328 lines
14 KiB
Python
328 lines
14 KiB
Python
#!/usr/bin/python
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#Copyright 2008 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
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#agpl-3.0.txt in the docs folder of the package.
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#fpdb modules
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import Card
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DEBUG = False
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if DEBUG:
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import pprint
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pp = pprint.PrettyPrinter(indent=4)
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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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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]]['street4Seen'] = False
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self.handsplayers[player[1]]['street4Aggr'] = False
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self.handsplayers[player[1]]['wonWhenSeenStreet1'] = False
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self.handsplayers[player[1]]['sawShowdown'] = False
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self.handsplayers[player[1]]['wonAtSD'] = 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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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.assembleHands(self.hand)
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self.assembleHandsPlayers(self.hand)
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if DEBUG:
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print "Hands:"
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pp.pprint(self.hands)
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print "HandsPlayers:"
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pp.pprint(self.handsplayers)
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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 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['handStart'] = 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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# 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) # Empty function currently
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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'] = player[2]
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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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# 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'] = True
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if self.handsplayers[player]['sawShowdown'] == True:
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self.handsplayers[player]['wonAtSD'] = True
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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]))
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self.calcCBets(hand)
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#default_holecards = ["Xx", "Xx", "Xx", "Xx"]
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#if hand.gametype['base'] == "hold":
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# pass
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#elif hand.gametype['base'] == "stud":
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# pass
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#else:
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# # Flop hopefully...
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# pass
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for street in hand.holeStreets:
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for player in hand.players:
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for i in range(1,8): self.handsplayers[player[1]]['card%d' % i] = 0
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#print "DEBUG: hand.holecards[%s]: %s" % (street, hand.holecards[street])
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if player[1] in hand.holecards[street].keys() and hand.gametype['base'] == "hold":
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self.handsplayers[player[1]]['card1'] = Card.encodeCard(hand.holecards[street][player[1]][1][0])
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self.handsplayers[player[1]]['card2'] = Card.encodeCard(hand.holecards[street][player[1]][1][1])
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try:
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self.handsplayers[player[1]]['card3'] = Card.encodeCard(hand.holecards[street][player[1]][1][2])
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self.handsplayers[player[1]]['card4'] = Card.encodeCard(hand.holecards[street][player[1]][1][3])
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except IndexError:
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# Just means no player cards for that street/game - continue
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pass
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def assembleHudCache(self, hand):
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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'):
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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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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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actions = hand.actions[hand.actionStreets[-1]]
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pas = set.union(self.pfba(actions) - self.pfba(actions, l=('folds',)), alliners)
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self.hands['playersAtShowdown'] = len(pas)
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for player in pas:
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self.handsplayers[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
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# In theory its "num small bets paid to see flop/street4, including blind" which makes sense for limit. Not so useful for nl
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# Leaving empty for the moment,
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for i in range(5): self.hands['street%dRaises' % i] = 0
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for (i, street) in enumerate(hand.actionStreets[1:]):
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self.hands['street%dRaises' % i] = len(filter( lambda action: action[1] in ('raises','bets'), hand.actions[street]))
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def calcCBets(self, hand):
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# Continuation Bet chance, action:
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# Had the last bet (initiative) on previous street, got called, close street action
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# Then no bets before the player with initiatives first action on current street
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# ie. if player on street-1 had initiative
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# and no donkbets occurred
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for i, street in enumerate(hand.actionStreets[2:], start=1):
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name = self.lastBetOrRaiser(hand.actionStreets[i])
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if name:
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chance = self.noBetsBefore(hand.actionStreets[i+1], name)
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self.handsplayers[name]['street%dCBChance' %i] = True
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if chance == True:
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self.handsplayers[name]['street%dCBDone' %i] = self.betStreet(hand.actionStreets[i+1], name)
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def seen(self, hand, i):
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pas = set()
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for act in hand.actions[hand.actionStreets[i+1]]:
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pas.add(act[0])
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for player in hand.players:
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if player[1] in pas:
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self.handsplayers[player[1]]['street%sSeen' % i] = True
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else:
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self.handsplayers[player[1]]['street%sSeen' % i] = False
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def aggr(self, hand, i):
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aggrers = set()
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for act in hand.actions[hand.actionStreets[i]]:
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if act[1] in ('completes', 'raises'):
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aggrers.add(act[0])
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for player in hand.players:
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if player[1] in aggrers:
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self.handsplayers[player[1]]['street%sAggr' % i] = True
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else:
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self.handsplayers[player[1]]['street%sAggr' % i] = False
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def calls(self, hand, i):
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callers = []
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for act in hand.actions[hand.actionStreets[i+1]]:
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if act[1] in ('calls'):
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self.handsplayers[act[0]]['street%sCalls' % i] = 1 + self.handsplayers[act[0]]['street%sCalls' % i]
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# CG - I'm sure this stat is wrong
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# Best guess is that raise = 2 bets
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def bets(self, hand, i):
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betters = []
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for act in hand.actions[hand.actionStreets[i+1]]:
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if act[1] in ('bets'):
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self.handsplayers[act[0]]['street%sBets' % i] = 1 + self.handsplayers[act[0]]['street%sBets' % i]
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def countPlayers(self, hand):
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pass
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def pfba(self, actions, f=None, l=None):
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"""Helper method. Returns set of PlayersFilteredByActions
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f - forbidden actions
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l - limited to actions
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"""
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players = set()
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for action in actions:
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if l is not None and action[1] not in l: continue
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if f is not None and action[1] in f: continue
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players.add(action[0])
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return players
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def noBetsBefore(self, street, player):
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"""Returns true if there were no bets before the specified players turn, false otherwise"""
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betOrRaise = False
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for act in self.hand.actions[street]:
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#Must test for player first in case UTG
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if act[0] == player:
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betOrRaise = True
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break
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if act[1] in ('bets', 'raises'):
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break
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return betOrRaise
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def betStreet(self, street, player):
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"""Returns true if player bet/raised the street as their first action"""
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betOrRaise = False
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for act in self.hand.actions[street]:
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if act[0] == player and act[1] in ('bets', 'raises'):
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betOrRaise = True
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else:
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break
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return betOrRaise
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def lastBetOrRaiser(self, street):
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"""Returns player name that placed the last bet or raise for that street.
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None if there were no bets or raises on that street"""
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lastbet = None
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for act in self.hand.actions[street]:
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if act[1] in ('bets', 'raises'):
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lastbet = act[0]
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return lastbet
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