added checks to see if player has folded when processing wether they've seen streets/showdown (corrects problem of player calling someone's short all in and it not counting as having seen showdown)

This commit is contained in:
Eric Blade 2009-12-03 12:35:00 -05:00
parent f05b521d6f
commit 3248cb60f2

View File

@ -1244,21 +1244,23 @@ sure to also change the following storage method and table_viewer.prepare_data i
isAllIn = False
if any(i for i in allIns[0][player]):
isAllIn = True
if (len(action_types[1][player])>0 or isAllIn):
if isAllIn or len(action_types[1][player]) > 0:
myStreet1Seen = True
if any(i for i in allIns[1][player]):
isAllIn = True
if (len(action_types[2][player])>0 or isAllIn):
myStreet2Seen = True
if isAllIn or len(action_types[2][player]) > 0:
if all(actiontype != "fold" for actiontype in action_types[1][player]):
myStreet2Seen = True
if any(i for i in allIns[2][player]):
isAllIn = True
if (len(action_types[3][player])>0 or isAllIn):
myStreet3Seen = True
if isAllIn or len(action_types[3][player]) > 0:
if all(actiontype != "fold" for actiontype in action_types[2][player]):
myStreet3Seen = True
#print "base:", base
if base=="hold":
if base == "hold":
mySawShowdown = True
if any(actiontype == "fold" for actiontype in action_types[3][player]):
mySawShowdown = False
@ -1266,7 +1268,7 @@ sure to also change the following storage method and table_viewer.prepare_data i
#print "in else"
if any(i for i in allIns[3][player]):
isAllIn = True
if (len(action_types[4][player])>0 or isAllIn):
if isAllIn or len(action_types[4][player]) > 0:
#print "in if"
myStreet4Seen = True