#!/usr/bin/python # -*- coding: utf-8 -*- #Copyright 2008-2010 Carl Gherardi #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 . #In the "official" distribution you can find the license in agpl-3.0.txt. #fpdb modules import Card from decimal import Decimal import logging # logging has been set up in fpdb.py or HUD_main.py, use their settings: log = logging.getLogger("parser") class DerivedStats(): def __init__(self, hand): self.hand = hand self.hands = {} self.handsplayers = {} self.handsactions = {} def getStats(self, hand): for player in hand.players: self.handsplayers[player[1]] = {} #Init vars that may not be used, but still need to be inserted. # All stud street4 need this when importing holdem self.handsplayers[player[1]]['winnings'] = 0 self.handsplayers[player[1]]['rake'] = 0 self.handsplayers[player[1]]['totalProfit'] = 0 self.handsplayers[player[1]]['street4Seen'] = False self.handsplayers[player[1]]['street4Aggr'] = False self.handsplayers[player[1]]['wonWhenSeenStreet1'] = 0.0 self.handsplayers[player[1]]['sawShowdown'] = False self.handsplayers[player[1]]['wonAtSD'] = 0.0 self.handsplayers[player[1]]['startCards'] = 0 self.handsplayers[player[1]]['position'] = 2 self.handsplayers[player[1]]['street0_3BChance'] = False self.handsplayers[player[1]]['street0_3BDone'] = False self.handsplayers[player[1]]['street0_4BChance'] = False #FIXME: this might not actually be implemented self.handsplayers[player[1]]['street0_4BDone'] = False #FIXME: this might not actually be implemented self.handsplayers[player[1]]['raiseFirstInChance'] = False self.handsplayers[player[1]]['raisedFirstIn'] = False self.handsplayers[player[1]]['foldBbToStealChance'] = False self.handsplayers[player[1]]['foldSbToStealChance'] = False self.handsplayers[player[1]]['foldedSbToSteal'] = False self.handsplayers[player[1]]['foldedBbToSteal'] = False self.handsplayers[player[1]]['tourneyTypeId'] = None for i in range(5): self.handsplayers[player[1]]['street%dCalls' % i] = 0 self.handsplayers[player[1]]['street%dBets' % i] = 0 self.handsplayers[player[1]]['street%dRaises' % i] = 0 for i in range(1,5): self.handsplayers[player[1]]['street%dCBChance' %i] = False self.handsplayers[player[1]]['street%dCBDone' %i] = False self.handsplayers[player[1]]['street%dCheckCallRaiseChance' %i] = False self.handsplayers[player[1]]['street%dCheckCallRaiseDone' %i] = False self.handsplayers[player[1]]['otherRaisedStreet%d' %i] = False self.handsplayers[player[1]]['foldToOtherRaisedStreet%d' %i] = False #FIXME - Everything below this point is incomplete. self.handsplayers[player[1]]['other3BStreet0'] = False self.handsplayers[player[1]]['other4BStreet0'] = False self.handsplayers[player[1]]['otherRaisedStreet0'] = False self.handsplayers[player[1]]['foldToOtherRaisedStreet0'] = False for i in range(1,5): self.handsplayers[player[1]]['foldToStreet%dCBChance' %i] = False self.handsplayers[player[1]]['foldToStreet%dCBDone' %i] = False self.handsplayers[player[1]]['wonWhenSeenStreet2'] = 0.0 self.handsplayers[player[1]]['wonWhenSeenStreet3'] = 0.0 self.handsplayers[player[1]]['wonWhenSeenStreet4'] = 0.0 self.assembleHands(self.hand) self.assembleHandsPlayers(self.hand) if self.hand.saveActions: self.assembleHandsActions(self.hand) def getHands(self): return self.hands def getHandsPlayers(self): return self.handsplayers def getHandsActions(self): return self.handsactions def assembleHands(self, hand): self.hands['tableName'] = hand.tablename self.hands['siteHandNo'] = hand.handid self.hands['gametypeId'] = None # Leave None, handled later after checking db self.hands['sessionId'] = None # Leave None, added later if caching sessions self.hands['startTime'] = hand.startTime # format this! self.hands['importTime'] = None self.hands['seats'] = self.countPlayers(hand) self.hands['maxSeats'] = hand.maxseats self.hands['texture'] = None # No calculation done for this yet. self.hands['tourneyId'] = hand.tourneyId # This (i think...) is correct for both stud and flop games, as hand.board['street'] disappears, and # those values remain default in stud. boardcards = [] for street in hand.communityStreets: boardcards += hand.board[street] boardcards += [u'0x', u'0x', u'0x', u'0x', u'0x'] cards = [Card.encodeCard(c) for c in boardcards[0:5]] self.hands['boardcard1'] = cards[0] self.hands['boardcard2'] = cards[1] self.hands['boardcard3'] = cards[2] self.hands['boardcard4'] = cards[3] self.hands['boardcard5'] = cards[4] #print "DEBUG: self.getStreetTotals = (%s, %s, %s, %s, %s)" % hand.getStreetTotals() totals = hand.getStreetTotals() totals = [int(100*i) for i in totals] self.hands['street1Pot'] = totals[0] self.hands['street2Pot'] = totals[1] self.hands['street3Pot'] = totals[2] self.hands['street4Pot'] = totals[3] self.hands['showdownPot'] = totals[4] self.vpip(hand) # Gives playersVpi (num of players vpip) #print "DEBUG: vpip: %s" %(self.hands['playersVpi']) self.playersAtStreetX(hand) # Gives playersAtStreet1..4 and Showdown #print "DEBUG: playersAtStreet 1:'%s' 2:'%s' 3:'%s' 4:'%s'" %(self.hands['playersAtStreet1'],self.hands['playersAtStreet2'],self.hands['playersAtStreet3'],self.hands['playersAtStreet4']) self.streetXRaises(hand) def assembleHandsPlayers(self, hand): #street0VPI/vpip already called in Hand # sawShowdown is calculated in playersAtStreetX, as that calculation gives us a convenient list of names #hand.players = [[seat, name, chips],[seat, name, chips]] for player in hand.players: self.handsplayers[player[1]]['seatNo'] = player[0] self.handsplayers[player[1]]['startCash'] = int(100 * Decimal(player[2])) self.handsplayers[player[1]]['sitout'] = False #TODO: implement actual sitout detection if hand.gametype["type"]=="tour": self.handsplayers[player[1]]['tourneyTypeId']=hand.tourneyTypeId self.handsplayers[player[1]]['tourneysPlayersIds'] = hand.tourneysPlayersIds[player[1]] else: self.handsplayers[player[1]]['tourneysPlayersIds'] = None # XXX: enumerate(list, start=x) is python 2.6 syntax; 'start' #for i, street in enumerate(hand.actionStreets[2:], start=1): for i, street in enumerate(hand.actionStreets[2:]): self.seen(self.hand, i+1) for i, street in enumerate(hand.actionStreets[1:]): self.aggr(self.hand, i) self.calls(self.hand, i) self.bets(self.hand, i) if i>0: self.folds(self.hand, i) # Winnings is a non-negative value of money collected from the pot, which already includes the # rake taken out. hand.collectees is Decimal, database requires cents for player in hand.collectees: self.handsplayers[player]['winnings'] = int(100 * hand.collectees[player]) #FIXME: This is pretty dodgy, rake = hand.rake/#collectees # You can really only pay rake when you collect money, but # different sites calculate rake differently. # Should be fine for split-pots, but won't be accurate for multi-way pots self.handsplayers[player]['rake'] = int(100* hand.rake)/len(hand.collectees) if self.handsplayers[player]['street1Seen'] == True: self.handsplayers[player]['wonWhenSeenStreet1'] = 1.0 if self.handsplayers[player]['street2Seen'] == True: self.handsplayers[player]['wonWhenSeenStreet2'] = 1.0 if self.handsplayers[player]['street3Seen'] == True: self.handsplayers[player]['wonWhenSeenStreet3'] = 1.0 if self.handsplayers[player]['street4Seen'] == True: self.handsplayers[player]['wonWhenSeenStreet4'] = 1.0 if self.handsplayers[player]['sawShowdown'] == True: self.handsplayers[player]['wonAtSD'] = 1.0 for player in hand.pot.committed: self.handsplayers[player]['totalProfit'] = int(self.handsplayers[player]['winnings'] - (100*hand.pot.committed[player])- (100*hand.pot.common[player])) self.calcCBets(hand) for player in hand.players: hcs = hand.join_holecards(player[1], asList=True) hcs = hcs + [u'0x', u'0x', u'0x', u'0x', u'0x'] #for i, card in enumerate(hcs[:7], 1): #Python 2.6 syntax # self.handsplayers[player[1]]['card%s' % i] = Card.encodeCard(card) for i, card in enumerate(hcs[:7]): self.handsplayers[player[1]]['card%s' % (i+1)] = Card.encodeCard(card) self.handsplayers[player[1]]['startCards'] = Card.calcStartCards(hand, player[1]) self.setPositions(hand) self.calcCheckCallRaise(hand) self.calc34BetStreet0(hand) self.calcSteals(hand) # Additional stats # 3betSB, 3betBB # Squeeze, Ratchet? def assembleHandsActions(self, hand): k = 0 for i, street in enumerate(hand.actionStreets): for j, act in enumerate(hand.actions[street]): k += 1 self.handsactions[k] = {} #default values self.handsactions[k]['amount'] = 0 self.handsactions[k]['raiseTo'] = 0 self.handsactions[k]['amountCalled'] = 0 self.handsactions[k]['numDiscarded'] = 0 self.handsactions[k]['cardsDiscarded'] = None self.handsactions[k]['allIn'] = False #Insert values from hand.actions self.handsactions[k]['player'] = act[0] self.handsactions[k]['street'] = i-1 self.handsactions[k]['actionNo'] = k self.handsactions[k]['streetActionNo'] = (j+1) self.handsactions[k]['actionId'] = hand.ACTION[act[1]] if act[1] not in ('discards') and len(act) > 2: self.handsactions[k]['amount'] = int(100 * act[2]) if act[1] in ('raises', 'completes'): self.handsactions[k]['raiseTo'] = int(100 * act[3]) self.handsactions[k]['amountCalled'] = int(100 * act[4]) if act[1] in ('discards'): self.handsactions[k]['numDiscarded'] = int(act[2]) if act[1] in ('discards') and len(act) > 3: self.handsactions[k]['cardsDiscarded'] = act[3] if len(act) > 3 and act[1] not in ('discards'): self.handsactions[k]['allIn'] = act[-1] def setPositions(self, hand): """Sets the position for each player in HandsPlayers any blinds are negative values, and the last person to act on the first betting round is 0 NOTE: HU, both values are negative for non-stud games NOTE2: I've never seen a HU stud match""" actions = hand.actions[hand.holeStreets[0]] # Note: pfbao list may not include big blind if all others folded players = self.pfbao(actions) # set blinds first, then others from pfbao list, avoids problem if bb # is missing from pfbao list or if there is no small blind sb, bb, bi = False, False, False if hand.gametype['base'] == 'stud': # Stud position is determined after cards are dealt bi = [x[0] for x in hand.actions[hand.actionStreets[1]] if x[1] == 'bringin'] else: bb = [x[0] for x in hand.actions[hand.actionStreets[0]] if x[1] == 'big blind'] sb = [x[0] for x in hand.actions[hand.actionStreets[0]] if x[1] == 'small blind'] # if there are > 1 sb or bb only the first is used! if bb: self.handsplayers[bb[0]]['position'] = 'B' if bb[0] in players: players.remove(bb[0]) if sb: self.handsplayers[sb[0]]['position'] = 'S' if sb[0] in players: players.remove(sb[0]) if bi: self.handsplayers[bi[0]]['position'] = 'S' if bi[0] in players: players.remove(bi[0]) #print "DEBUG: bb: '%s' sb: '%s' bi: '%s' plyrs: '%s'" %(bb, sb, bi, players) for i,player in enumerate(reversed(players)): self.handsplayers[player]['position'] = i def assembleHudCache(self, hand): # No real work to be done - HandsPlayers data already contains the correct info pass def vpip(self, hand): vpipers = set() for act in hand.actions[hand.actionStreets[1]]: if act[1] in ('calls','bets', 'raises', 'completes'): vpipers.add(act[0]) self.hands['playersVpi'] = len(vpipers) for player in hand.players: if player[1] in vpipers: self.handsplayers[player[1]]['street0VPI'] = True else: self.handsplayers[player[1]]['street0VPI'] = False def playersAtStreetX(self, hand): """ playersAtStreet1 SMALLINT NOT NULL, /* num of players seeing flop/street4/draw1 */""" # self.actions[street] is a list of all actions in a tuple, contining the player name first # [ (player, action, ....), (player2, action, ...) ] # The number of unique players in the list per street gives the value for playersAtStreetXXX # FIXME?? - This isn't couting people that are all in - at least showdown needs to reflect this # ... new code below hopefully fixes this self.hands['playersAtStreet1'] = 0 self.hands['playersAtStreet2'] = 0 self.hands['playersAtStreet3'] = 0 self.hands['playersAtStreet4'] = 0 self.hands['playersAtShowdown'] = 0 # alliners = set() # for (i, street) in enumerate(hand.actionStreets[2:]): # actors = set() # for action in hand.actions[street]: # if len(action) > 2 and action[-1]: # allin # alliners.add(action[0]) # actors.add(action[0]) # if len(actors)==0 and len(alliners)<2: # alliners = set() # self.hands['playersAtStreet%d' % (i+1)] = len(set.union(alliners, actors)) # # actions = hand.actions[hand.actionStreets[-1]] # print "p_actions:", self.pfba(actions), "p_folds:", self.pfba(actions, l=('folds',)), "alliners:", alliners # pas = set.union(self.pfba(actions) - self.pfba(actions, l=('folds',)), alliners) # hand.players includes people that are sitting out on some sites for cash games # actionStreets[1] is 'DEAL', 'THIRD', 'PREFLOP', so any player dealt cards # must act on this street if dealt cards. Almost certainly broken for the 'all-in blind' case # and right now i don't care - CG p_in = set([x[0] for x in hand.actions[hand.actionStreets[1]]]) for (i, street) in enumerate(hand.actionStreets): actions = hand.actions[street] p_in = p_in - self.pfba(actions, l=('folds',)) self.hands['playersAtStreet%d' % (i-1)] = len(p_in) self.hands['playersAtShowdown'] = len(p_in) if self.hands['playersAtShowdown'] > 1: for player in p_in: self.handsplayers[player]['sawShowdown'] = True def streetXRaises(self, hand): # self.actions[street] is a list of all actions in a tuple, contining the action as the second element # [ (player, action, ....), (player2, action, ...) ] # No idea what this value is actually supposed to be # In theory its "num small bets paid to see flop/street4, including blind" which makes sense for limit. Not so useful for nl # Leaving empty for the moment, for i in range(5): self.hands['street%dRaises' % i] = 0 for (i, street) in enumerate(hand.actionStreets[1:]): self.hands['street%dRaises' % i] = len(filter( lambda action: action[1] in ('raises','bets'), hand.actions[street])) def calcSteals(self, hand): """Fills raiseFirstInChance|raisedFirstIn, fold(Bb|Sb)ToSteal(Chance|) Steal attempt - open raise on positions 1 0 S - i.e. CO, BU, SB (note: I don't think PT2 counts SB steals in HU hands, maybe we shouldn't?) Fold to steal - folding blind after steal attemp wo any other callers or raisers """ steal_attempt = False raised = False steal_positions = (1, 0, 'S') if hand.gametype['base'] == 'stud': steal_positions = (2, 1, 0) for action in hand.actions[hand.actionStreets[1]]: pname, act = action[0], action[1] posn = self.handsplayers[pname]['position'] #print "\naction:", action[0], posn, type(posn), steal_attempt, act if posn == 'B': #NOTE: Stud games will never hit this section self.handsplayers[pname]['foldBbToStealChance'] = steal_attempt self.handsplayers[pname]['foldedBbToSteal'] = steal_attempt and act == 'folds' break elif posn == 'S': self.handsplayers[pname]['foldSbToStealChance'] = steal_attempt self.handsplayers[pname]['foldedSbToSteal'] = steal_attempt and act == 'folds' if steal_attempt and act != 'folds': break if not steal_attempt and not raised and not act in ('bringin'): self.handsplayers[pname]['raiseFirstInChance'] = True if act in ('bets', 'raises', 'completes'): self.handsplayers[pname]['raisedFirstIn'] = True raised = True if posn in steal_positions: steal_attempt = True if act == 'calls': break if posn not in steal_positions and act not in ('folds', 'bringin'): break def calc34BetStreet0(self, hand): """Fills street0_(3|4)B(Chance|Done), other(3|4)BStreet0""" bet_level = 1 # bet_level after 3-bet is equal to 3 for action in hand.actions[hand.actionStreets[1]]: # FIXME: fill other(3|4)BStreet0 - i have no idea what does it mean pname, aggr = action[0], action[1] in ('raises', 'bets') self.handsplayers[pname]['street0_3BChance'] = self.handsplayers[pname]['street0_3BChance'] or bet_level == 2 self.handsplayers[pname]['street0_4BChance'] = bet_level == 3 self.handsplayers[pname]['street0_3BDone'] = self.handsplayers[pname]['street0_3BDone'] or (aggr and self.handsplayers[pname]['street0_3BChance']) self.handsplayers[pname]['street0_4BDone'] = aggr and (self.handsplayers[pname]['street0_4BChance']) if aggr: bet_level += 1 def calcCBets(self, hand): """Fill streetXCBChance, streetXCBDone, foldToStreetXCBDone, foldToStreetXCBChance Continuation Bet chance, action: Had the last bet (initiative) on previous street, got called, close street action Then no bets before the player with initiatives first action on current street ie. if player on street-1 had initiative and no donkbets occurred """ # XXX: enumerate(list, start=x) is python 2.6 syntax; 'start' # came there #for i, street in enumerate(hand.actionStreets[2:], start=1): for i, street in enumerate(hand.actionStreets[2:]): name = self.lastBetOrRaiser(hand.actionStreets[i+1]) if name: chance = self.noBetsBefore(hand.actionStreets[i+2], name) if chance == True: self.handsplayers[name]['street%dCBChance' % (i+1)] = True self.handsplayers[name]['street%dCBDone' % (i+1)] = self.betStreet(hand.actionStreets[i+2], name) def calcCheckCallRaise(self, hand): """Fill streetXCheckCallRaiseChance, streetXCheckCallRaiseDone streetXCheckCallRaiseChance = got raise/bet after check streetXCheckCallRaiseDone = checked. got raise/bet. didn't fold CG: CheckCall would be a much better name for this. """ # XXX: enumerate(list, start=x) is python 2.6 syntax; 'start' #for i, street in enumerate(hand.actionStreets[2:], start=1): for i, street in enumerate(hand.actionStreets[2:]): actions = hand.actions[hand.actionStreets[i+1]] checkers = set() initial_raiser = None for action in actions: pname, act = action[0], action[1] if act in ('bets', 'raises') and initial_raiser is None: initial_raiser = pname elif act == 'checks' and initial_raiser is None: checkers.add(pname) elif initial_raiser is not None and pname in checkers: self.handsplayers[pname]['street%dCheckCallRaiseChance' % (i+1)] = True self.handsplayers[pname]['street%dCheckCallRaiseDone' % (i+1)] = act!='folds' def seen(self, hand, i): pas = set() for act in hand.actions[hand.actionStreets[i+1]]: pas.add(act[0]) for player in hand.players: if player[1] in pas: self.handsplayers[player[1]]['street%sSeen' % i] = True else: self.handsplayers[player[1]]['street%sSeen' % i] = False def aggr(self, hand, i): aggrers = set() others = set() # Growl - actionStreets contains 'BLINDSANTES', which isn't actually an action street firstAggrMade=False for act in hand.actions[hand.actionStreets[i+1]]: if firstAggrMade: others.add(act[0]) if act[1] in ('completes', 'bets', 'raises'): aggrers.add(act[0]) firstAggrMade=True for player in hand.players: #print "DEBUG: actionStreet[%s]: %s" %(hand.actionStreets[i+1], i) if player[1] in aggrers: self.handsplayers[player[1]]['street%sAggr' % i] = True else: self.handsplayers[player[1]]['street%sAggr' % i] = False if len(aggrers)>0 and i>0: for playername in others: self.handsplayers[playername]['otherRaisedStreet%s' % i] = True #print "otherRaised detected on handid "+str(hand.handid)+" for "+playername+" on street "+str(i) if i > 0 and len(aggrers) > 0: for playername in others: self.handsplayers[playername]['otherRaisedStreet%s' % i] = True #print "DEBUG: otherRaised detected on handid %s for %s on actionStreet[%s]: %s" # %(hand.handid, playername, hand.actionStreets[i+1], i) def calls(self, hand, i): callers = [] for act in hand.actions[hand.actionStreets[i+1]]: if act[1] in ('calls'): self.handsplayers[act[0]]['street%sCalls' % i] = 1 + self.handsplayers[act[0]]['street%sCalls' % i] # CG - I'm sure this stat is wrong # Best guess is that raise = 2 bets def bets(self, hand, i): for act in hand.actions[hand.actionStreets[i+1]]: if act[1] in ('bets'): self.handsplayers[act[0]]['street%sBets' % i] = 1 + self.handsplayers[act[0]]['street%sBets' % i] def folds(self, hand, i): for act in hand.actions[hand.actionStreets[i+1]]: if act[1] in ('folds'): if self.handsplayers[act[0]]['otherRaisedStreet%s' % i] == True: self.handsplayers[act[0]]['foldToOtherRaisedStreet%s' % i] = True #print "DEBUG: fold detected on handid %s for %s on actionStreet[%s]: %s" # %(hand.handid, act[0],hand.actionStreets[i+1], i) def countPlayers(self, hand): pass def pfba(self, actions, f=None, l=None): """Helper method. Returns set of PlayersFilteredByActions f - forbidden actions l - limited to actions """ players = set() for action in actions: if l is not None and action[1] not in l: continue if f is not None and action[1] in f: continue players.add(action[0]) return players def pfbao(self, actions, f=None, l=None, unique=True): """Helper method. Returns set of PlayersFilteredByActionsOrdered f - forbidden actions l - limited to actions """ # Note, this is an adaptation of function 5 from: # http://www.peterbe.com/plog/uniqifiers-benchmark seen = {} players = [] for action in actions: if l is not None and action[1] not in l: continue if f is not None and action[1] in f: continue if action[0] in seen and unique: continue seen[action[0]] = 1 players.append(action[0]) return players def firstsBetOrRaiser(self, actions): """Returns player name that placed the first bet or raise. None if there were no bets or raises on that street """ for act in actions: if act[1] in ('bets', 'raises'): return act[0] return None def lastBetOrRaiser(self, street): """Returns player name that placed the last bet or raise for that street. None if there were no bets or raises on that street""" lastbet = None for act in self.hand.actions[street]: if act[1] in ('bets', 'raises'): lastbet = act[0] return lastbet def noBetsBefore(self, street, player): """Returns true if there were no bets before the specified players turn, false otherwise""" betOrRaise = False for act in self.hand.actions[street]: #Must test for player first in case UTG if act[0] == player: betOrRaise = True break if act[1] in ('bets', 'raises'): break return betOrRaise def betStreet(self, street, player): """Returns true if player bet/raised the street as their first action""" betOrRaise = False for act in self.hand.actions[street]: if act[0] == player: if act[1] in ('bets', 'raises'): betOrRaise = True else: # player found but did not bet or raise as their first action pass break #else: # haven't found player's first action yet return betOrRaise