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strategyexplorer.cpp
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strategyexplorer.cpp
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#include "strategyexplorer.h"
#include "ui_strategyexplorer.h"
#include "qstandarditemmodel.h"
#include <QBrush>
#include <QApplication>
#include <QComboBox>
#include <QColor>
#include "include/Card.h"
StrategyExplorer::StrategyExplorer(QWidget *parent,QSolverJob * qSolverJob) :
QDialog(parent),
ui(new Ui::StrategyExplorer)
{
this->qSolverJob = qSolverJob;
this->detailWindowSetting = DetailWindowSetting();
ui->setupUi(this);
/*
QStandardItemModel* model = new QStandardItemModel();
for (int row = 0; row < 4; ++row) {
QStandardItem *item = new QStandardItem(QString("%1").arg(row) );
model->appendRow( item );
}
this->ui->gameTreeView->setModel(model);
*/
// Initial Game Tree preview panel
this->ui->gameTreeView->setTreeData(qSolverJob);
connect(
this->ui->gameTreeView,
SIGNAL(expanded(const QModelIndex&)),
this,
SLOT(item_expanded(const QModelIndex&))
);
connect(
this->ui->gameTreeView,
SIGNAL(clicked(const QModelIndex&)),
this,
SLOT(item_clicked(const QModelIndex&))
);
// Initize strategy(rough) table
this->tableStrategyModel = new TableStrategyModel(this->qSolverJob,this);
this->ui->strategyTableView->setModel(this->tableStrategyModel);
this->delegate_strategy = new StrategyItemDelegate(this->qSolverJob,&(this->detailWindowSetting),this);
this->ui->strategyTableView->setItemDelegate(this->delegate_strategy);
Deck* deck = this->qSolverJob->get_solver()->get_deck();
int index = 0;
QString board_qstring = QString::fromStdString(this->qSolverJob->board);
for(Card one_card: deck->getCards()){
if(board_qstring.contains(QString::fromStdString(one_card.toString())))continue;
QString card_str_formatted = QString::fromStdString(one_card.toFormattedString());
this->ui->turnCardBox->addItem(card_str_formatted);
this->ui->riverCardBox->addItem(card_str_formatted);
if(card_str_formatted.contains(QString::fromLocal8Bit("♦️")) ||
card_str_formatted.contains(QString::fromLocal8Bit("♥️️"))){
this->ui->turnCardBox->setItemData(0, QBrush(Qt::red),Qt::ForegroundRole);
this->ui->riverCardBox->setItemData(0, QBrush(Qt::red),Qt::ForegroundRole);
}else{
this->ui->turnCardBox->setItemData(0, QBrush(Qt::black),Qt::ForegroundRole);
this->ui->riverCardBox->setItemData(0, QBrush(Qt::black),Qt::ForegroundRole);
}
this->cards.push_back(one_card);
index += 1;
}
if(this->qSolverJob->get_solver()->getGameTree()->getRoot()->getRound() == GameTreeNode::GameRound::FLOP){
this->tableStrategyModel->setTrunCard(this->cards[0]);
this->tableStrategyModel->setRiverCard(this->cards[1]);
this->ui->riverCardBox->setCurrentIndex(1);
}
else if(this->qSolverJob->get_solver()->getGameTree()->getRoot()->getRound() == GameTreeNode::GameRound::TURN){
this->tableStrategyModel->setRiverCard(this->cards[0]);
this->ui->turnCardBox->clear();
}
else if(this->qSolverJob->get_solver()->getGameTree()->getRoot()->getRound() == GameTreeNode::GameRound::RIVER){
this->ui->turnCardBox->clear();
this->ui->riverCardBox->clear();
}
// Initize timer for strategy auto update
timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(update_second()));
timer->start(1000);
// On mouse event of strategy table
connect(this->ui->strategyTableView,SIGNAL(itemMouseChange(int,int)),this,SLOT(onMouseMoveEvent(int,int)));
// Initize Detail Viewer window
this->detailViewerModel = new DetailViewerModel(this->tableStrategyModel,this);
this->ui->detailView->setModel(this->detailViewerModel);
this->detailItemItemDelegate = new DetailItemDelegate(&(this->detailWindowSetting),this);
this->ui->detailView->setItemDelegate(this->detailItemItemDelegate);
// Initize Rough Strategy Viewer
this->roughStrategyViewerModel = new RoughStrategyViewerModel(this->tableStrategyModel,this);
this->ui->roughStrategyView->setModel(this->roughStrategyViewerModel);
this->roughStrategyItemDelegate = new RoughStrategyItemDelegate(&(this->detailWindowSetting),this);
this->ui->roughStrategyView->setItemDelegate(this->roughStrategyItemDelegate);
}
StrategyExplorer::~StrategyExplorer()
{
delete ui;
delete this->delegate_strategy;
delete this->tableStrategyModel;
delete this->detailViewerModel;
delete this->roughStrategyViewerModel;
delete this->timer;
}
void StrategyExplorer::item_expanded(const QModelIndex& index){
TreeItem *item = static_cast<TreeItem*>(index.internalPointer());
int num_child = item->childCount();
for (int i = 0;i < num_child;i ++){
TreeItem* one_child = item->child(i);
if(one_child->childCount() != 0)continue;
this->ui->gameTreeView->tree_model->reGenerateTreeItem(one_child->m_treedata.lock()->getRound(),one_child);
}
}
void StrategyExplorer::process_board(TreeItem* treeitem){
vector<string> board_str_arr = string_split(this->qSolverJob->board,',');
vector<Card> cards;
for(string one_board_str:board_str_arr){
cards.push_back(Card(one_board_str));
}
if(treeitem != NULL){
if(treeitem->m_treedata.lock()->getRound() == GameTreeNode::GameRound::TURN && !this->tableStrategyModel->getTrunCard().empty()){
cards.push_back(Card(this->tableStrategyModel->getTrunCard()));
}
else if(treeitem->m_treedata.lock()->getRound() == GameTreeNode::GameRound::RIVER){
if(!this->tableStrategyModel->getTrunCard().empty())
cards.push_back(Card(this->tableStrategyModel->getTrunCard()));
if(!this->tableStrategyModel->getRiverCard().empty())
cards.push_back(Card(this->tableStrategyModel->getRiverCard()));
}
}
this->ui->boardLabel->setText(QString("<b>%1: </b>").arg(tr("board")) + Card::boardCards2html(cards));
}
void StrategyExplorer::process_treeclick(TreeItem* treeitem){
shared_ptr<GameTreeNode> treenode = treeitem->m_treedata.lock();
if(treenode->getType() == GameTreeNode::GameTreeNodeType::ACTION){
shared_ptr<ActionNode> actionnode = static_pointer_cast<ActionNode>(treenode);
QString action_str = QString("<b>%1 %2</b>").arg(actionnode->getPlayer() == 0?tr("IP"):tr("OOP"),tr(" decision node"));
this->ui->nodeDisplayLabel->setText(action_str);
}
else if(treenode->getType() == GameTreeNode::GameTreeNodeType::CHANCE){
QString chance_str = tr("<b>Chance node</b>");
this->ui->nodeDisplayLabel->setText(chance_str);
}
else if(treenode->getType() == GameTreeNode::GameTreeNodeType::TERMINAL){
QString terminal_str = tr("<b>Terminal node</b>");
this->ui->nodeDisplayLabel->setText(terminal_str);
}
else if(treenode->getType() == GameTreeNode::GameTreeNodeType::SHOWDOWN){
QString showdown_str = tr("<b>Showdown node</b>");
this->ui->nodeDisplayLabel->setText(showdown_str);
}
}
void StrategyExplorer::item_clicked(const QModelIndex& index){
try{
TreeItem * treeNode = static_cast<TreeItem*>(index.internalPointer());
this->process_treeclick(treeNode);
this->process_board(treeNode);
this->tableStrategyModel->setGameTreeNode(treeNode);
this->tableStrategyModel->updateStrategyData();
this->ui->strategyTableView->viewport()->update();
this->roughStrategyViewerModel->onchanged();
this->ui->roughStrategyView->triger_resize();
this->ui->roughStrategyView->viewport()->update();
}
catch (const runtime_error& error)
{
qDebug().noquote() << tr("Encountering error:");//.toStdString() << endl;
qDebug().noquote() << error.what() << "\n";
}
}
void StrategyExplorer::selection_changed(const QItemSelection &selected,
const QItemSelection &deselected){
}
void StrategyExplorer::on_turnCardBox_currentIndexChanged(int index)
{
if(this->cards.size() > 0 && index < this->cards.size()){
this->tableStrategyModel->setTrunCard(this->cards[index]);
this->tableStrategyModel->updateStrategyData();
// TODO this somehow cause bugs, crashes, why?
//this->roughStrategyViewerModel->onchanged();
//this->ui->roughStrategyView->viewport()->update();
this->process_board(this->tableStrategyModel->treeItem);
}
this->ui->strategyTableView->viewport()->update();
this->ui->detailView->viewport()->update();
}
void StrategyExplorer::on_riverCardBox_currentIndexChanged(int index)
{
if(this->cards.size() > 0 && index < this->cards.size()){
this->tableStrategyModel->setRiverCard(this->cards[index]);
this->tableStrategyModel->updateStrategyData();
//this->roughStrategyViewerModel->onchanged();
//this->ui->roughStrategyView->viewport()->update();
this->process_board(this->tableStrategyModel->treeItem);
}
this->ui->strategyTableView->viewport()->update();
this->ui->detailView->viewport()->update();
}
void StrategyExplorer::update_second(){
if(this->cards.size() > 0){
this->tableStrategyModel->updateStrategyData();
this->roughStrategyViewerModel->onchanged();
this->ui->roughStrategyView->viewport()->update();
this->process_board(this->tableStrategyModel->treeItem);
}
this->ui->strategyTableView->viewport()->update();
this->ui->detailView->viewport()->update();
}
void StrategyExplorer::onMouseMoveEvent(int i,int j){
this->detailWindowSetting.grid_i = i;
this->detailWindowSetting.grid_j = j;
this->ui->detailView->viewport()->update();
}
void StrategyExplorer::on_strategyModeButtom_clicked()
{
this->detailWindowSetting.mode = DetailWindowSetting::DetailWindowMode::STRATEGY;
this->ui->strategyTableView->viewport()->update();
this->ui->detailView->viewport()->update();
this->roughStrategyViewerModel->onchanged();
this->ui->roughStrategyView->viewport()->update();
}
void StrategyExplorer::on_ipRangeButtom_clicked()
{
this->detailWindowSetting.mode = DetailWindowSetting::DetailWindowMode::RANGE_IP;
this->ui->strategyTableView->viewport()->update();
this->ui->detailView->viewport()->update();
this->roughStrategyViewerModel->onchanged();
this->ui->roughStrategyView->viewport()->update();
}
void StrategyExplorer::on_oopRangeButtom_clicked()
{
this->detailWindowSetting.mode = DetailWindowSetting::DetailWindowMode::RANGE_OOP;
this->ui->strategyTableView->viewport()->update();
this->ui->detailView->viewport()->update();
this->roughStrategyViewerModel->onchanged();
this->ui->roughStrategyView->viewport()->update();
}
void StrategyExplorer::on_evModeButtom_clicked()
{
this->detailWindowSetting.mode = DetailWindowSetting::DetailWindowMode::EV;
this->ui->strategyTableView->viewport()->update();
this->ui->detailView->viewport()->update();
this->ui->roughStrategyView->viewport()->update();
}
void StrategyExplorer::on_evOnlyModeButtom_clicked()
{
this->detailWindowSetting.mode = DetailWindowSetting::DetailWindowMode::EV_ONLY;
this->ui->strategyTableView->viewport()->update();
this->ui->detailView->viewport()->update();
this->roughStrategyViewerModel->onchanged();
this->ui->roughStrategyView->viewport()->update();
}