642 lines
31 KiB
Python
642 lines
31 KiB
Python
#!/usr/bin/python
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# -*- coding: utf-8 -*-
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#Copyright 2008-2010 Carl Gherardi
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#This program is free software: you can redistribute it and/or modify
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#it under the terms of the GNU Affero General Public License as published by
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#the Free Software Foundation, version 3 of the License.
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#
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#This program is distributed in the hope that it will be useful,
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#but WITHOUT ANY WARRANTY; without even the implied warranty of
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#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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#GNU General Public License for more details.
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#
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#You should have received a copy of the GNU Affero General Public License
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#along with this program. If not, see <http://www.gnu.org/licenses/>.
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#In the "official" distribution you can find the license in agpl-3.0.txt.
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#fpdb modules
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import Card
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from decimal import Decimal
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import logging
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# logging has been set up in fpdb.py or HUD_main.py, use their settings:
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log = logging.getLogger("parser")
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class DerivedStats():
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def __init__(self, hand):
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self.hand = hand
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self.hands = {}
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self.handsplayers = {}
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self.handsactions = {}
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def getStats(self, hand):
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for player in hand.players:
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self.handsplayers[player[1]] = {}
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#Init vars that may not be used, but still need to be inserted.
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# All stud street4 need this when importing holdem
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self.handsplayers[player[1]]['winnings'] = 0
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self.handsplayers[player[1]]['rake'] = 0
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self.handsplayers[player[1]]['totalProfit'] = 0
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self.handsplayers[player[1]]['street4Aggr'] = False
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self.handsplayers[player[1]]['wonWhenSeenStreet1'] = 0.0
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self.handsplayers[player[1]]['sawShowdown'] = False
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self.handsplayers[player[1]]['wonAtSD'] = 0.0
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self.handsplayers[player[1]]['startCards'] = 0
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self.handsplayers[player[1]]['position'] = 2
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self.handsplayers[player[1]]['street0_3BChance'] = False
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self.handsplayers[player[1]]['street0_3BDone'] = False
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self.handsplayers[player[1]]['street0_4BChance'] = False
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self.handsplayers[player[1]]['street0_4BDone'] = False
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self.handsplayers[player[1]]['street0_FoldTo3BChance']= False
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self.handsplayers[player[1]]['street0_FoldTo3BDone']= False
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self.handsplayers[player[1]]['street0_FoldTo4BChance']= False
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self.handsplayers[player[1]]['street0_FoldTo4BDone']= False
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self.handsplayers[player[1]]['raiseFirstInChance'] = False
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self.handsplayers[player[1]]['raisedFirstIn'] = False
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self.handsplayers[player[1]]['foldBbToStealChance'] = False
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self.handsplayers[player[1]]['foldSbToStealChance'] = False
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self.handsplayers[player[1]]['foldedSbToSteal'] = False
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self.handsplayers[player[1]]['foldedBbToSteal'] = False
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self.handsplayers[player[1]]['tourneyTypeId'] = None
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self.handsplayers[player[1]]['street1Seen'] = False
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self.handsplayers[player[1]]['street2Seen'] = False
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self.handsplayers[player[1]]['street3Seen'] = False
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self.handsplayers[player[1]]['street4Seen'] = False
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for i in range(5):
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self.handsplayers[player[1]]['street%dCalls' % i] = 0
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self.handsplayers[player[1]]['street%dBets' % i] = 0
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self.handsplayers[player[1]]['street%dRaises' % i] = 0
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for i in range(1,5):
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self.handsplayers[player[1]]['street%dCBChance' %i] = False
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self.handsplayers[player[1]]['street%dCBDone' %i] = False
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self.handsplayers[player[1]]['street%dCheckCallRaiseChance' %i] = False
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self.handsplayers[player[1]]['street%dCheckCallRaiseDone' %i] = False
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self.handsplayers[player[1]]['otherRaisedStreet%d' %i] = False
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self.handsplayers[player[1]]['foldToOtherRaisedStreet%d' %i] = False
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#FIXME - Everything below this point is incomplete.
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self.handsplayers[player[1]]['other3BStreet0'] = False
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self.handsplayers[player[1]]['other4BStreet0'] = False
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self.handsplayers[player[1]]['otherRaisedStreet0'] = False
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self.handsplayers[player[1]]['foldToOtherRaisedStreet0'] = False
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for i in range(1,5):
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self.handsplayers[player[1]]['foldToStreet%dCBChance' %i] = False
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self.handsplayers[player[1]]['foldToStreet%dCBDone' %i] = False
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self.handsplayers[player[1]]['wonWhenSeenStreet2'] = 0.0
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self.handsplayers[player[1]]['wonWhenSeenStreet3'] = 0.0
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self.handsplayers[player[1]]['wonWhenSeenStreet4'] = 0.0
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self.assembleHands(self.hand)
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self.assembleHandsPlayers(self.hand)
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if self.hand.saveActions:
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self.assembleHandsActions(self.hand)
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def getHands(self):
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return self.hands
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def getHandsPlayers(self):
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return self.handsplayers
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def getHandsActions(self):
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return self.handsactions
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def assembleHands(self, hand):
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self.hands['tableName'] = hand.tablename
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self.hands['siteHandNo'] = hand.handid
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self.hands['gametypeId'] = None # Leave None, handled later after checking db
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self.hands['startTime'] = hand.startTime # format this!
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self.hands['importTime'] = None
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self.hands['seats'] = self.countPlayers(hand)
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self.hands['maxSeats'] = hand.maxseats
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self.hands['texture'] = None # No calculation done for this yet.
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self.hands['tourneyId'] = hand.tourneyId
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# This (i think...) is correct for both stud and flop games, as hand.board['street'] disappears, and
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# those values remain default in stud.
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boardcards = []
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for street in hand.communityStreets:
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boardcards += hand.board[street]
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boardcards += [u'0x', u'0x', u'0x', u'0x', u'0x']
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cards = [Card.encodeCard(c) for c in boardcards[0:5]]
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self.hands['boardcard1'] = cards[0]
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self.hands['boardcard2'] = cards[1]
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self.hands['boardcard3'] = cards[2]
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self.hands['boardcard4'] = cards[3]
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self.hands['boardcard5'] = cards[4]
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#print "DEBUG: self.getStreetTotals = (%s, %s, %s, %s, %s)" % hand.getStreetTotals()
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totals = hand.getStreetTotals()
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totals = [int(100*i) for i in totals]
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self.hands['street1Pot'] = totals[0]
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self.hands['street2Pot'] = totals[1]
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self.hands['street3Pot'] = totals[2]
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self.hands['street4Pot'] = totals[3]
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self.hands['showdownPot'] = totals[4]
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self.vpip(hand) # Gives playersVpi (num of players vpip)
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#print "DEBUG: vpip: %s" %(self.hands['playersVpi'])
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self.playersAtStreetX(hand) # Gives playersAtStreet1..4 and Showdown
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#print "DEBUG: playersAtStreet 1:'%s' 2:'%s' 3:'%s' 4:'%s'" %(self.hands['playersAtStreet1'],self.hands['playersAtStreet2'],self.hands['playersAtStreet3'],self.hands['playersAtStreet4'])
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self.streetXRaises(hand)
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def assembleHandsPlayers(self, hand):
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#street0VPI/vpip already called in Hand
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# sawShowdown is calculated in playersAtStreetX, as that calculation gives us a convenient list of names
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#hand.players = [[seat, name, chips],[seat, name, chips]]
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for player in hand.players:
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self.handsplayers[player[1]]['seatNo'] = player[0]
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self.handsplayers[player[1]]['startCash'] = int(100 * Decimal(player[2]))
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self.handsplayers[player[1]]['sitout'] = False #TODO: implement actual sitout detection
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if hand.gametype["type"]=="tour":
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self.handsplayers[player[1]]['tourneyTypeId']=hand.tourneyTypeId
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self.handsplayers[player[1]]['tourneysPlayersIds'] = hand.tourneysPlayersIds[player[1]]
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else:
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self.handsplayers[player[1]]['tourneysPlayersIds'] = None
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#### seen now processed in playersAtStreetX()
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# XXX: enumerate(list, start=x) is python 2.6 syntax; 'start'
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#for i, street in enumerate(hand.actionStreets[2:], start=1):
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#for i, street in enumerate(hand.actionStreets[2:]):
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# self.seen(self.hand, i+1)
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for i, street in enumerate(hand.actionStreets[1:]):
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self.aggr(self.hand, i)
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self.calls(self.hand, i)
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self.bets(self.hand, i)
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if i>0:
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self.folds(self.hand, i)
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# Winnings is a non-negative value of money collected from the pot, which already includes the
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# rake taken out. hand.collectees is Decimal, database requires cents
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for player in hand.collectees:
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self.handsplayers[player]['winnings'] = int(100 * hand.collectees[player])
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#FIXME: This is pretty dodgy, rake = hand.rake/#collectees
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# You can really only pay rake when you collect money, but
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# different sites calculate rake differently.
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# Should be fine for split-pots, but won't be accurate for multi-way pots
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self.handsplayers[player]['rake'] = int(100* hand.rake)/len(hand.collectees)
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if self.handsplayers[player]['street1Seen'] == True:
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self.handsplayers[player]['wonWhenSeenStreet1'] = 1.0
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if self.handsplayers[player]['street2Seen'] == True:
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self.handsplayers[player]['wonWhenSeenStreet2'] = 1.0
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if self.handsplayers[player]['street3Seen'] == True:
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self.handsplayers[player]['wonWhenSeenStreet3'] = 1.0
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if self.handsplayers[player]['street4Seen'] == True:
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self.handsplayers[player]['wonWhenSeenStreet4'] = 1.0
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if self.handsplayers[player]['sawShowdown'] == True:
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self.handsplayers[player]['wonAtSD'] = 1.0
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for player in hand.pot.committed:
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self.handsplayers[player]['totalProfit'] = int(self.handsplayers[player]['winnings'] - (100*hand.pot.committed[player])- (100*hand.pot.common[player]))
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self.calcCBets(hand)
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for player in hand.players:
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hcs = hand.join_holecards(player[1], asList=True)
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hcs = hcs + [u'0x', u'0x', u'0x', u'0x', u'0x']
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#for i, card in enumerate(hcs[:7], 1): #Python 2.6 syntax
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# self.handsplayers[player[1]]['card%s' % i] = Card.encodeCard(card)
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for i, card in enumerate(hcs[:7]):
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self.handsplayers[player[1]]['card%s' % (i+1)] = Card.encodeCard(card)
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self.handsplayers[player[1]]['startCards'] = Card.calcStartCards(hand, player[1])
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self.setPositions(hand)
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self.calcCheckCallRaise(hand)
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self.calc34BetStreet0(hand)
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self.calcSteals(hand)
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# Additional stats
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# 3betSB, 3betBB
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# Squeeze, Ratchet?
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def assembleHandsActions(self, hand):
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k = 0
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for i, street in enumerate(hand.actionStreets):
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for j, act in enumerate(hand.actions[street]):
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k += 1
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self.handsactions[k] = {}
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#default values
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self.handsactions[k]['amount'] = 0
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self.handsactions[k]['raiseTo'] = 0
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self.handsactions[k]['amountCalled'] = 0
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self.handsactions[k]['numDiscarded'] = 0
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self.handsactions[k]['cardsDiscarded'] = None
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self.handsactions[k]['allIn'] = False
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#Insert values from hand.actions
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self.handsactions[k]['player'] = act[0]
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self.handsactions[k]['street'] = i-1
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self.handsactions[k]['actionNo'] = k
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self.handsactions[k]['streetActionNo'] = (j+1)
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self.handsactions[k]['actionId'] = hand.ACTION[act[1]]
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if act[1] not in ('discards') and len(act) > 2:
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self.handsactions[k]['amount'] = int(100 * act[2])
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if act[1] in ('raises', 'completes'):
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self.handsactions[k]['raiseTo'] = int(100 * act[3])
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self.handsactions[k]['amountCalled'] = int(100 * act[4])
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if act[1] in ('discards'):
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self.handsactions[k]['numDiscarded'] = int(act[2])
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if act[1] in ('discards') and len(act) > 3:
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self.handsactions[k]['cardsDiscarded'] = act[3]
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if len(act) > 3 and act[1] not in ('discards'):
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self.handsactions[k]['allIn'] = act[-1]
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def setPositions(self, hand):
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"""Sets the position for each player in HandsPlayers
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any blinds are negative values, and the last person to act on the
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first betting round is 0
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NOTE: HU, both values are negative for non-stud games
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NOTE2: I've never seen a HU stud match"""
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actions = hand.actions[hand.holeStreets[0]]
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# Note: pfbao list may not include big blind if all others folded
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players = self.pfbao(actions)
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# set blinds first, then others from pfbao list, avoids problem if bb
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# is missing from pfbao list or if there is no small blind
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sb, bb, bi = False, False, False
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if hand.gametype['base'] == 'stud':
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# Stud position is determined after cards are dealt
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bi = [x[0] for x in hand.actions[hand.actionStreets[1]] if x[1] == 'bringin']
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else:
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bb = [x[0] for x in hand.actions[hand.actionStreets[0]] if x[1] == 'big blind']
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sb = [x[0] for x in hand.actions[hand.actionStreets[0]] if x[1] == 'small blind']
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# if there are > 1 sb or bb only the first is used!
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if bb:
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self.handsplayers[bb[0]]['position'] = 'B'
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if bb[0] in players: players.remove(bb[0])
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if sb:
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self.handsplayers[sb[0]]['position'] = 'S'
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if sb[0] in players: players.remove(sb[0])
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if bi:
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self.handsplayers[bi[0]]['position'] = 'S'
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if bi[0] in players: players.remove(bi[0])
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#print "DEBUG: bb: '%s' sb: '%s' bi: '%s' plyrs: '%s'" %(bb, sb, bi, players)
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for i,player in enumerate(reversed(players)):
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self.handsplayers[player]['position'] = i
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def assembleHudCache(self, hand):
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# No real work to be done - HandsPlayers data already contains the correct info
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pass
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def vpip(self, hand):
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vpipers = set()
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for act in hand.actions[hand.actionStreets[1]]:
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if act[1] in ('calls','bets', 'raises', 'completes'):
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vpipers.add(act[0])
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self.hands['playersVpi'] = len(vpipers)
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for player in hand.players:
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if player[1] in vpipers:
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self.handsplayers[player[1]]['street0VPI'] = True
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else:
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self.handsplayers[player[1]]['street0VPI'] = False
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def playersAtStreetX(self, hand):
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""" playersAtStreet1 SMALLINT NOT NULL, /* num of players seeing flop/street4/draw1 */"""
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# self.actions[street] is a list of all actions in a tuple, contining the player name first
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# [ (player, action, ....), (player2, action, ...) ]
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# The number of unique players in the list per street gives the value for playersAtStreetXXX
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# FIXME?? - This isn't couting people that are all in - at least showdown needs to reflect this
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# ... new code below hopefully fixes this
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# partly fixed, allins are now set as seeing streets because they never do a fold action
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self.hands['playersAtStreet1'] = 0
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self.hands['playersAtStreet2'] = 0
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self.hands['playersAtStreet3'] = 0
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self.hands['playersAtStreet4'] = 0
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self.hands['playersAtShowdown'] = 0
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# alliners = set()
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# for (i, street) in enumerate(hand.actionStreets[2:]):
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# actors = set()
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# for action in hand.actions[street]:
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# if len(action) > 2 and action[-1]: # allin
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# alliners.add(action[0])
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# actors.add(action[0])
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# if len(actors)==0 and len(alliners)<2:
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# alliners = set()
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# self.hands['playersAtStreet%d' % (i+1)] = len(set.union(alliners, actors))
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#
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# actions = hand.actions[hand.actionStreets[-1]]
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# print "p_actions:", self.pfba(actions), "p_folds:", self.pfba(actions, l=('folds',)), "alliners:", alliners
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# pas = set.union(self.pfba(actions) - self.pfba(actions, l=('folds',)), alliners)
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# hand.players includes people that are sitting out on some sites for cash games
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# actionStreets[1] is 'DEAL', 'THIRD', 'PREFLOP', so any player dealt cards
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# must act on this street if dealt cards. Almost certainly broken for the 'all-in blind' case
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# and right now i don't care - CG
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p_in = set([x[0] for x in hand.actions[hand.actionStreets[1]]])
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#
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# discover who folded on each street and remove them from p_in
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#
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# i values as follows 0=BLINDSANTES 1=PREFLOP 2=FLOP 3=TURN 4=RIVER
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# (for flop games)
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#
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# At the beginning of the loop p_in contains the players with cards
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# at the start of that street.
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# p_in is reduced each street to become a list of players still-in
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# e.g. when i=1 (preflop) all players who folded during preflop
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# are found by pfba() and eliminated from p_in.
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# Therefore at the end of the loop, p_in contains players remaining
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# at the end of the action on that street, and can therefore be set
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# as the value for the number of players who saw the next street
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#
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# note that i is 1 in advance of the actual street numbers in the db
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#
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# if p_in reduces to 1 player, we must bomb-out immediately
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# because the hand is over, this will ensure playersAtStreetx
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# is accurate.
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#
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for (i, street) in enumerate(hand.actionStreets):
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if (i-1) in (1,2,3,4):
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# p_in stores players with cards at start of this street,
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# so can set streetxSeen & playersAtStreetx with this information
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# This hard-coded for i-1 =1,2,3,4 because those are the only columns
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# in the db! this code section also replaces seen() - more info log 66
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# nb i=2=flop=street1Seen, hence i-1 term needed
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self.hands['playersAtStreet%d' % (i-1)] = len(p_in)
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for player_with_cards in p_in:
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self.handsplayers[player_with_cards]['street%sSeen' % (i-1)] = True
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#
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# find out who folded, and eliminate them from p_in
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#
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actions = hand.actions[street]
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p_in = p_in - self.pfba(actions, l=('folds',))
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#
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# if everyone folded, we are done, so exit this method immediately
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#
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if len(p_in) == 1: return None
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#
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# The remaining players in p_in reached showdown (including all-ins
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# because they never did a "fold" action in pfba() above)
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#
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self.hands['playersAtShowdown'] = len(p_in)
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for showdown_player in p_in:
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self.handsplayers[showdown_player]['sawShowdown'] = True
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def streetXRaises(self, hand):
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# self.actions[street] is a list of all actions in a tuple, contining the action as the second element
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# [ (player, action, ....), (player2, action, ...) ]
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# 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, act, aggr = action[0], action[1], action[1] in ('raises', 'bets')
|
|
if aggr and bet_level == 1:
|
|
first_agressor = pname
|
|
if aggr and bet_level == 2:
|
|
self.handsplayers[pname]['street0_3BDone'] = True
|
|
second_agressor = pname
|
|
self.handsplayers[pname]['street0_4BDone'] = aggr and bet_level == 3 and pname == second_agressor
|
|
self.handsplayers[pname]['street0_3BChance'] = self.handsplayers[pname]['street0_3BChance'] or bet_level == 2
|
|
self.handsplayers[pname]['street0_4BChance'] = self.handsplayers[pname]['street0_4BChance'] or bet_level == 3 and pname == first_agressor
|
|
self.handsplayers[pname]['street0_FoldTo3BChance'] = self.handsplayers[pname]['street0_FoldTo3BChance'] or (bet_level == 3 and pname == first_agressor)
|
|
self.handsplayers[pname]['street0_FoldTo4BChance'] = self.handsplayers[pname]['street0_FoldTo4BChance'] or (bet_level == 4 and pname == second_agressor)
|
|
self.handsplayers[pname]['street0_FoldTo3BDone'] = act == 'folds' and bet_level == 3 and pname == first_agressor
|
|
self.handsplayers[pname]['street0_FoldTo4BDone'] = act == 'folds' and bet_level == 4 and pname == second_agressor
|
|
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 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
|
|
|