extensive use of any() in WTSD WMSD calcs
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@ -1777,30 +1777,29 @@ sure to also change the following storage method and table_viewer.prepare_data i
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#calculate VPIP and PFR
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#calculate VPIP and PFR
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street=0
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street=0
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heroPfRaiseCount=0
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heroPfRaiseCount=0
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for count in xrange(len(action_types[street][player])):#finally individual actions
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for currentAction in action_types[street][player]: # finally individual actions
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currentAction=action_types[street][player][count]
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if currentAction == "bet":
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if currentAction=="bet":
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myStreet0Aggr = True
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myStreet0Aggr=True
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if currentAction == "bet" or currentAction == "call":
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if (currentAction=="bet" or currentAction=="call"):
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myStreet0VPI = True
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myStreet0VPI=True
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#PF3B4BChance and PF3B4B
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#PF3B4BChance and PF3B4B
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pfFold=-1
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pfFold=-1
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pfRaise=-1
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pfRaise=-1
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if firstPfRaiseByNo!=-1:
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if firstPfRaiseByNo != -1:
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for i in xrange(len(actionTypeByNo[0])):
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for i, actionType in enumerate(actionTypeByNo[0]):
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if actionTypeByNo[0][i][0]==player_ids[player]:
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if actionType[0] == player_ids[player]:
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if actionTypeByNo[0][i][1]=="bet" and pfRaise==-1 and i>firstPfRaiseByNo:
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if actionType[1] == "bet" and pfRaise == -1 and i > firstPfRaiseByNo:
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pfRaise=i
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pfRaise = i
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if actionTypeByNo[0][i][1]=="fold" and pfFold==-1:
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if actionType[1] == "fold" and pfFold == -1:
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pfFold=i
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pfFold = i
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if pfFold==-1 or pfFold>firstPfRaiseByNo:
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if pfFold == -1 or pfFold > firstPfRaiseByNo:
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myStreet0_3B4BChance=True
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myStreet0_3B4BChance = True
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if pfRaise>firstPfRaiseByNo:
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if pfRaise > firstPfRaiseByNo:
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myStreet0_3B4BDone=True
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myStreet0_3B4BDone = True
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#steal calculations
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#steal calculations
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if base=="hold":
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if base == "hold":
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if len(player_ids)>=5: #no point otherwise
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if len(player_ids)>=5: #no point otherwise
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if positions[player]==1:
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if positions[player]==1:
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if firstPfRaiserId==player_ids[player]:
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if firstPfRaiserId==player_ids[player]:
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@ -1828,44 +1827,38 @@ sure to also change the following storage method and table_viewer.prepare_data i
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#calculate saw* values
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#calculate saw* values
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isAllIn=False
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isAllIn = False
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for i in xrange(len(allIns[0][player])):
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if any(i for i in allIns[0][player]):
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if allIns[0][player][i]:
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isAllIn = True
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isAllIn=True
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if (len(action_types[1][player])>0 or isAllIn):
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if (len(action_types[1][player])>0 or isAllIn):
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myStreet1Seen=True
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myStreet1Seen = True
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for i in xrange(len(allIns[1][player])):
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if any(i for i in allIns[1][player]):
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if allIns[1][player][i]:
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isAllIn = True
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isAllIn=True
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if (len(action_types[2][player])>0 or isAllIn):
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if (len(action_types[2][player])>0 or isAllIn):
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myStreet2Seen=True
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myStreet2Seen = True
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for i in xrange(len(allIns[2][player])):
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if any(i for i in allIns[2][player]):
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if allIns[2][player][i]:
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isAllIn = True
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isAllIn=True
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if (len(action_types[3][player])>0 or isAllIn):
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if (len(action_types[3][player])>0 or isAllIn):
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myStreet3Seen=True
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myStreet3Seen = True
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#print "base:", base
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#print "base:", base
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if base=="hold":
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if base=="hold":
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mySawShowdown=True
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mySawShowdown = True
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for count in xrange(len(action_types[3][player])):
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if any(actiontype == "fold" for actiontype in action_types[3][player]):
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if action_types[3][player][count]=="fold":
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mySawShowdown = False
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mySawShowdown=False
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else:
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else:
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#print "in else"
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#print "in else"
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for i in xrange(len(allIns[3][player])):
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if any(i for i in allIns[3][player]):
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if allIns[3][player][i]:
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isAllIn = True
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isAllIn=True
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if (len(action_types[4][player])>0 or isAllIn):
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if (len(action_types[4][player])>0 or isAllIn):
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#print "in if"
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#print "in if"
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myStreet4Seen=True
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myStreet4Seen = True
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mySawShowdown=True
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mySawShowdown = True
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for count in xrange(len(action_types[4][player])):
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if any(actiontype == "fold" for actiontype in action_types[4][player]):
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if action_types[4][player][count]=="fold":
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mySawShowdown = False
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mySawShowdown=False
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#flop stuff
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#flop stuff
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