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#!/usr/bin/env python
# -*- coding: utf-8 -*-
#Copyright 2010 Maxime Grandchamp
#This program is free software: you can redistribute it and/or modify
#it under the terms of the GNU Affero General Public License as published by
#the Free Software Foundation, version 3 of the License.
#
#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 Affero General Public License
#along with this program. If not, see <http://www.gnu.org/licenses/>.
#In the "official" distribution you can find the license in agpl-3.0.txt.
import L10n
_ = L10n . get_translation ( )
from Hand import *
import Configuration
import Database
import SQL
import fpdb_import
import Filters
import pygtk
pygtk . require ( ' 2.0 ' )
import gtk
import math
import gobject
class GuiReplayer :
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def __init__ ( self , config , querylist , mainwin , options = None , debug = True ) :
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self . debug = debug
self . conf = config
self . main_window = mainwin
self . sql = querylist
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# These are temporary variables until it becomes possible
# to select() a Hand object from the database
self . filename = " regression-test-files/cash/Stars/Flop/NLHE-FR-USD-0.01-0.02-201005.microgrind.txt "
self . site = " PokerStars "
if options . filename != None :
self . filename = options . filename
if options . sitename != None :
self . site = options . sitename
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self . db = Database . Database ( self . conf , sql = self . sql )
filters_display = { " Heroes " : True ,
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" Sites " : False ,
" Games " : False ,
" Limits " : False ,
" LimitSep " : False ,
" LimitType " : False ,
" Type " : False ,
" Seats " : False ,
" SeatSep " : False ,
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" Dates " : True ,
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" Groups " : False ,
" GroupsAll " : False ,
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" Button1 " : True ,
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" Button2 " : False
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}
self . filters = Filters . Filters ( self . db , self . conf , self . sql , display = filters_display )
#self.filters.registerButton1Name(_("Import Hand"))
#self.filters.registerButton1Callback(self.importhand)
#self.filters.registerButton2Name(_("temp"))
#self.filters.registerButton2Callback(self.temp())
# hierarchy: self.mainHBox / self.hpane / self.replayBox / self.area
self . mainHBox = gtk . HBox ( False , 0 )
self . mainHBox . show ( )
self . leftPanelBox = self . filters . get_vbox ( )
self . hpane = gtk . HPaned ( )
self . hpane . pack1 ( self . leftPanelBox )
self . mainHBox . add ( self . hpane )
self . replayBox = gtk . VBox ( False , 0 )
self . replayBox . show ( )
self . hpane . pack2 ( self . replayBox )
self . hpane . show ( )
self . area = gtk . DrawingArea ( )
self . pangolayout = self . area . create_pango_layout ( " " )
self . area . connect ( " expose-event " , self . area_expose )
self . style = self . area . get_style ( )
self . gc = self . style . fg_gc [ gtk . STATE_NORMAL ]
self . area . show ( )
self . replayBox . pack_start ( self . area )
self . MyHand = self . importhand ( )
self . maxseats = self . MyHand . maxseats
if self . MyHand . gametype [ ' currency ' ] == " USD " : #TODO: check if there are others ..
self . currency = " $ "
elif self . MyHand . gametype [ ' currency ' ] == " EUR " :
self . currency = " € "
self . table = { } #create table with positions, player names, status (live/folded), stacks and chips on table
for i in range ( 0 , self . maxseats ) : # radius: 200, center: 250,250
x = int ( round ( 250 + 200 * math . cos ( 2 * i * math . pi / self . maxseats ) ) )
y = int ( round ( 250 + 200 * math . sin ( 2 * i * math . pi / self . maxseats ) ) )
try :
self . table [ i ] = { " name " : self . MyHand . players [ i ] [ 1 ] , " stack " : Decimal ( self . MyHand . players [ i ] [ 2 ] ) , " x " : x , " y " : y , " chips " : 0 , " status " : " live " } #save coordinates of each player
try :
self . table [ i ] [ ' holecards ' ] = self . MyHand . holecards [ " PREFLOP " ] [ self . MyHand . players [ i ] [ 1 ] ] [ 1 ] + ' ' + self . MyHand . holecards [ " PREFLOP " ] [ self . MyHand . players [ i ] [ 1 ] ] [ 2 ]
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print " holecards: " , self . table [ i ] [ ' holecards ' ]
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except :
self . table [ i ] [ ' holecards ' ] = ' '
except IndexError : #if seat is empty
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print " seat " , i + 1 , " out of " , self . maxseats , " empty "
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self . actions = [ ] #create list with all actions
if isinstance ( self . MyHand , HoldemOmahaHand ) :
if self . MyHand . gametype [ ' category ' ] == ' holdem ' :
self . play_holdem ( )
self . action_number = 0
self . action_level = 0
self . pot = 0
gobject . timeout_add ( 1000 , self . draw_action )
def area_expose ( self , area , event ) :
self . style = self . area . get_style ( )
self . gc = self . style . fg_gc [ gtk . STATE_NORMAL ]
playerid = ' 999 ' #makes sure we have an error if player is not recognised
for i in range ( 0 , len ( self . table ) ) : #surely there must be a better way to find the player id in the table...
if self . table [ i ] [ ' name ' ] == self . actions [ self . action_number ] [ 1 ] :
playerid = i
if self . actions [ self . action_number ] [ 2 ] == " folds " :
self . table [ playerid ] [ " status " ] = " folded "
if self . actions [ self . action_number ] [ 3 ] :
self . table [ playerid ] [ " stack " ] - = Decimal ( self . actions [ self . action_number ] [ 3 ] ) #decreases stack if player bets
self . pot + = Decimal ( self . actions [ self . action_number ] [ 3 ] ) #increase pot
self . table [ playerid ] [ " chips " ] + = Decimal ( self . actions [ self . action_number ] [ 3 ] ) #increase player's chips on table
cm = self . gc . get_colormap ( ) #create colormap toi be able to play with colours
color = cm . alloc_color ( " black " ) #defaults to black
self . gc . set_foreground ( color )
self . area . window . draw_arc ( self . gc , 0 , 125 , 125 , 300 , 300 , 0 , 360 * 64 ) #table
for i in self . table :
if self . table [ i ] [ " status " ] == " folded " :
color = cm . alloc_color ( " grey " ) #player has folded => greyed out
self . gc . set_foreground ( color )
else :
color = cm . alloc_color ( " black " ) #player is live
self . gc . set_foreground ( color )
self . pangolayout . set_text ( self . table [ i ] [ " name " ] + self . table [ i ] [ " holecards " ] ) #player names + holecards
self . area . window . draw_layout ( self . gc , self . table [ i ] [ " x " ] , self . table [ i ] [ " y " ] , self . pangolayout )
self . pangolayout . set_text ( ' $ ' + str ( self . table [ i ] [ " stack " ] ) ) #player stacks
self . area . window . draw_layout ( self . gc , self . table [ i ] [ " x " ] + 10 , self . table [ i ] [ " y " ] + 20 , self . pangolayout )
color = cm . alloc_color ( " green " )
self . gc . set_foreground ( color )
self . pangolayout . set_text ( self . currency + str ( self . pot ) ) #displays pot
self . area . window . draw_layout ( self . gc , 270 , 270 , self . pangolayout )
if self . actions [ self . action_number ] [ 0 ] > 1 : #displays flop
self . pangolayout . set_text ( self . MyHand . board [ ' FLOP ' ] [ 0 ] + " " + self . MyHand . board [ ' FLOP ' ] [ 1 ] + " " + self . MyHand . board [ ' FLOP ' ] [ 2 ] )
self . area . window . draw_layout ( self . gc , 210 , 240 , self . pangolayout )
if self . actions [ self . action_number ] [ 0 ] > 2 : #displays turn
self . pangolayout . set_text ( self . MyHand . board [ ' TURN ' ] [ 0 ] )
self . area . window . draw_layout ( self . gc , 270 , 240 , self . pangolayout )
if self . actions [ self . action_number ] [ 0 ] > 3 : #displays river
self . pangolayout . set_text ( self . MyHand . board [ ' RIVER ' ] [ 0 ] )
self . area . window . draw_layout ( self . gc , 290 , 240 , self . pangolayout )
color = cm . alloc_color ( " red " ) #highlights the action
self . gc . set_foreground ( color )
self . pangolayout . set_text ( self . actions [ self . action_number ] [ 2 ] ) #displays action
self . area . window . draw_layout ( self . gc , self . table [ playerid ] [ " x " ] + 10 , self . table [ playerid ] [ " y " ] + 35 , self . pangolayout )
if self . actions [ self . action_number ] [ 3 ] : #displays amount
self . pangolayout . set_text ( self . currency + self . actions [ self . action_number ] [ 3 ] )
self . area . window . draw_layout ( self . gc , self . table [ playerid ] [ " x " ] + 10 , self . table [ playerid ] [ " y " ] + 55 , self . pangolayout )
color = cm . alloc_color ( " black " ) #we don't want to draw the filters and others in red
self . gc . set_foreground ( color )
def play_holdem ( self ) :
actions = ( ' BLINDSANTES ' , ' PREFLOP ' , ' FLOP ' , ' TURN ' , ' RIVER ' )
for action in actions :
for i in range ( 0 , len ( self . MyHand . actions [ action ] ) ) :
player = self . MyHand . actions [ action ] [ i ] [ 0 ]
act = self . MyHand . actions [ action ] [ i ] [ 1 ]
try :
amount = str ( self . MyHand . actions [ action ] [ i ] [ 2 ] )
except :
amount = ' ' #no amount
self . actions . append ( [ actions . index ( action ) , player , act , amount ] ) #create table with all actions
def draw_action ( self ) :
if self . action_number == len ( self . actions ) - 1 : #no more actions, we exit the loop
return False
if self . actions [ self . action_number ] [ 0 ] != self . action_level : #have we changed street ?
self . action_level = self . actions [ self . action_number ] [ 0 ] #record the new street
if self . action_level > 1 : #we don't want to refresh if simply moving from antes/blinds to preflop action
alloc = self . area . get_allocation ( )
rect = gtk . gdk . Rectangle ( 0 , 0 , alloc . width , alloc . height )
self . area . window . invalidate_rect ( rect , True ) #make sure we refresh the whole screen
self . action_number + = 1
if self . area . window :
playerid = ' 999 ' #makes sure we have an error if player is not recognised
for i in range ( 0 , len ( self . table ) ) : #surely there must be a better way to find the player id in the table...
if self . table [ i ] [ ' name ' ] == self . actions [ self . action_number ] [ 1 ] :
playerid = i
rect = gtk . gdk . Rectangle ( self . table [ playerid ] [ " x " ] , self . table [ playerid ] [ " y " ] , 100 , 100 )
self . area . window . invalidate_rect ( rect , True ) #refresh player area of the screen
rect = gtk . gdk . Rectangle ( 270 , 270 , 100 , 50 )
self . area . window . invalidate_rect ( rect , True ) #refresh pot area
self . area . window . process_updates ( True )
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print " draw action: " , self . action_number , self . actions [ self . action_number ] [ 1 ] , self . actions [ self . action_number ] [ 2 ] , self . actions [ self . action_number ] [ 3 ]
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return True
def get_vbox ( self ) :
""" returns the vbox of this thread """
return self . mainHBox
def importhand ( self , handnumber = 1 ) :
""" Temporary function that grabs a Hand object from a specified file. Obviously this will
be replaced by a function to select a hand from the db in the not so distant future .
This code has been shamelessly stolen from Carl
"""
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if True :
settings = { }
settings . update ( self . conf . get_db_parameters ( ) )
settings . update ( self . conf . get_import_parameters ( ) )
settings . update ( self . conf . get_default_paths ( ) )
importer = fpdb_import . Importer ( False , settings , self . conf , None )
importer . setDropIndexes ( " don ' t drop " )
importer . setFailOnError ( True )
importer . setThreads ( - 1 )
importer . setCallHud ( False )
importer . setFakeCacheHHC ( True )
print " DEBUG: self.filename: ' %s ' self.site: ' %s ' " % ( self . filename , self . site )
importer . addBulkImportImportFileOrDir ( self . filename , site = self . site )
( stored , dups , partial , errs , ttime ) = importer . runImport ( )
hhc = importer . getCachedHHC ( )
handlist = hhc . getProcessedHands ( )
return handlist [ 0 ]
else :
# Fetch hand info
# We need at least sitename, gametype, handid
# for the Hand.__init__
####### Shift this section in Database.py for all to use ######
handid = 40
q = self . sql . query [ ' get_gameinfo_from_hid ' ]
q = q . replace ( ' %s ' , self . sql . query [ ' placeholder ' ] )
c = self . db . get_cursor ( )
c . execute ( q , ( handid , ) )
res = c . fetchone ( )
gametype = { ' category ' : res [ 1 ] , ' base ' : res [ 2 ] , ' type ' : res [ 3 ] , ' limitType ' : res [ 4 ] , ' hilo ' : res [ 5 ] , ' sb ' : res [ 6 ] , ' bb ' : res [ 7 ] , ' currency ' : res [ 10 ] }
#FIXME: smallbet and bigbet are res[8] and res[9] respectively
###### End section ########
print " DEBUG: gametype: %s " % gametype
if gametype [ ' base ' ] == ' hold ' :
h = HoldemOmahaHand ( config = self . conf , hhc = None , sitename = res [ 0 ] , gametype = gametype , handText = None , builtFrom = " DB " , handid = handid )
h . select ( self . db , handid )
elif gametype [ ' base ' ] == ' stud ' :
print " DEBUG: Create stud hand here "
elif gametype [ ' base ' ] == ' draw ' :
print " DEBUG: Create draw hand here "
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def temp ( self ) :
pass
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def main ( argv = None ) :
""" main can also be called in the python interpreter, by supplying the command line as the argument. """
if argv is None :
argv = sys . argv [ 1 : ]
def destroy ( * args ) : # call back for terminating the main eventloop
gtk . main_quit ( )
import Options
( options , argv ) = Options . fpdb_options ( )
if options . usage == True :
#Print usage examples and exit
sys . exit ( 0 )
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if options . sitename :
options . sitename = Options . site_alias ( options . sitename )
if options . sitename == False :
usage ( )
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config = Configuration . Config ( file = " HUD_config.test.xml " )
db = Database . Database ( config )
sql = SQL . Sql ( db_server = ' sqlite ' )
main_window = gtk . Window ( )
main_window . connect ( ' destroy ' , destroy )
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replayer = GuiReplayer ( config , sql , main_window , options = options , debug = True )
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main_window . add ( replayer . get_vbox ( ) )
main_window . set_default_size ( 800 , 800 )
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main_window . show ( )
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gtk . main ( )
if __name__ == ' __main__ ' :
sys . exit ( main ( ) )