extensive use of any() in WTSD WMSD calcs

This commit is contained in:
eblade 2009-03-18 23:48:23 -04:00
parent f823db4eef
commit e4ac034774

View File

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