners
#
chips_left = 0
#
# While there is some money left at the table
#
while True:
potential_winners = filter(lambda player: serial2side_pot[player.serial] > 0, self.playersNotFoldShowdownSorted())
#
# Loop ends when there is no more money, i.e. no more
# players with a side_pot greater than 0
#
if len(potential_winners) == 0:
break
#
# All information relevant to this distribution round
#
frame = {}
#
# This happens only for the potential winner that has the
# highest pot (all other players are all-in but none matched
# his bet).
#
# This last potential winner reaches this stage and wins not
# because of his hand but because of the size of his stacks.
# He only wins back what he bet.
#
# Let him have his money back and don't register him as a
# winner (winners are registered in self.side2winners).
#
if len(potential_winners) == 1:
winner = potential_winners[0]
frame['type'] = 'uncalled'
frame['serial'] = winner.serial
frame['uncalled'] = serial2side_pot[winner.serial]
#
# Special case : a player folds on the turn and the only other player left in the game
# did not bet. There is no reason for the player to fold : he forfeits a pot that
# he may win. Nevertheless, it can happen. In this case, and only if there is at least
# one player allin, the only other player left is awarded what looks like an uncalled
# bet.
# In this case the uncalled_serial is zero.
#
if self.uncalled_serial != 0 and winner.serial != self.uncalled_serial:
self.error(pformat(self.showdown_stack)) #pragma: no cover
raise UserWarning, "distributeMoney: unexpected winner.serial != uncalled_serial / %d != %d" % ( winner.serial, self.uncalled_serial ) #pragma: no cover
showdown_stack.insert(0, frame)
serial2share.setdefault(winner.serial, 0)
if self.verbose >= 2 and self.uncalled_serial != 0 and side_pots and side_pots.has_key('last_round') and side_pots['last_round'] >= 0:
if serial2side_pot[winner.serial] < self.uncalled:
self.error(pformat(self.showdown_stack)) #pragma: no cover
raise UserWarning, "serial2side_pot[winner.serial] < self.uncalled (%d != %d)" % ( serial2side_pot[winner.serial], self.uncalled ) #pragma: no cover
serial2share[winner.serial] += serial2side_pot[winner.serial]
serial2delta[winner.serial] += serial2side_pot[winner.serial]
serial2side_pot[winner.serial] = 0
break
for key in (self.win_orders + [ 'pot', 'chips_left' ]):
frame[key] = None
frame['type'] = 'resolve'
frame['serial2share'] = {}
frame['serials'] = [ player.serial for player in potential_winners ]
if self.verbose >= 2:
self.message("looking for winners with board %s" % self.getBoardAsString())
for player in potential_winners:
self.message(" => hand for player %d %s" % ( player.serial, self.getHandAsString(player.serial)))
#
#
# Ask poker-eval to figure out who the winners actually are
#
eval = self.eval.winners(game = self.variant,
pockets = [ player.hand.tolist(True) for player in potential_winners ],
board = self.board.tolist(True))
#
# Feed local variables with eval results sorted in various
# forms to ease computing the results.
#
winners = [ ]
if self.verbose >= 1: self.message("winners:")
for (side, indices) in eval.iteritems():
side_winners = [ potential_winners[i] for i in indices ]
for winner in side_winners:
if self.verbose >= 1: self.message(" => player %d %s (%s)" % ( winner.serial, self.bestCardsAsString(self.serial2best, winner.serial, side), side ))
serial2share.setdefault(winner.serial, 0)
frame['serial2share'][winner.serial] = 0
frame[side] = [ winner.serial for winner in side_winners ]
self.side2winners[side] += frame[side]
winners += side_winners
#
# The pot to be considered is the lowest side_pot of all
# the winners. In other words, we must share the pot that
# was on the table for the winner that was all-in first.
#
pot = min([ serial2side_pot[player.serial] for player in winners ])
frame['pot'] = pot
if self.verbose >= 2: self.message(" and share a pot of %d" % pot)
#
# If there are no winners for the low hand (either because the
# game is not hi/low or because there is no qualifying low
# hand), the pot goes to the high side winner. Otherwise
# the pot is divided equaly between hi and low winners.
#
# A player who scoops (wins high and low) will show twice
# in the winners_indices list and will therefore get two shares.
# This is why the following does not take in account the side
# for which the winner wins.
#
(global_share, remainder) = self.divideChips(pot, len(eval.keys()))
chips_left += remainder
frame['chips_left'] = remainder
for winners_indices in eval.values():
winners = [ potential_winners[i] for i in winners_indices ]
(share, remainder) = self.divideChips(global_share, len(winners))
chips_left += remainder
frame['chips_left'] += remainder
for winner in winners:
serial2share[winner.serial] += share
serial2delta[winner.serial] += share
frame['serial2share'][winner.serial] += share
#
# The side pot of each winner is lowered by the amount
# that was shared among winners. It will reduce the number
# of potential winners (to the very least, the winner(s)
# with the smallest side pot will be discarded).
#
for player in potential_winners:
serial2side_pot[player.serial] -= pot
showdown_stack.append(frame)
#
# Do not rake the chips that were uncalled
#
serial2rackable = serial2share.copy()
if showdown_stack[0]['type'] == 'uncalled':
uncalled = showdown_stack[0]
serial2rackable[uncalled['serial']] -= uncalled['uncalled']
if serial2rackable[uncalled['serial']] <= 0:
del serial2rackable[uncalled['serial']]
serial2rake = self.distributeRake(self.getRakedAmount(), pot_backup, serial2rackable)
for serial in serial2rake.keys():
serial2share[serial] -= serial2rake[serial]
serial2delta[serial] -= serial2rake[serial]
for (serial, share) in serial2share.iteritems():
self.getPlayer(serial).money += share
#
# The chips left go to the player next to the dealer,
# regardless of the fact that this player folded.
#
if chips_left > 0:
next_to_dealer = self.indexAdd(self.dealer, 1)
player = self.serial2player[self.player_list[next_to_dealer]]
player.money += chips_left
serial2share.setdefault(player.serial, 0)
serial2share[player.serial] += chips_left
serial2delta[player.serial] += chips_left
showdown_stack.insert(0, { 'type': 'left_over',
'chips_left': chips_left,
'serial': player.serial })
self.pot = 0
#
# For convenience, build a single list of all winners, regardless
# of the side of the pot they won. Remove duplicates in all lists.
#
winners_serials = []
for side in self.side2winners.keys():
self.side2winners[side] = uniq(self.side2winners[side])
winners_serials += self.side2winners[side]
self.setWinners(uniq(winners_serials))
showdown_stack.insert(0, { 'type': 'game_state',
'serial2best': self.serial2best,
'player_list': self.player_list,
'side_pots': side_pots,
'pot': pot_backup,
'serial2share': serial2share,
'serial2rake': serial2rake,
'serial2delta': serial2delta
})
self.showdown_stack = showdown_stack
if not self.is_directing: self.updateHistoryEnd(self.winners, showdown_stack)
if self.verbose > 2: self.message(pformat(self.showdown_stack))
def divideChips(self, amount, divider):
return ( amount / divider, amount % divider )
def dispatchMuck(self):
if not self.is_directing:
self.error("dispatchMuck: not supposed to be called by client")
return None
if self.isWinnerBecauseFold():
return ( (), tuple(self.winners) )
#
# Show the winning cards.
# Starting left of the dealer, display player cards as if each showed
# his hand only if the previous hand is not better (either hi or low).
#
showing = self.indexNotFoldAdd(self.dealer, 1)
last_to_show = self.indexNotFoldAdd(showing, -1)
has_low = len(self.side2winners["low"])
best_low_value = 0x0FFFFFFF
has_high = len(self.side2winners["hi"])
best_hi_value = 0
muckable = []
to_show = []
while True:
player = self.serial2player[self.player_list[showing]]
show = False
if has_low:
low_value = self.bestHandValue("low", player.serial)
if low_value < best_low_value:
best_low_value = low_value
show = True
if has_high:
hi_value = self.bestHandValue("hi", player.serial)
if hi_value > best_hi_value:
best_hi_value = hi_value
show = True
#
# This is deemed necessary because this simplistic but intuitive
# way to show or muck cards does not take in account the recursive
# nature of splitting a side pot. A player with a hand lower than
# a previous hand may need to show his cards if the previous hand
# belonged to someone who was all-in. Example: player 1 has trips,
# player 2 has two pairs, player 3 has nothing. Player 1 is left
# of dealer, shows and win. But player 1 was all-in, therefore
# player 2 and player 3 compete for the remaining chips. Player 2
# shows and win. In the end player 1 showed his hand and player 2
# also showed his hand although he was after player 1 with a
# weaker hand.
#
if player.serial in self.winners:
show = True
if show:
to_show.append(player.serial)
else:
muckable.append(player.serial)
if showing == last_to_show:
break
showing = self.indexNotFoldAdd(showing, 1)
return ( to_show, muckable )
def showdown(self):
self.historyAdd("showdown", self.board.copy(), self.handsMap())
def handEV(self, serial, iterations, self_only = False):
pocket_size = self.getMaxHandSize()
pockets = []
serials = self.serialsNotFold()
if self_only:
#
# Pretend that the pocket cards of other players are unknown
#
pockets = [[PokerCards.NOCARD] * pocket_size] * len(serials)
if serial in serials:
my_cards = self.getPlayer(serial).hand.tolist(True)
pockets[serials.index(serial)] = my_cards
else:
for pocket in [ player.hand.tolist(True) for player in self.playersNotFold() ]:
if len(pocket) < pocket_size:
pocket.extend([PokerCards.NOCARD] * (pocket_size - len(pocket)))
pockets.append(pocket)
board = self.board.tolist(True)
board_size = self.getMaxBoardSize()
if len(board) < board_size:
board.extend([PokerCards.NOCARD] * (board_size - len(board)))
eval = self.eval.poker_eval(game = self.variant,
pockets = pockets,
board = board,
fill_pockets = 1,
iterations = iterations)
if serial in serials:
player_index = serials.index(serial)
return eval["eval"][player_index]["ev"]
else:
self.error("handEV: player %d is not holding cards in the hand" % serial)
return None
def readableHandValueLong(self, side, value, cards):
cards = self.eval.card2string(cards)
if value == "NoPair":
if side == "low":
if cards[0][0] == '5':
return _("The wheel")
else:
return join(map(lambda card: card[0], cards), ", ")
else:
return _("High card %(card)s") % { 'card' : _(letter2name[cards[0][0]]) }
elif value == "OnePair":
return _("A pair of %(card)s") % { 'card' : _(letter2names[cards[0][0]]) } + _(", %(card)s kicker") % { 'card' : _(letter2name[cards[2][0]]) }
elif value == "TwoPair":
return _("Two pairs %(card1)s and %(card2)s") % { 'card1' : _(letter2names[cards[0][0]]), 'card2' : _(letter2names[cards[2][0]]) } + _(", %(card)s kicker") % { 'card' : _(letter2name[cards[4][0]]) }
elif value == "Trips":
return _("Three of a kind %(card)s") % { 'card' : _(letter2names[cards[0][0]]) } + _(", %(card)s kicker") % { 'card' : _(letter2name[cards[3][0]]) }
elif value == "Straight":
return _("Straight %(card1)s to %(card2)s") % { 'card1' : _(letter2name[cards[0][0]]), 'card2' : _(letter2name[cards[4][0]]) }
elif value == "Flush":
return _("Flush %(card)s high") % { 'card' : _(letter2name[cards[0][0]]) }
elif value == "FlHouse":
return _("%(card1)ss full of %(card2)ss") % { 'card1' : _(letter2name[cards[0][0]]), 'card2' : _(letter2name[cards[3][0]]) }
elif value == "Quads":
return _("Four of a kind %(card)s") % { 'card' : _(letter2names[cards[0][0]]) } + _(", %(card)s kicker") % { 'card' : _(letter2name[cards[4][0]]) }
elif value == "StFlush":
if letter2name[cards[0][0]] == 'Ace':
return _("Royal flush")
else:
return _("Straight flush %(card)s high") % { 'card' : _(letter2name[cards[0][0]]) }
return value
def readableHandValueShort(self, side, value, cards):
cards = self.eval.card2string(cards)
if value == "NoPair":
if side == "low":
if cards[0][0] == '5':
return _("The wheel")
else:
return join(map(lambda card: card[0], cards), ", ")
else:
return _("High card %(card)s") % { 'card' : _(letter2name[cards[0][0]]) }
elif value == "OnePair":
return _("Pair of %(card)s") % { 'card' : _(letter2names[cards[0][0]]) }
elif value == "TwoPair":
return _("Pairs of %(card1)s and %(card2)s") % { 'card1' : _(letter2names[cards[0][0]]), 'card2' : _(letter2names[cards[2][0]]) }
elif value == "Trips":
return _("Trips %(card)s") % { 'card' : _(letter2names[cards[0][0]]) }
elif value == "Straight":
return _("Straight %(card)s high") % { 'card' : _(letter2name[cards[0][0]]) }
elif value == "Flush":
return _("Flush %(card)s high") % { 'card' : _(letter2name[cards[0][0]]) }
elif value == "FlHouse":
return _("%(card1)ss full of %(card2)ss") % { 'card1' : _(letter2name[cards[0][0]]), 'card2' : _(letter2name[cards[3][0]]) }
elif value == "Quads":
return _("Quads %(card)s") % { 'card' : _(letter2names[cards[0][0]]) } + ", %(card)s kicker" % { 'card' : _(letter2name[cards[4][0]]) }
elif value == "StFlush":
if letter2name[cards[0][0]] == 'Ace':
return _("Royal flush")
else:
return _("Straight flush")
return value
def bestHands(self, serials):
results = {}
for serial in serials:
#
# Cannot figure out the best hand for a player with
# a placeholder.
#
if self.serial2player[serial].hand.hasCard(PokerCards.NOCARD):
continue
result = {}
for side in self.win_orders:
result[side] = self.bestHand(side, serial)
results[serial] = result
# print "bestHands: %s" % self.win_orders
# pprint(results)
return results
def bestCardsAsString(self, bests, serial, side):
return join(self.eval.card2string(bests[serial][side][1][1:]))
def bestHand(self, side, serial):
if self.variant == "omaha" or self.variant == "omaha8":
hand = self.serial2player[serial].hand.tolist(True)
board = self.board.tolist(True)
else:
hand = self.serial2player[serial].hand.tolist(True) + self.board.tolist(True)
board = []
return self.eval.best(side, hand, board)
def bestHandValue(self, side, serial):
(value, cards) = self.bestHand(side, serial)
return value
def bestHandCards(self, side, serial):
(value, cards) = self.bestHand(side, serial)
return cards
def readablePlayerBestHands(self, serial):
results = []
if self.hasHigh(): results.append(self.readablePlayerBestHand('hi', serial))
if self.hasLow(): results.append(self.readablePlayerBestHand('low', serial))
return "\n".join(results)
def readablePlayerBestHand(self, side, serial):
cards = self.bestHandCards(side, serial)
result = self.readableHandValueLong(side, cards[0], cards[1:])
result += ": " + ", ".join(self.eval.card2string(cards[1:]))
return result
def cards2string(self, cards):
return join(self.eval.card2string(cards.tolist(True)))
def getHandAsString(self, serial):
return self.cards2string(self.serial2player[serial].hand)
def getBoardAsString(self):
return self.cards2string(self.board)
def betsNull(self):
if self.isRunning():
return sum([ player.bet for player in self.playersNotFold()]) == 0
else:
return False
def setWinners(self, serials):
if self.verbose >= 2: self.message("player(s) %s win" % serials)
self.winners = serials
def bet2pot(self, serial = 0, dead_money = False):
if serial == 0:
serials = self.player_list
else:
serials = [serial]
for serial in serials:
player = self.serial2player[serial]
bet = player.bet
self.pot += bet
if dead_money:
player.dead += bet
player.bet = 0
self.runCallbacks("bet2pot", serial, bet)
def money2bet(self, serial, amount, dead_money = False):
player = self.serial2player[serial]
if amount > player.money:
self.error("money2bet: %d > %d" % (amount, player.money))
amount = player.money
player.money -= amount
player.bet += amount
self.runCallbacks("money2bet", serial, amount)
if dead_money:
pot_index = len(self.side_pots['pots']) - 1
self.side_pots['building'] += amount
else:
self.__updateUncalled()
self.updatePots(serial, amount)
if player.money == 0:
self.historyAdd("all-in", serial)
player.all_in = True
def __updateUncalled(self):
highest_bet = 0
highest_bet_players_count = 0
for player in self.playersNotFold():
if player.bet > highest_bet:
highest_bet = player.bet
highest_bet_players_count = 1
elif player.bet == highest_bet:
highest_bet_players_count += 1
if highest_bet_players_count == 0: raise UserWarning, "there should be at least one player in the game" #pragma: no cover
if highest_bet_players_count > 1:
self.uncalled = 0
self.uncalled_serial = 0
return
self.uncalled = highest_bet
for player in self.playersNotFold():
if player.bet != highest_bet and highest_bet - player.bet < self.uncalled:
self.uncalled = highest_bet - player.bet
if player.bet == highest_bet:
self.uncalled_serial = player.serial
def updatePots(self, serial, amount):
pot_index = len(self.side_pots['pots']) - 1
self.side_pots['building'] += amount
contributions = self.side_pots['contributions']
contributions['total'].setdefault(serial, 0)
contributions['total'][serial] += amount
round_contributions = contributions[self.current_round]
round_contributions.setdefault(pot_index, {})
pot_contributions = round_contributions[pot_index]
pot_contributions.setdefault(serial, 0)
pot_contributions[serial] += amount
def playersInPotCount(self, side_pots):
pot_index = len(side_pots['pots']) - 1
if not side_pots['contributions'].has_key(side_pots['last_round']): return 0
contributions = side_pots['contributions'][side_pots['last_round']]
if not contributions.has_key(pot_index): return 0
return len(contributions[pot_index])
def isSingleUncalledBet(self, side_pots):
return self.playersInPotCount(side_pots) == 1
def getUncalled(self):
return self.uncalled
def getUncalledSerial(self):
return self.uncalled_serial
def getPotAmount(self):
if self.isRunning():
return self.pot
else:
if self.moneyDistributed():
return self.showdown_stack[0]['pot']
else:
return self.pot
def pot2money(self, serial):
player = self.serial2player[serial]
player.money += self.pot
self.pot = 0
def highestBetNotFold(self):
return max([ player.bet for player in self.playersNotFold() ])
def highestBetInGame(self):
return max([ player.bet for player in self.playersInGame() ])
def betsEqual(self):
if self.notFoldCount() > 1 and self.inGameCount() > 0:
#
# If a player that is all-in placed a bet that is higher
# than any of the bets of the players still in game, the
# bets are not equal.
#
if self.highestBetNotFold() > self.highestBetInGame():
return False
#
# If one of the players still in game placed a bet that
# is different from the others, the bets are not equal.
#
players = self.playersInGame()
bet = players[0].bet
for player in players:
player_bet = player.bet
if bet != player_bet:
return False
return True
def __makeSidePots(self):
amount_index = 0
total_index = 1
last_pot_index = -1
round_contributions = self.side_pots['contributions'][self.current_round]
pots = self.side_pots['pots']
pots[last_pot_index][amount_index] += self.side_pots['building'] # amount
pots[last_pot_index][total_index] += self.side_pots['building'] # total
self.side_pots['building'] = 0
current_pot_index = len(pots) - 1
players = filter(lambda player: player.side_pot_index == current_pot_index, self.playersAllIn())
if not players:
return
players.sort(lambda a,b: int(a.bet - b.bet))
for player in players:
pot_contributions = round_contributions[len(pots) - 1]
if not pot_contributions.has_key(player.serial):
#
# This may happen if two players are all in for exactly
# the same amount.
#
continue
if len(pot_contributions) == 1:
#
# This may happen when a player goes all in and
# has more chips than all other players
#
break
new_pot_contributions = {}
pot = pots[last_pot_index]
new_pot = [0, 0]
new_pot_index = len(pots)
contribution = pot_contributions[player.serial]
for serial in pot_contributions.keys():
other_contribution = pot_contributions[serial]
pot_contributions[serial] = min(contribution, other_contribution)
remainder = other_contribution - pot_contributions[serial]
pot[amount_index] -= remainder
pot[total_index] -= remainder
other_player = self.getPlayer(serial)
if other_contribution > contribution:
new_pot_contributions[serial] = remainder
new_pot[amount_index] += remainder
other_player.side_pot_index = new_pot_index
elif ( other_contribution == contribution and
not other_player.isAllIn() ):
other_player.side_pot_index = new_pot_index
round_contributions[new_pot_index] = new_pot_contributions
new_pot[total_index] = new_pot[amount_index] + pot[total_index]
pots.append(new_pot)
def getPots(self):
return self.side_pots
def getSidePotTotal(self):
return self.side_pots['pots'][-1][1]
def getLatestPotContributions(self):
contributions = self.side_pots['contributions']
last_round = max(filter(lambda x: x != 'total', contributions.keys()))
return contributions[last_round]
def indexInGameAdd(self, position, increment):
return self.playerListIndexAdd(position, increment, PokerPlayer.isInGame)
def indexNotFoldAdd(self, position, increment):
return self.playerListIndexAdd(position, increment, PokerPlayer.isNotFold)
def indexAdd(self, position, increment):
return self.playerListIndexAdd(position, increment, lambda x: True)
#
# Increment the "index" (relative to self.player_list knowing
# that self.player_list is not modified during a turn) for a
# total of "increment", skipping the players for which "predicate"
# is false.
#
def playerListIndexAdd(self, index, increment, predicate):
if increment > 0:
step = 1
else:
step = -1
while increment:
index = (index + step) % len(self.player_list)
increment -= step
while not predicate(self.serial2player[self.player_list[index]]):
index = (index + step) % len(self.player_list)
return index
def getSerialDealer(self):
return self.player_list[self.dealer]
def getSerialInPosition(self):
if self.position >= 0:
return self.player_list[self.position]
else:
return 0
def getSerialLastToTalk(self):
return self.player_list[self.last_to_talk]
def getPlayerDealer(self):
return self.serial2player[self.player_list[self.dealer]]
def getPlayerInPosition(self):
return self.serial2player[self.player_list[self.position]]
def getPlayerLastToTalk(self):
return self.serial2player[self.player_list[self.last_to_talk]]
def disconnectedCount(self):
return len(self.serialsDisconnected())
def serialsDisconnected(self):
return filter(lambda x: self.serial2player[x].isDisconnected(), self.serial2player.keys())
def playersDisconnected(self):
return [ self.serial2player[serial] for serial in self.serialsDisconnected() ]
def connectedCount(self):
return len(self.serialsConnected())
def serialsConnected(self):
return filter(lambda x: self.serial2player[x].isConnected(), self.serial2player.keys())
def playersConnected(self):
return [ self.serial2player[serial] for serial in self.serialsConnected() ]
def sitOutCount(self):
return len(self.serialsSitOut())
def serialsSitOut(self):
return filter(lambda x: self.serial2player[x].isSitOut(), self.serial2player.keys())
def playersSitOut(self):
return [ self.serial2player[serial] for serial in self.serialsSitOut() ]
def brokeCount(self):
return len(self.serialsBroke())
def serialsBroke(self):
return filter(lambda serial: self.isBroke(serial), self.serial2player.keys())
def playersBroke(self):
return [ self.serial2player[serial] for serial in self.serialsBroke() ]
def sitCount(self):
return len(self.serialsSit())
def serialsSit(self):
return filter(lambda x: self.serial2player[x].isSit(), self.serial2player.keys())
def playersSit(self):
return [ self.serial2player[serial] for serial in self.serialsSit() ]
def notPlayingCount(self):
return len(self.serialsNotPlaying())
def serialsNotPlaying(self):
if self.isRunning():
return filter(lambda x: not x in self.player_list, self.serial2player.keys())
else:
return self.serial2player.keys()
def playersNotPlaying(self):
return [ self.serial2player[serial] for serial in self.serialsNotPlaying() ]
def playingCount(self):
return len(self.serialsPlaying())
def serialsPlaying(self):
if self.isRunning():
return self.player_list
else:
return []
def playersPlaying(self):
return [ self.serial2player[serial] for serial in self.serialsPlaying() ]
def allCount(self):
return len(self.serial2player)
def serialsAllSorted(self):
if self.dealer < 0 or self.dealer >= len(self.player_list):
player_list = self.serial2player.keys()
player_list.sort()
return player_list
else:
#
# The list of serials, sort from worst position to best
# position (i.e. the dealer)
#
player_list = self.serial2player.keys()
player_list.sort(lambda a,b: int(self.serial2player[a].seat - self.serial2player[b].seat))
#
# The dealer is at the beginning of the list, followed by
# all the players that would be dealers if he left, in order.
#
dealers = self.player_list[self.dealer:] + self.player_list[:self.dealer]
#
# If the dealer left, switch to the next one
#
while len(dealers) > 0 and dealers[0] not in player_list:
dealers.pop(0)
#
# If at least one player that participated in the last
# hand is still registered in the game, it is the dealer.
# We use him as a reference point of the best position in
# game.
#
if len(dealers) > 0:
dealer_index = player_list.index(dealers[0])
player_list = player_list[dealer_index:] + player_list[:dealer_index]
player_list.append(player_list.pop(0))
return player_list
def serialsAll(self):
return self.serial2player.keys()
def playersAll(self):
return self.serial2player.values()
def inGameCount(self):
return len(self.serialsInGame())
def serialsInGame(self):
return filter(lambda x: self.serial2player[x].isInGame(), self.player_list)
def playersInGame(self):
return [ self.serial2player[serial] for serial in self.serialsInGame() ]
def allInCount(self):
return len(self.serialsAllIn())
def serialsAllIn(self):
return filter(lambda x: self.serial2player[x].isAllIn(), self.player_list)
def playersAllIn(self):
return [ self.serial2player[serial] for serial in self.serialsAllIn() ]
def serialsNotFoldShowdownSorted(self):
next_to_dealer = self.indexAdd(self.dealer, 1)
player_list = self.player_list[next_to_dealer:] + self.player_list[:next_to_dealer]
return filter(lambda x: not self.serial2player[x].isFold(), player_list)
def playersNotFoldShowdownSorted(self):
return [ self.serial2player[serial] for serial in self.serialsNotFoldShowdownSorted() ]
def notFoldCount(self):
return len(self.serialsNotFold())
def serialsNotFold(self):
return filter(lambda x: not self.serial2player[x].isFold(), self.player_list)
def playersNotFold(self):
return [ self.serial2player[serial] for serial in self.serialsNotFold() ]
def playersWinner(self):
return map(lambda serial: self.serial2player[serial], self.winners)
def isGameEndInformationValid(self):
#
# Only relevant for a game that has ended and for which we want to know
# if all players involved in the last hand are still seated.
#
if self.state != GAME_STATE_END or len(self.winners) <= 0:
return False
if filter(lambda serial: not self.serial2player.has_key(serial), self.winners):
return False
return True
#
# Game Parameters.
#
def roundCap(self):
if self.isRunning():
return self.betInfo()["cap"]
return 0
def betLimits(self, serial):
if not self.isRunning():
return 0
info = self.betInfo()
highest_bet = self.highestBetNotFold()
player = self.serial2player[serial]
money = player.money
bet = player.bet
to_call = highest_bet - bet
if self.round_cap_left <= 0:
return (0, 0, to_call)
#
# Figure out the theorical max/min bet, regarless of the
# player[serial] bet/money status
#
if info.has_key("fixed"):
fixed = int(info["fixed"])
(min_bet, max_bet) = (fixed, fixed)
elif info.has_key("pow_level"):
fixed = int(info["pow_level"]) * pow(2, self.getLevel() - 1)
(min_bet, max_bet) = (fixed, fixed)
else:
if info.has_key("min"):
if info["min"] == "big":
min_bet = self.bigBlind()
else:
min_bet = int(info["min"])
elif info.has_key("min_pow_level"):
min_bet = int(info["min_pow_level"]) * pow(2, self.getLevel() - 1)
else:
min_bet = 0
min_bet = max(min_bet, self.last_bet)
if info.has_key("max"):
if re.match("[0-9]+$", info["max"]):
max_bet = int(info["max"])
elif info["max"] == "pot":
max_bet = max(self.potAndBetsAmount() + to_call, min_bet)
else:
max_bet = money
#
# A player can't bet more than he has
#
min_bet = min(money, min_bet + to_call)
max_bet = min(money, max_bet + to_call)
return (min_bet, max_bet, to_call)
def potAndBetsAmount(self):
pot = self.pot
for player in self.playersPlaying():
pot += player.bet
return pot
def autoBlindAnte(self, serial):
self.getPlayer(serial).auto_blind_ante = True
if self.isBlindAnteRound() and self.getSerialInPosition() == serial:
self.autoPayBlindAnte()
def noAutoBlindAnte(self, serial):
self.getPlayer(serial).auto_blind_ante = False
def autoMuck(self, serial, auto_muck):
self.getPlayer(serial).auto_muck = auto_muck
def payBuyIn(self, serial, amount):
if not self.isTournament() and amount > self.maxBuyIn():
if self.verbose > 0: self.error("payBuyIn: maximum buy in is %d and %d is too much" % ( self.maxBuyIn(), amount ))
return False
player = self.getPlayer(serial)
player.money = amount
if self.isTournament() or player.money >= self.buyIn():
player.buy_in_payed = True
return True
else:
if self.verbose > 0: self.error("payBuyIn: minimum buy in is %d but %d is not enough" % ( self.buyIn(), player.money ))
return False
def rebuy(self, serial, amount):
player = self.getPlayer(serial)
if not player:
return False
if player.money + amount + player.rebuy > self.maxBuyIn():
return False
if self.isPlaying(serial):
player.rebuy += amount
else:
player.money += amount
return True
def buyIn(self):
return self.buy_in
def maxBuyIn(self):
return self.max_buy_in
def bestBuyIn(self):
return self.best_buy_in
def getParamList(self, name):
if name[:4] == "/bet":
return self.__betting_structure.headerGetList(name)
else:
return self.__variant.headerGetList(name)
def getParam(self, name):
if name[:4] == "/bet":
return self.__betting_structure.headerGet(name)
else:
return self.__variant.headerGet(name)
def getParamProperties(self, name):
if name[:4] == "/bet":
return self.__betting_structure.headerGetProperties(name)
else:
return self.__variant.headerGetProperties(name)
def full(self):
return self.allCount() == self.max_players
def empty(self):
return self.allCount() == 0
def changeState(self, state):
if self.verbose >= 1: self.message("changing state %s => %s" % (self.state, state))
self.state = state
def isRunning(self):
return not ( self.isEndOrNull() or self.state == GAME_STATE_MUCK )
def isEndOrNull(self):
return self.state == GAME_STATE_NULL or self.state == GAME_STATE_END
def registerCallback(self, callback):
if not callback in self.callbacks:
self.callbacks.append(callback)
def unregisterCallback(self, callback):
self.callbacks.remove(callback)
def runCallbacks(self, *args):
for callback in self.callbacks:
callback(self.id, *args)
def historyAddNoDuplicate(self, *args):
if len(self.turn_history) < 1 or self.turn_history[-1] != args:
self.historyAdd(*args)
elif self.verbose >= 2:
self.message("ignore duplicate history event " + str(args))
def historyAdd(self, *args):
self.runCallbacks(*args)
self.turn_history.append(args)
def updateHistoryEnd(self, winners, showdown_stack):
for index in range(-1, - len(self.turn_history), -1):
if self.turn_history and self.turn_history[index][0] == "end":
self.turn_history[index] = ( "end", winners, showdown_stack )
break
def historyGet(self):
return self.turn_history
def historyReduce(self):
index = 0
game_event = None
player_list_index = 7
serial2chips_index = 9
position2serial = {}
while index < len(self.turn_history):
event = self.turn_history[index]
type = event[0]
if ( type == "showdown" or type == "muck" or
( type == "round" and event[1] != GAME_STATE_BLIND_ANTE ) ):
break
elif type == "game":
game_event = self.turn_history[index]
position = 0
for serial in game_event[player_list_index]:
position2serial[position] = serial
position += 1
index += 1
elif ( type == "sitOut" or type == "wait_blind" ):
(type, serial) = event
#
# del position + sitOut/wait_blind
#
if index < 1 or self.turn_history[index-1][0] != "position":
if self.verbose >= 0: self.message(pformat(self.turn_history))
self.error("unable to update sitOut or wait_blind")
#
# help unit test : it is not meaningful to do anything on a corrupted
# history. Therefore the following line is not doing anything (or
# repair anything). It only helps run unit tests.
#
del self.turn_history[index]
else:
del self.turn_history[index]
del self.turn_history[index - 1]
index -= 1
#
# remove references to the player who finally
# decided to not be part of the turn, either because
# he sits out or because he waits for the big blind
#
game_event[player_list_index].remove(serial)
del game_event[serial2chips_index][serial]
elif ( type == "blind_request" or
type == "ante_request" or
type == "player_list" ):
#
# del, if not the last event
#
if index < len(self.turn_history) - 1:
if type == "player_list":
game_event[player_list_index][:] = event[1]
del self.turn_history[index]
else:
index += 1
elif ( type == "wait_for" ):
(type, serial, wait_for) = event
del self.turn_history[index]
#
# remove references to the player who is
# not in the turn because he must wait for
# the late blind
#
if serial in game_event[player_list_index]:
game_event[player_list_index].remove(serial)
del game_event[serial2chips_index][serial]
else:
index += 1
#
# Reset the positions of the players to take in account the removed players
#
for index in xrange(0, min(index, len(self.turn_history))):
event = self.turn_history[index]
if event[0] == "position" and event[1] >= 0:
try:
self.turn_history[index] = ( event[0], game_event[player_list_index].index(position2serial[event[1]]) )
except:
if self.verbose >= 0: self.message(pformat(self.turn_history))
self.error("unable to update position")
def error(self, string):
if self.verbose >= 0: self.message("ERROR: " + string)
def message(self, string):
print self.prefix + "[PokerGame " + str(self.id) + "] " + string
class PokerGameServer(PokerGame):
def __init__(self, url, dirs):
PokerGame.__init__(self, url, True, dirs) # is_directing == True
class PokerGameClient(PokerGame):
def __init__(self, url, dirs):
PokerGame.__init__(self, url, False, dirs) # is_directing == False
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