Esempio n. 1
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 def __init__(self):
     self.players = Players()
     self.players.createPlayer('** Dealer **', Player.PlayerType[2])
     self.deck = Deck()
     self.tableMax = 10
     self.tableMin = 1
     self.players.createPlayer('Human Player', Player.PlayerType[0], 100)
     self.players.createPlayer('CPU Player 1', Player.PlayerType[1], 100)
Esempio n. 2
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 def __init__(self, players):
     self.deck = Deck()
     self.deck.fillDeck()
     self.playing = False
     self.actions = {}
     self.players = players
     self.nextPlayer = iter(self.nextPlayerIterFunc())
     self.currentPlayer = next(self.nextPlayer)
Esempio n. 3
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 def __init__(self, players):
     super(Stress, self).__init__(players)
     self.playFlag = False
     self.currentPlayer = None
     self.skipNextTurn = False
     # Discard pile used to pick up with cheat moves
     self.played = Deck()
     # Dictionary to define possible actions to take
     self.actions = { "{players}" : self.getPlayers,
                "{start}" : self.playStress,
                "{play}" : self.playCards,
                "{hand}" : self.showHand,
                "{help}" : self.getHelp }
Esempio n. 4
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    def __init__(self, table=None):
        self.winners = []
        self.alreadyShowedGameRound = False
        self.table = table
        self.deck = Deck()
        self.gameRound = GameRound.PREFLOP
        self.maxBet = 0
        self.currentPlayer = None

        for player in self.table.players:
            player.game = self
        self.table.board = Board()
        self.table.board.game = self
class Blackjack:
	def __init__(self):
		self.__house = Hand('house')
		self.__player = Hand('player')
		self.__cards = Deck()

		self.__cards.deal(self.__house, 2)
		self.__house.__deckList[0].status = 'not hidden'
		self.__cards.deal(self.__player, 2)
		for card in self.__player.__deckList:
			card.status = 'not hidden'

	def ask(self):
		answer = input('HIT OR STAND? ')
		while not (answer.lower() == 'hit' or answer.lower() == 'stand'):
			answer = input('ERROR. HIT OR STAND? ')
		return answer

	def printBoard(self):
		print('House')
		print()

	def main(self):


		answer = self.ask()
		while answer.lower() == 'hit':
			self.__cards.deal(self.__player, 1)
			if self.__player.sum() >= 21:
				break
			answer = self.ask()

		while self.__house.sum() < 17:
			self.__cards.deal(self.__house, 1)
Esempio n. 6
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 def __init__(self, WinningHands= '',NumberHoleCards=2, NumberCommunityCards=3):
     self.Deck = Deck()
     self.Deck.shuffle()
     self.HoleCards = [self.Deck.draw(), self.Deck.draw()]
     self.CommunityCards = []
     self.NumberHoleCards = NumberHoleCards
     self.NumberCommunityCards = NumberCommunityCards
     self.NumberCards = NumberHoleCards + NumberCommunityCards
Esempio n. 7
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    def __init__(self, noplayers, initial_stake):
        self.players = []
        self.dealer = Player("Dealer", 10000)
        self.deck = Deck()
        self.deck.shuffle()
        cards = self.deck.deal(2)
        dealerHand = Hand()
        dealerHand.add_cards(cards)
        self.dealer.initialHand(dealerHand)

        for i in range(0, noplayers):
            player = Player("Player" + str(i + 1), initial_stake)
            cards = self.deck.deal(2)
            playerHand = Hand()
            playerHand.add_cards(cards)
            player.initialHand(playerHand)
            self.players.append(player)
        print_all_hands(self.dealer, self.players)
        self.play_rounds()
	def __init__(self):
		self.__house = Hand('house')
		self.__player = Hand('player')
		self.__cards = Deck()

		self.__cards.deal(self.__house, 2)
		self.__house.__deckList[0].status = 'not hidden'
		self.__cards.deal(self.__player, 2)
		for card in self.__player.__deckList:
			card.status = 'not hidden'
Esempio n. 9
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 def __init__(self, players):
     super(Cheat, self).__init__(players)
     self.playFlag = False
     self.cheatcaller = None
     self.nextRank = iter(self.nextRankIterFunc())
     self.currentPlayer = None
     self.currentRank = None
     # Discard pile used to pick up with cheat moves
     self.discard = Deck()
     # Buffer deck to hold cards while cheaters may cheat
     self.bufferDeck = CardStack()
     # Dictionary to define possible actions to take
     self.actions = {
         "{players}": self.getPlayers,
         "{start}": self.playCheat,
         "{play}": self.playCards,
         "{hand}": self.showHand,
         "{cheat}": self.callCheat,
         "{help}": self.getHelp
     }
Esempio n. 10
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def generateAllFullHands(verbose=False):
    previousPercentage = 0.
    deck = Deck()
    fhs = [0] * 2598960
    for i, cards in enumerate(combinations(deck, 5)):
        fhs[i] = FullHand(*cards)
        if verbose:
            percentage = round(i / 2598960, 3)
            if percentage > previousPercentage:
                previousPercentage = percentage
                print("{:.1f}%".format(percentage * 100))
    return fhs
Esempio n. 11
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 def __init__(self, players):
     super(BigTwo, self).__init__(players)
     self.playFlag = False
     self.cheatcaller = None
     self.currentNumCards = 0
     self.nextRank = 0
     self.currentPlayer = None
     self.currentRank = None
     self.endTrick = True
     self.passCount = 0
     # Discard pile used to pick up with cheat moves
     self.discard = Deck()
     # Buffer deck to hold cards while cheaters may cheat
     self.bufferDeck = CardStack()
     # Dictionary to define possible actions to take
     self.actions = {
         "{players}": self.getPlayers,
         "{start}": self.playBigTwo,
         "{play}": self.playCards,
         "{hand}": self.showHand,
         "{pass}": self.callPass,
         "{help}": self.getHelp
     }
Esempio n. 12
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class PlayCards():
    def __init__(self):
        self.pot_size = 0
        self.bet_size = 0
        self.correct = 0
        self.success_ratio = 0

    def setup_deck(self):
        self.dealer_deck = Deck()
        self.cards_dealt = Deck()
        self.dealer_deck.fresh_deck(suits, ranks)
        self.dealer_deck.shuffle()

    def set_pot_size(self):
        self.pot_size = int(input('Please select your starting pot size: '))
        return self.pot_size

    def get_pot_size(self):
        return self.pot_size

    def set_bet_size(self, bet_style, whole):

        if (whole) and self.pot_size == 1:
            return 1

        if bet_style == 'quarter':
            bet_size = self.pot_size / 4
        elif bet_style == 'half':
            bet_size = self.pot_size / 2
        elif bet_style == 'max':
            bet_size = self.pot_size
        else:
            bet_size = input('Please select your bet amount: ')
            if int(float(bet_size)) > self.pot_size:
                print("Bet too large. Setting bet to max.")
                bet_size = self.pot_size

        if whole:
            return int(float(bet_size))
        else:
            return bet_size

    def colour_guess(self, colour_selector, auto_fin):

        colours = self.dealer_deck.count_colours()

        if (auto_fin) and (0 in colours):
            self.bet_style = 'max'

        if colour_selector == 'random':
            return choice(('r', 'b'))
        elif colour_selector == 'smart':
            if colours[0] > colours[1]:
                return 'r'
            elif colours[1] > colours[0]:
                return 'b'
            else:
                return choice(['r', 'b'])
        else:
            colour = input("Please choose a card colour ('r' or 'b'): ")
            if colour not in ('r', 'b'):
                print("Invalid colour selection.")
                self.colour_guess(colour_selector, auto_fin)

    def make_bet(self, colour, bet_size):

        drawn_card = self.dealer_deck.get_top_card()

        if colour == 'r':
            colour_str = 'red'
        else:
            colour_str = 'black'

        print("---Drawing a card---")
        print("You bet {} that the card will be {}".format(
            bet_size, colour_str))
        print("The card is: {}".format(drawn_card))

        if drawn_card.colour == colour:
            self.pot_size += bet_size
            print("Correct! You win {}.".format(bet_size))

        else:
            self.pot_size -= bet_size
            print("Incorrect.. You lose {}.".format(bet_size))

        self.cards_dealt.add_card(self.dealer_deck.remove_card())

    def play(self,
             colour_selector=None,
             bet_style=None,
             auto_fin=False,
             slow=True,
             whole=True):

        self.setup_deck()
        self.bet_style = bet_style
        self.pot_size = self.set_pot_size()

        playing = True

        while playing:
            if len(self.dealer_deck) > 0 and (self.pot_size > 0):

                colour = self.colour_guess(colour_selector, auto_fin)
                bet_size = self.set_bet_size(self.bet_style, whole)

                self.make_bet(colour, bet_size)

            else:
                playing = False
                break

            ##TODO display stats ##
            print("Your current pot size is: {}.".format(self.pot_size))
            self.dealer_deck.show_colours()

            if slow:
                q = input("----------------------------------------------")
            else:
                print("----------------------------------------------")

        print("You finished with a pot size of: {}".format(self.pot_size))
Esempio n. 13
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from itertools import combinations
from multiprocessing import Lock, Process, Array, Value
from time import time

from scipy.special import comb

from Cards import Cards, Deck, FullHand
from Enums import GameRound
from Player import Player
from Table import Table

showdownCombinations = combinations(Deck(), 9)
numberOfCombinations = comb(52, 9, exact=True, repetition=False)
chunks = []
chunkSize = 100


def generateAllFullHands(verbose=False):
    previousPercentage = 0.
    deck = Deck()
    fhs = [0] * 2598960
    for i, cards in enumerate(combinations(deck, 5)):
        fhs[i] = FullHand(*cards)
        if verbose:
            percentage = round(i / 2598960, 3)
            if percentage > previousPercentage:
                previousPercentage = percentage
                print("{:.1f}%".format(percentage * 100))
    return fhs

Esempio n. 14
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from Cards import Card, Deck
from Game21 import Game21

f = open('data.txt', 'w')
count = 1000
f.write('A list of {} Random 21 Hands\r\n'.format(count))
deck = Deck()
game21 = Game21()

for x in range(1, count):
    deck.cleanShuffle()
    cards = deck.dealCard(2)
    while (game21.handValue(cards) < 21):
        cards.append(deck.dealCard(1).pop())

    cardsString = ''
    for c in cards:
        cardsString += '{}{} '.format(c.rank, c.suit)
    f.write('{}\r\n'.format(cardsString))
    print("{}% done".format((float(x + 1) / float(count)) * 100))
f.close()
Esempio n. 15
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class Game21:
    global inProgress
    global players
    global deck
    global tableMax
    global tableMin

    def __init__(self):
        self.players = Players()
        self.players.createPlayer('** Dealer **', Player.PlayerType[2])
        self.deck = Deck()
        self.tableMax = 10
        self.tableMin = 1
        self.players.createPlayer('Human Player', Player.PlayerType[0], 100)
        self.players.createPlayer('CPU Player 1', Player.PlayerType[1], 100)

    def startGame(self):
        for player in self.players.getPlayers():
            player.returnAllCards()
        self.deck.cleanShuffle()

        #prompt for wager startingAmount
        for player in self.players.getPlayers():
            if player.playerType is not Player.PlayerType[
                    2] and player.money <= 0:
                print("{} has no money and is no longer playing.".format(
                    player.getName()))
                self.players.remove(player)

            if player.playerType == Player.PlayerType[1]:
                # CPU logic, this should be updated
                if player.money < 5:
                    player.wagerAmount = 2
                else:
                    player.wagerAmount = 1
            elif player.playerType == Player.PlayerType[0]:
                userInput = ''
                while (userInput is ''):
                    userInput = raw_input(
                        "{} enter wager amount ({}-{}) or (Q)uit: ".format(
                            player.getName(), self.tableMin, self.tableMax))
                    if not userInput.isdigit():
                        if userInput.capitalize() in ['Q']:
                            self.gameOver()
                            break
                        print("'{}' is not a valid wager amount".format(
                            userInput))
                        userInput = ''
                    elif int(userInput) < self.tableMin:
                        print(
                            "Enter a wager greater than {}, the table minimum."
                            .format(self.tableMin))
                        userInput = ''
                    elif int(userInput) > self.tableMax:
                        print("Enter a wager less than {}, the table maximum.".
                              format(self.tableMax))
                        userInput = ''
                    else:
                        player.wagerAmount = int(userInput)
                        print("{} bets {}".format(player.getName(),
                                                  player.wagerAmount))
        self.dealAllPlayers(2)
        self.displayGameStatus()
        self.playHands()

    def gameOver(self):
        print("Thanks for playing!")
        quit()

    def handValue(self, cards):
        value = 0
        aceCount = 0
        for card in cards:
            if card.rank == '1':
                aceCount += 1
                value += 10
            elif card.rank in ['J', 'Q', 'K']:
                value += 10
            else:
                value += int(card.rank)
        while value > 21 and aceCount > 0:
            value -= 9
            aceCount -= 1
        return value

    def dealAllPlayers(self, cardsToDeal):
        for player in self.players.getPlayers():
            player.dealt(self.deck.dealCard(cardsToDeal))
        print("All players dealt {} cards".format(cardsToDeal))

    def hit(self, player):
        print("{} takes a hit".format(player.getName()))
        cardDealt = self.deck.dealCard(1)
        player.dealt(cardDealt)
        print("{} drew a {}{}".format(player.getName(), cardDealt[0].rank,
                                      cardDealt[0].suit))

    def displayHand(self, player):
        print("{}'s Hand".format(player.getName()))
        for x in range(0, len(player.getHand())):
            print("Card {} is a {}{}".format(x + 1,
                                             player.getHand()[x].rank,
                                             player.getHand()[x].suit))
        hv = self.handValue(player.getHand())
        print("{} has a total had value of {}".format(player.getName(), hv))
        if (hv > 21):
            print("{} HAS **BUSTED**".format(player.getName()))

    def displayGameStatus(self):
        for player in self.players.getPlayers():
            self.displayHand(player)

    def playHands(self):
        for player in self.players.getPlayers():
            if player.playerType == Player.PlayerType[1]:
                # CPU logic, this should be updated
                while self.handValue(player.getHand()) < 17:
                    self.hit(player)
                    self.displayHand(player)
                if player.getHand() <= 21:
                    print("{} stays with {}".format(
                        player.getName(), self.handValue(player.getHand())))
            elif player.playerType == Player.PlayerType[0]:
                usersTurn = True
                userInput = ''
                while (usersTurn):
                    while (userInput not in ['H', 'D', 'S', 'ST']):
                        userInput = raw_input(
                            'Enter action, (H)it, (D)ouble, (SP)lit, (S)tay: '
                        ).capitalize()
                    if userInput == "S":
                        self.displayHand(player)
                        print("{} stays".format(player.getName()))
                        usersTurn = False
                    if userInput == "H":
                        self.hit(player)
                        self.displayHand(player)
                        if self.handValue(player.getHand()) >= 21:
                            usersTurn = False
                    userInput = ''
        #check if all player busted
        highHand = -1
        for player in self.players.getPlayers():
            if player.playerType is not Player.PlayerType[2]:
                currentHand = self.handValue(player.getHand())
                if currentHand <= 21 and currentHand > highHand:
                    highHand = currentHand
        if highHand < 0:
            print("All Players busted, no need to play dealers hand.")
        else:
            dealer = self.players.getDealer()
            dealerHandScore = self.handValue(dealer.getHand())
            while dealerHandScore < highHand and dealerHandScore <= 17:
                print("Dealer had {}, needs to hit.".format(dealerHandScore))
                self.hit(dealer)
                dealerHandScore = self.handValue(dealer.getHand())
                self.displayHand(dealer)
        self.evaluateGame()

    def displayCurrentMoneyState(self):
        print(" ***** Money ***** ")
        for player in self.players.getPlayers():
            print("${} - {}".format(player.money, player.getName()))
        print(" ***************** ")

    def evaluateGame(self):
        print("Evaluating Game")
        print("Dealer First")
        dealer = self.players.getDealer()
        dealerHandValue = self.handValue(dealer.getHand())
        if dealerHandValue > 21:
            print("Dealer Busted!")
            dealerHandValue = -1
        else:
            print("{} had a total of {}".format(dealer.getName(),
                                                dealerHandValue))

        for player in self.players.getPlayers():
            if (player.playerType is not Player.PlayerType[2]):
                hv = self.handValue(player.getHand())
                if hv > 21:
                    print("{} Busted".format(player.getName()))
                    player.money -= player.wagerAmount
                elif hv == 21 and len(player.getHand()) == 2:
                    print("{} has BLACKJACK!".format(player.getName()))
                    player.money += (
                        player.wagerAmount + (player.wagerAmount / 2)
                    )  # what happens if you bet an odd ammount? We need to make money a float...
                else:
                    print("{} had a total of {}".format(player.getName(), hv))
                    if hv == dealerHandValue:
                        print("{} pushes".format(player.getName()))
                    elif (hv < dealerHandValue):
                        print("{} lost".format(player.getName()))
                        player.money -= player.wagerAmount
                    else:
                        print("{} is a WINNER!".format(player.getName()))
                        player.money += player.wagerAmount
        self.displayCurrentMoneyState()
        self.startGame()
Esempio n. 16
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# deal random hands to all players (2)
# simulate run out till showdown
# keep win counter for all players
# display win % at the end
# sort hands in ascending order from left to right
import sys
import csv
import time
from PokerHands import PokerHand
from Cards import Card
from Cards import Deck
from Player import Player
from Game import Game

deck = Deck()


# MERGE SORT
def merge(left, right):
    if not len(left) or not len(right):
        return left or right

    result = []
    i, j = 0, 0
    while len(result) < len(left) + len(right):
        if left[i].rcmp(right[j]) < 0:
            result.append(left[i])
            i += 1
        else:
            result.append(right[j])
Esempio n. 17
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 def testDeckRemove(self):
     deck = Deck()
     card23 = Card(2, 3)
     deck.remove(card23)
Esempio n. 18
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class Manager:
    def __init__(self, noplayers, initial_stake):
        self.players = []
        self.dealer = Player("Dealer", 10000)
        self.deck = Deck()
        self.deck.shuffle()
        cards = self.deck.deal(2)
        dealerHand = Hand()
        dealerHand.add_cards(cards)
        self.dealer.initialHand(dealerHand)

        for i in range(0, noplayers):
            player = Player("Player" + str(i + 1), initial_stake)
            cards = self.deck.deal(2)
            playerHand = Hand()
            playerHand.add_cards(cards)
            player.initialHand(playerHand)
            self.players.append(player)
        print_all_hands(self.dealer, self.players)
        self.play_rounds()

    def hit_or_hold(self):
        while determine_if_anyone_can_play(self.players):
            for player in self.players:
                if player.status == "play":
                    print("==============================================")
                    print(player.identifier)
                    inputString = input('Do you want to hit or hold?')
                    print("==============================================")
                    if inputString == "hold":
                        player.status = "hold"
                    elif inputString == "hit":
                        card = self.deck.deal(1)[0]
                        player.hand.add_card(card)
                        handvalue = player.hand.adjust_for_ace()
                        print("The value of the current hand is " +
                              str(handvalue))
                        print("==============================================")
                        if handvalue > 21:
                            player.status = 'bust'

    def finish_dealer_hand(self):
        print("Here are the dealer's cards")
        for card in self.dealer.hand.cards:
            print(card)
        print("+==================================================")
        dealervalue = self.dealer.hand.adjust_for_ace()
        print("Initial hand value for dealer: " + str(dealervalue))
        while dealervalue < 17:
            card = self.deck.deal(1)[0]
            print(card)
            self.dealer.hand.add_card(card)
            dealervalue = self.dealer.hand.adjust_for_ace()
            print("The value of dealer hand with card added is: " +
                  str(dealervalue))
            if dealervalue > 21:
                self.dealer.status = 'bust'

    def pay_bets(self):
        for player in self.players:
            if player.status == 'bust':
                player.lose_bet()
            elif self.dealer.status == 'bust':
                player.win_bet()
            elif player.hand.adjust_for_ace(
            ) > self.dealer.hand.adjust_for_ace():
                player.win_bet()
            else:
                player.lose_bet()
            print(
                '=================================================================='
            )
            print(player.identifier + " now has this total : " +
                  str(player.total))

    def play_rounds(self):
        want_to_play_game = True
        while want_to_play_game:
            place_bets(self.players)
            self.hit_or_hold()
            self.finish_dealer_hand()
            print_player_statuses(self.dealer, self.players)
            self.pay_bets()
            print(
                '=================================================================='
            )
            inputString = input('Do you want to play again: yes/no?')
            if inputString == 'no':
                want_to_play_game = False
            else:
                cards = self.deck.deal(2)
                dealerHand = Hand()
                dealerHand.add_cards(cards)
                self.dealer.initialHand(dealerHand)
                for player in self.players:
                    cards = self.deck.deal(2)
                    playerHand = Hand()
                    playerHand.add_cards(cards)
                    player.initialHand(playerHand)
                    player.status = 'play'
            print(
                '=================================================================='
            )
Esempio n. 19
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 def setup_deck(self):
     self.dealer_deck = Deck()
     self.cards_dealt = Deck()
     self.dealer_deck.fresh_deck(suits, ranks)
     self.dealer_deck.shuffle()
Esempio n. 20
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class Stress(Game):

  #---------------------------------------------------
  # Initializing attributes, and adding action methods
  #---------------------------------------------------
  def __init__(self, players):
      super(Stress, self).__init__(players)
      self.playFlag = False
      self.currentPlayer = None
      self.skipNextTurn = False
      # Discard pile used to pick up with cheat moves
      self.played = Deck()
      # Dictionary to define possible actions to take
      self.actions = { "{players}" : self.getPlayers,
                 "{start}" : self.playStress,
                 "{play}" : self.playCards,
                 "{hand}" : self.showHand,
                 "{help}" : self.getHelp }

  #---------------------------------------------------
  # Defining game actions
  #---------------------------------------------------
  def getHelp(self, player, msglist):
    player.tell("To play cards on your turn, write {play} followed by the card you want to drop and the card you want to take. ")
    player.tell("For example, write \"{play} H4 S4\" to drop the 4 of Hearts and pick up the 4 of Spades. ")
    player.tell("In order to play a card, the card must you're picking up must be on the table. ")
    player.tell("The goal of the game is to have " + str(48 / len(self.players)) + " piles of four of a kind. ")
    player.tell("To see your hand, write {hand}. For help, write {help}.")

  def showHand(self, player, msglist):
    player.tell("The cards in your hand:")
    player.tell(player.getHand())

  def playStress(self, player, msglist):
      size = len(self.players)
      if size != 2 and size != 3 and size != 4 and size != 6 and size != 12:
          player.tell("The number of players must divide twelve (2, 3, 4, 6, or 12 people")
      else:
          self.playing = True

  def getPlayers(self, player, msglist):
      player.tell("Current players: ")
      msg = ""
      for p in self.players:
        msg += (p.name + "\n")
      player.tell(msg[:-1])

  def playCards(self, player, msglist):
      cards = msglist[1:]
      playedCards = []
      for card in cards:
          card = Card(str(card[0]),str(card[1:]))
          playedCards.append(card)
      if not self.playing:
          player.tell("Wait for the game to start...")
      elif player != self.currentPlayer:
          player.tell("Wait for your turn...")
      elif (len(msglist) != 3):
          player.tell("You must drop one card and pick up one card.")
      elif (playedCards[1] not in self.played.cards):
        player.tell("You must pick up one of the played cards.")
      elif (playedCards[0] not in player.hand.cards):
        player.tell("You must own the card you want to drop.")
      else:
        self.played.addToDeck(playedCards[0])
        player.hand.cards.remove(playedCards[0])
        player.addToHand(self.played.remove(playedCards[1]))
        self.broadcast(str(self.currentPlayer) + " dropped " + str(playedCards[0]) + " and picked up " + str(playedCards[1]))
        self.showGUIHand(self.currentPlayer)
        self.playFlag = True

  #---------------------------------------------------
  # Defining game rules
  #---------------------------------------------------

  def pregameActions(self):
    # Set to players
    self.nextPlayer = iter(self.nextPlayerIterFunc())

    # Make game announcements
    self.broadcast("The Stress Game is starting!")
    self.broadcast("There are %d players playing!" % len(self.players))
    self.wait(1)
    for p in self.players:
        self.getHelp(p, None)
    self.wait(2)
    self.deck.shuffle()
    self.deck.dealCards(self.players, 48 / len(self.players))
    self.played.addToDeck(self.deck.draw())
    self.played.addToDeck(self.deck.draw())
    self.played.addToDeck(self.deck.draw())
    self.played.addToDeck(self.deck.draw())
    for p in self.players:
        p.tell("//{hand}//" + p.getHand())
    return True

  def preplayGuards(self):
    self.broadcast("It is %s\'s turn!\n" % self.currentPlayer.name)
    self.wait(.25)
    self.broadcast("Current cards are " + str(self.played))
    self.wait(1)
    self.showHand(self.currentPlayer, None)
    return True

  def doPlay(self):
    while not self.playFlag:
        pass
    self.playFlag = False
    return True

  def checkForVictory(self):
    types = []
    suits = {
      "H" : 0,
      "S" : 0,
      "D" : 0,
      "C" : 0
    }
    for card in self.currentPlayer.hand.cards:
      if card.rank not in types:
        types.append(card.rank)
      suits[card.suit] = 1
    return suits["H"] == 1 and suits["D"] == 1 and suits["S"] == 1 and suits["C"] and types == 48 / len(self.players)
      

  def endGame(self):
    self.wait(1)
    self.broadcast(str(self.currentPlayer) + " has " + str(48 / len(self.players)) + " piles of four of a kind and wins!")
    self.broadcast("Thanks for playing!")
Esempio n. 21
0
class Bartok(Game):

    #---------------------------------------------------
    # Initializing attributes, and adding action methods
    #---------------------------------------------------
    def __init__(self, players):
        super(Bartok, self).__init__(players)
        self.playFlag = False
        self.currentPlayer = None
        self.skipNextTurn = False
        # Discard pile used to pick up with cheat moves
        self.played = Deck()
        # Dictionary to define possible actions to take
        self.actions = {
            "{players}": self.getPlayers,
            "{start}": self.playBartok,
            "{play}": self.playCards,
            "{hand}": self.showHand,
            "{draw}": self.drawCard,
            "{help}": self.getHelp
        }

    #---------------------------------------------------
    # Defining game actions
    #---------------------------------------------------
    def getHelp(self, player, msglist):
        player.tell(
            "To play cards on your turn, write {play} followed by the cards. ")
        player.tell(
            "For example, write \"{play} H4 S4\" to play the 4 of Hearts and the 4 of Spades. "
        )
        player.tell(
            "In order to play a card, the card must match either the rank or the suite of the displayed card. "
        )
        player.tell(
            "If you cannot play a card, you must draw. To draw the card, write {draw}. "
        )
        player.tell("To see your hand, write {hand}. For help, write {help}.")

    def showHand(self, player, msglist):
        player.tell("The cards in your hand:")
        player.tell(player.getHand())

    def playBartok(self, player, msglist):
        if len(self.players) < 2 or len(self.players) >= 9:
            player.tell("Not enough players to start the game...")
        else:
            self.playing = True

    def getPlayers(self, player, msglist):
        player.tell("Current players: ")
        msg = ""
        for p in self.players:
            msg += (p.name + " --- hand size: " + str(p.getHandSize()) + "\n")
        player.tell(msg[:-1])

    def playCards(self, player, msglist):
        if not self.playing:
            player.tell("Wait for the game to start...")
        elif player != self.currentPlayer:
            player.tell("Wait for your turn...")
        elif (len(msglist) != 2):
            player.tell("You must play one card.")
        else:
            cards = msglist[1:]
            playedCards = []
            for card in cards:
                card = Card(str(card[0]), str(card[1:]))
                playedCards.append(card)
            try:
                if playedCards[0].rank == self.played.lastCard(
                ).rank or playedCards[0].suit == self.played.lastCard().suit:
                    player.playFromHand(playedCards, self.played)
                    self.broadcast(
                        str(self.currentPlayer) + " played " +
                        str(playedCards[0]))
                    self.showGUIHand(self.currentPlayer)
                    #   if playedCards[0].rank == '2':
                    #       self.nextPlayer.addToHand(self.deck.draw())
                    #       self.nextPlayer.addToHand(self.deck.draw())
                    #       self.skipNextTurn = True
                    self.playFlag = True
                else:
                    player.tell(
                        "You cannot play this card! Play a card from the same suit or rank."
                    )
                    return
                self.broadcast("They currently hold " +
                               str(player.hand.size()) + " cards.")

            except NotInStackException:
                player.tell("You can only play cards that are in your hand.")

    def drawCard(self, player, msglist):
        if not self.playing:
            player.tell("Wait for the game to start...")
        elif player != self.currentPlayer:
            player.tell("Wait for your turn...")
        else:
            if (len(msglist) != 1):
                player.tell("Draw uses no arguments! Type {draw}")
            else:
                if self.deck.isEmpty() and self.played.isEmpty():
                    player.tell(
                        "Both played and unplayed decks are empty, skip the turn."
                    )
                else:
                    self.currentPlayer.addToHand(self.deck.draw())
                    self.showGUIHand(self.currentPlayer)
                    self.broadcast(str(self.currentPlayer) + " drew one card!")
                    self.playFlag = True

    #---------------------------------------------------
    # Defining game rules
    #---------------------------------------------------

    def pregameActions(self):
        # Set to players
        self.nextPlayer = iter(self.nextPlayerIterFunc())

        # Make game announcements
        self.broadcast("The Bartok Game is starting!")
        self.broadcast("There are %d players playing!" % len(self.players))
        self.wait(1)
        for p in self.players:
            self.getHelp(p, None)
        self.wait(2)
        self.deck.shuffle()
        self.deck.dealCards(self.players, 5)
        self.played.addToDeck(self.deck.draw())
        for p in self.players:
            p.tell("//{hand}//" + p.getHand())
        return True

    def preplayGuards(self):
        self.broadcast("It is %s\'s turn!" % self.currentPlayer.name)
        self.wait(.25)
        self.broadcast("Current card is " + str(self.played.lastCard()))
        self.wait(1)
        self.showHand(self.currentPlayer, None)
        return True

    def doPlay(self):
        while not self.playFlag:
            pass
        self.playFlag = False
        return True

    def checkForVictory(self):
        return self.currentPlayer.hand.isEmpty()

    def endGame(self):
        self.wait(1)
        self.broadcast(
            str(self.currentPlayer) + " has emptied their hand, and wins!")
        self.broadcast("Thanks for playing!")
Esempio n. 22
0
print("How many players?")
while num_players < 2:
	num_players = int(input())
	if num_players == -1:
		quit()
	if num_players < 2:
		print("You need at least 2 players to play s******d! Try again...")
        
for i in range(num_players):
    print("Enter Name for Player",i+1,":")
    name = input()
    players.append(ShitheadPlayer(name))
		
num_decks = 1+num_players//3 

playing_deck = Deck(num_decks)
playing_deck.shuffle()

discard_pile = []

# Deal Cards

for place in ['fd','fu','hand']:
    for i in range(3):
        for j in range(num_players):
            players[j].add_card(playing_deck.pop(),place)
 
# Game 
player_ind = 0
direction = 1
Esempio n. 23
0
class Game(object):

    #----------------------------------------
    # Constructs a Game object
    #----------------------------------------
    def __init__(self, players):
        self.deck = Deck()
        self.deck.fillDeck()
        self.playing = False
        self.actions = {}
        self.players = players
        self.nextPlayer = iter(self.nextPlayerIterFunc())
        self.currentPlayer = next(self.nextPlayer)

    #----------------------------------------
    # Parses whether a player input is an action.
    #----------------------------------------
    def parseAction(self, player, msg):
        msglist = msg.split()
        if msglist[0] in self.actions:
            self.actions[msglist[0]](player, msglist)
        else:
            self.broadcast(msg, player.name + ": ")

    #----------------------------------------
    # Broadcast a message to all the clients
    #----------------------------------------
    def broadcast(self, msg, prefix=""):
        for p in self.players:
            p.tell(prefix + msg)

    #----------------------------------------
    # Show a client their hand from the GUI
    #----------------------------------------
    def showGUIHand(self, player):
        player.tell("//{hand}//" + player.getHand())
        self.wait(.25)

    #----------------------------------------
    # Sleep for given time
    #----------------------------------------
    def wait(self, sleepTime):
        sleep(sleepTime)

    #----------------------------------------
    # Iterator to return next player
    #----------------------------------------
    def nextPlayerIterFunc(self):
        currPlayer = 0
        while True:
            yield self.players[currPlayer]
            if (currPlayer < (len(self.players) - 1)):
                currPlayer = currPlayer + 1
            else:
                currPlayer = 0

    #----------------------------------------
    # Phases of a turn
    #----------------------------------------
    class StartPhase(State):  #Begin the turn
        tag = "!"

    class PreplayPhase(State):  #Things that can occur before a play
        tag = "@"

    class PlayPhase(State):  #Things that occur to constitute a play
        tag = "#"

    class PostplayPhase(State):  #Things that can occur after a play
        tag = "$"

    class EndPhase(State):  #End the turn
        tag = "%"

        def quit(self):
            return True

        def onExit(self):
            return self.model.game.checkForVictory()

    #--------------------------------------------
    # State machine to abstractly define a turn.
    # m is the machine
    # s is the list of states
    # t is the list of transitions
    #--------------------------------------------
    def turnSpec(self, m, s, t):
        start = s("!")
        preplay = s("@")
        play = s("#")
        postplay = s("$")
        end = s("%")
        t("start", m.true, start)
        t(start, self.startGuards, preplay)
        t(preplay, self.preplayGuards, play)
        t(play, self.doPlay, postplay)
        t(postplay, self.postplayGuards, end)

    #-------------------------------------------
    # Methods to be extended by implementation.
    # Use to define rules of the game.
    #-------------------------------------------
    def startGuards(self):
        return True

    def preplayGuards(self):
        return True

    def doPlay(self):
        return True

    def postplayGuards(self):
        return True

    def checkForVictory(self):
        return True

    #----------------------------------------
    # Phases of the game
    #----------------------------------------
    class GameStart(State):
        tag = "^"

    class Turn(State):
        tag = "&"

    class GameOver(State):
        tag = "*"

        def quit(self):
            return True

        def onExit(self):
            self.model.game.endGame()
            self.model.game.playing = False

    #--------------------------------------------
    # State machine to abstractly define the game.
    # m is the machine
    # s is the list of states
    # t is the list of transitions
    #--------------------------------------------
    def gameSpec(self, m, s, t):
        start = s("^")
        turn = s("&")
        end = s("*")
        t("start", m.true, start)
        t(start, self.pregameActions, turn)
        t(turn, self.runTurn, end)
        t(turn, m.true, turn)
        # TODO Make this work

    #-------------------------------------------
    # Methods to be extended by implementation.
    # Use to define what happens before and after
    # the game.
    #-------------------------------------------
    def pregameActions(self):
        print("Game started")
        return True

    def endGame(self):
        print("Game completed")

    #--------------------------------------------
    # Methods to control the state machines.
    # Can be extended but shouldn't be.
    #--------------------------------------------

    def runTurn(self):
        self.currentPlayer = next(self.nextPlayer)
        return make(
            InnerMachine(self.currentPlayer.name + "\'s turn.",
                         self.currentPlayer, self), self.turnSpec).run()

    def runGame(self):
        self.playing = True
        make(OuterMachine("Welcome to the game!", len(self.players), self),
             self.gameSpec).run()
	def __init__(self, name):
		Deck.__init__(self)
		self.__deckList = []
		self.__name = name
		self.value = [11,2,3,4,5,6,7,8,9,10,10,10,10]
Esempio n. 25
0
from Cards import CardStack, Deck

unplayedDeck = Deck()
playedDeck = Deck()
playedDeck.changeVisibility()


# stuff outside this class should be in machine, just used it for testing
class Player(object):
    """Represents a player object"""
    def __init__(self, name):
        super().__init__()
        self.name = name
        self.hand = CardStack()
        self.handSize = 0

    def getHand(self):
        return str(self.hand.cards)

    def draw(self, num=1):
        if unplayedDeck.isEmpty():
            saveCard = playedDeck.draw()
            while not playedDeck.isEmpty():
                unplayedDeck.addToDeck(playedDeck.draw())
            unplayedDeck.shuffle()
            playedDeck.addToDeck(saveCard)
        for i in range(num):
            self.hand.cards.append(unplayedDeck.draw())
            self.handSize += 1

    def takeAll(self):
Esempio n. 26
0
class Game:
    def __init__(self, table=None):
        self.winners = []
        self.alreadyShowedGameRound = False
        self.table = table
        self.deck = Deck()
        self.gameRound = GameRound.PREFLOP
        self.maxBet = 0
        self.currentPlayer = None

        for player in self.table.players:
            player.game = self
        self.table.board = Board()
        self.table.board.game = self

    def __str__(self):
        representation = ""
        if not self.alreadyShowedGameRound:
            if self.gameRound != GameRound.PREFLOP:
                representation += "\n\n"
            representation += "Game Round: {}\n\n".format(self.gameRound.name)

        if self.gameRound != GameRound.END:
            representation += "Player playing: {}\n\n{}\n".format(
                self.currentPlayer, self.table)
        else:
            representation += "Winner: " + str(self.winners)
        return representation

    def handleGameRound(self):
        self.currentPlayer = self.table.firstToSpeak()
        if self.gameRound == GameRound.PREFLOP:
            self.handlePreFlop()
        elif self.gameRound == GameRound.FLOP:
            self.handleFlop()
        elif self.gameRound == GameRound.TURN:
            self.handleTurn()
        elif self.gameRound == GameRound.RIVER:
            self.handleRiver()
        elif self.gameRound == GameRound.END:
            bestFiveCards = {
                player: player.getBestFiveCards()
                for player in self.table.players
            }
            ranking = sorted(bestFiveCards,
                             key=lambda x: bestFiveCards[x].point,
                             reverse=True)
            bestPoint = bestFiveCards[ranking[0]].point
            self.winners.extend(
                filter(lambda x: bestFiveCards[x].point == bestPoint, ranking))

            # handle winners, tiers and losers money
            return self.winners
        else:
            raise GameShouldHaveEndedException

        # print(self)

        self.handleGameRound()

    def handlePreFlop(self):
        if self.maxBet == 0:
            self.table.handleSmallBlind()
            self.table.handleBigBlind()
            self.maxBet = self.table.bigBlind
            # for player in self.table.players:
            #     player.cards = Cards(*self.getRandomCardsFromDeck(2))
        self.currentPlayer.play()
        self.advanceInGame()

    def handleFlop(self):
        if self.maxBet == 0:
            self.table.board[0], self.table.board[1], self.table.board[
                2] = self.getRandomCardsFromDeck(3)
        self.currentPlayer.play()
        self.advanceInGame()

    def handleTurn(self):
        if self.maxBet == 0:
            self.table.board[3] = self.getRandomCardsFromDeck(1)[0]
        self.currentPlayer.play()
        self.advanceInGame()

    def handleRiver(self):
        if self.maxBet == 0:
            self.table.board[4] = self.getRandomCardsFromDeck(1)[0]
        self.currentPlayer.play()
        self.advanceInGame()

    def prepareForNextRound(self):
        for player in self.table.players:
            player.hasSpoken = False
            player.currentBet = 0
        self.alreadyShowedGameRound = False

    def advanceInGame(self):
        if len(list(filter(lambda x: not x.isActive,
                           self.table.players))) == 1:
            self.gameRound = GameRound.END
            self.prepareForNextRound()
        if all(
                map(lambda x: x.isReadyToProceedToNextRound(),
                    self.table.players)):
            self.gameRound = GameRound(self.gameRound + 1)
            self.prepareForNextRound()
            self.currentPlayer = self.table.firstToSpeak()
        else:
            self.currentPlayer = self.currentPlayer.nextToSpeak()

    def getRandomCardsFromDeck(self, numberOfCards):
        return [
            self.deck.pop(random.randrange(len(self.deck)))
            for _ in range(numberOfCards)
        ]

    def updateGameRound(self):
        if any(map(lambda x: x.hand is None, self.table.players)):
            self.gameRound = GameRound.PREFLOP
        numberOfCardsFlipped = len(
            list(filter(lambda x: x is not None, self.table.board)))
        if numberOfCardsFlipped == 0:
            self.gameRound = GameRound.FLOP
        elif numberOfCardsFlipped == 3:
            self.gameRound = GameRound.TURN
        elif numberOfCardsFlipped == 4:
            self.gameRound = GameRound.RIVER
        elif numberOfCardsFlipped == 5:
            self.gameRound = GameRound.END
        else:
            raise IncorrectNumberOfCardsFlippedException
Esempio n. 27
0
class Cheat(Game):
    def __init__(self, players):
        super(Cheat, self).__init__(players)
        self.playFlag = False
        self.cheatcaller = None
        self.nextRank = iter(self.nextRankIterFunc())
        self.currentPlayer = None
        self.currentRank = None
        # Discard pile used to pick up with cheat moves
        self.discard = Deck()
        # Buffer deck to hold cards while cheaters may cheat
        self.bufferDeck = CardStack()
        # Dictionary to define possible actions to take
        self.actions = {
            "{players}": self.getPlayers,
            "{start}": self.playCheat,
            "{play}": self.playCards,
            "{hand}": self.showHand,
            "{cheat}": self.callCheat,
            "{help}": self.getHelp
        }

    #---------------------------------------------------
    # Current rank iterator
    #---------------------------------------------------
    def nextRankIterFunc(self):
        currRank = 0
        while True:
            yield ranks()[currRank]
            if (currRank < (len(ranks()) - 1)):
                currRank += 1
            else:
                currRank = 0

    #---------------------------------------------------
    # Defining game actions
    #---------------------------------------------------
    def getHelp(self, player, msglist):
        player.tell(
            "To play cards on your turn, write {play} followed by the cards. ")
        player.tell(
            "For example, write \"{play} H4 S4\" to play the 4 of Hearts and the 4 of Spades. "
        )
        player.tell(
            "If you think a player played cards that aren't of the current rank, announce {cheat}. "
        )
        player.tell(
            "If they were lying, they have to pick up all the played cards... but if the weren't... you do! "
        )
        player.tell("To see your hand, write {hand}. For help, write {help}.")

    def showHand(self, player, msglist):
        player.tell("The cards in your hand:")
        player.tell(player.getHand())

    def playCheat(self, player, msglist):
        if len(self.players) < 3:
            player.tell("Not enough players to start the game...")
        else:
            self.playing = True

    def getPlayers(self, player, msglist):
        player.tell("Current players: ")
        msg = ""
        for p in self.players:
            msg += (p.name + " --- hand size: " + str(p.getHandSize()) + "\n")
        player.tell(msg[:-1])

    def playCards(self, player, msglist):
        if not self.playing:
            player.tell("Wait for the game to start...")
        elif player != self.currentPlayer:
            player.tell("Wait for your turn...")
        elif len(msglist) == 1:
            player.tell("You have to play a card.")
        else:
            cards = msglist[1:]
            playedCards = []
            for card in cards:
                card = Card(str(card[0]), str(card[1:]))
                playedCards.append(card)
            try:
                player.playFromHand(playedCards, self.bufferDeck)
                self.showGUIHand(self.currentPlayer)
                self.broadcast(player.name + " has played " +
                               str(self.bufferDeck.size()) + " card(s).")
                self.broadcast("They currently hold " +
                               str(player.hand.size()) + " cards.")
                self.playFlag = True
            except NotInStackException:
                player.tell("You can only play cards that are in your hand.")

    def callCheat(self, player, msglist):
        if not self.playing:
            player.tell("Wait for the game to start...")
        elif player == self.currentPlayer:
            player.tell("You can\'t call Cheat on yourself...")
        else:
            self.cheatCaller = player

    #---------------------------------------------------
    # Defining game rules
    #---------------------------------------------------

    def pregameActions(self):
        # Set to players
        self.nextPlayer = iter(self.nextPlayerIterFunc())
        # Make game announcements
        self.broadcast("The Cheat Game is starting!")
        self.broadcast("There are %d players playing!" % len(self.players))
        self.wait(1)
        for p in self.players:
            self.getHelp(p, None)
        self.wait(2)
        self.deck.shuffle()
        while not self.deck.isEmpty():
            self.currentPlayer = next(self.nextPlayer)
            self.currentPlayer.addToHand(self.deck.draw())
        for p in self.players:
            self.showGUIHand(p)
        return True

    def preplayGuards(self):
        self.currentRank = next(self.nextRank)
        self.broadcast("It is %s\'s turn!" % self.currentPlayer.name)
        self.wait(.25)
        self.broadcast("The rank this turn is " + self.currentRank + ".")
        self.wait(1)
        self.showHand(self.currentPlayer, None)
        return True

    def doPlay(self):
        while not self.playFlag:
            pass
        self.playFlag = False
        return True

    def postplayGuards(self):
        cheating = False
        for c in self.bufferDeck.cards:
            self.discard += c
            if c.rank != self.currentRank:
                cheating = True
        self.bufferDeck.empty()
        self.wait(1)
        self.broadcast("You have 10 seconds to announce {cheat}.")
        self.cheatCaller = None
        t_end = time() + 10
        while self.cheatCaller is None and time() < t_end:
            pass
        if self.cheatCaller is not None:
            self.broadcast(self.cheatCaller.name + " has called Cheat!")
            self.wait(2)
            if cheating:
                self.broadcast(
                    "%s was cheating, and has to pick up the stack! " %
                    self.currentPlayer.name)
                while not self.discard.isEmpty():
                    self.currentPlayer.addToHand(self.discard.draw())
                self.showGUIHand(self.currentPlayer)
            else:
                self.broadcast(
                    "%s wasn't cheating... %s has to pick up the stack..." %
                    (self.currentPlayer.name, self.cheatCaller.name))
                while not self.discard.isEmpty():
                    self.cheatCaller.addToHand(self.discard.draw())
                self.showGUIHand(self.cheatCaller)
        else:
            self.broadcast("Time's up!")
        if not self.discard.isEmpty():
            self.wait(.5)
            self.broadcast("The discard pile has %d cards in it." %
                           self.discard.size())
        return True

    def checkForVictory(self):
        return self.currentPlayer.hand.isEmpty()

    def endGame(self):
        self.wait(1)
        self.broadcast(self.currentPlayer.name +
                       " has emptied their hand, and wins!")
        self.broadcast("Thanks for playing!")
Esempio n. 28
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class MissStudHand:
    def __init__(self, WinningHands= '',NumberHoleCards=2, NumberCommunityCards=3):
        self.Deck = Deck()
        self.Deck.shuffle()
        self.HoleCards = [self.Deck.draw(), self.Deck.draw()]
        self.CommunityCards = []
        self.NumberHoleCards = NumberHoleCards
        self.NumberCommunityCards = NumberCommunityCards
        self.NumberCards = NumberHoleCards + NumberCommunityCards

    def Cards(self):
        return itertools.chain(self.HoleCards, self.CommunityCards)

    def CountsByRank(self):
        CountsDict = {}
        for card in self.Cards():
            if card.rank in CountsDict:
                CountsDict[card.rank] += 1
            else:
                CountsDict[card.rank] = 1        
#    CountsDict[card.rank] += 1 if card.rank in CountsDict else CountsDict[card.rank] = 1
        return CountsDict        

	
    def __repr__(self):
        return '\n'.join(str(card) for card in self.Cards())


    def MaxCardValue(self):
        return max([c.rank for c in self.Cards()])

    def MinCardValue(self):
        return min([c.aceLow() for c in self.Cards()])
        
    def MaxCardDistance(self):
        return self.MaxCardValue() - self.MinCardValue()

    def MaxCard(self):
        return max([card for card in self.Cards()])

    def MinCard(self):
        if self.MaxCard().rank == 14:
            return self.MaxCard()
        else:
            return min([card for card in self.Cards()])

    def SuitedCards(self, suit):
        return sum([1 for card in self.Cards() if card.suit == suit])

    def NumberVisibleCards(self):
        return len(self.HoleCards) + len(self.CommunityCards)

    def NumberUnseenCards(self):
        return self.NumberCards - self.NumberVisibleCards()

    def IsPair(self):
        return sum([1 for n in self.CountsByRank().values()  if n >=2]) >= 1

    def IsTwoPair(self):
        return sum([1 for n in self.CountsByRank().values() if n >=2]) >= 2

    def IsThreeOfaKind(self):
        return sum([1 for n in self.CountsByRank().values() if n >=3]) >= 1

    def IsFourOfaKind(self):
        return sum([1 for n in self.CountsByRank().values() if n >=4]) >= 1

    def IsFullHouse(self):
        Pair =  sum([1 for n in self.CountsByRank().values()  if n ==2]) == 1
        Trips = sum([1 for n in self.CountsByRank().values()  if n ==3]) == 1
        return Pair and Trips

    def CountMatches(self, count):
        d = self.CountsByRank()
        return sum([1 for v in d.values() if v == count])
 
    def IsFlush(self):
        suits = ['Clubs', 'Diamonds', 'Hearts', 'Spades']
        return self.NumberVisibleCards()  == max([self.SuitedCards(s) for s in suits])

    def IsStraight(self):
        if self.MaxCard().rank == 14:
            return self.IsStraight_AceLow()
        else:
            return self.IsStraight_AceHigh()

    def IsStraight_AceLow(self):
        l = [c.rank for c in self.Cards()]
	l = [1 if rank == 14 else rank for rank in l]
        l.sort()
        IsStraight = True
        for i in range(len(l)-1):
            if l[i]+1 != l[i+1]:
                IsStraight = False
        return IsStraight or self.IsStraight_AceHigh()

    def IsStraight_AceHigh(self):
        l = [c.rank for c in self.Cards()]
        l.sort()
        IsStraight = True
        for i in range(len(l)-1):
            if l[i]+1 != l[i+1]:
                IsStraight = False
        return IsStraight

    def IsPossible_Pair(self):
        IsEnoughCardsLeft = self.NumberUnseenCards() >= 1
        return self.IsPair() or IsEnoughCardsLeft

    def IsPossible_TwoPair(self):
        IsEnoughCardsLeft = True if self.IsPair() and self.NumberUnseenCards() >= 1 else self.NumberUnseenCards() >= 2      
        return self.IsTwoPair() or IsEnoughCardsLeft

    def IsPossible_Trips(self):
        IsEnoughCardsLeft = True if self.IsPair() and self.NumberUnseenCards() >= 1 else self.NumberUnseenCards() >= 2
        return self.IsThreeOfaKind() or IsEnoughCardsLeft

    def IsPossible_FullHouse(self):
        if self.NumberUnseenCards() >= 3:
            return True
        elif self.NumberUnseenCards() == 2 and self.IsPair():
            return True
        elif self.NumberUnseenCards() == 1 and self.IsTwoPair() or self.IsThreeOfaKind():
            return True
        else:
            return False
     

    def IsPossible_FourOfaKind(self):
        if self.NumberUnseenCards() >= 3:
            return True
        elif self.NumberUnseenCards() == 2 and self.IsPair():
            return True
        elif self.NumberUnseenCards() == 1 and self.IsThreeOfaKind():
            return True
        elif self.IsFourOfaKind():
            return True
        else:
            False


    def IsPossible_Straight(self):
        if self.IsPair() and self.NumberCards == 5:
            return False
        else:
            return True

    def IsPossible_Flush(self):
        return self.IsFlush()

    def IsPossible_StraightFlush(self):
        return True

    def getHandRank(self):
        if self.IsFlush():
             return 'Flush'
        elif self.IsStraight():
             return 'Straight'
        elif self.IsFullHouse():
            return 'Full House'
        elif self.IsFourOfaKind():
            return 'Four Of A Kind'
        elif self.IsThreeOfaKind():
            return 'Three Of A Kind'
        elif self.IsTwoPair():
            return 'Two Pair'
        elif self.IsPair():
            return 'Pair'
        else:
            return 'You Suck'