def check_is_cbet_available(screen_area, db): element_area = introduction.save_element(screen_area, 'limp_area', db) path = db_query.get_last_screen(element_area, db) path = path[0]['image_path'] img_rgb = cv2.imread(path, 0) template_path = 'action_buttons/check.png' if cv_data_template(template_path, img_rgb) > 0: return True
def search_last_opponent_action(screen_area, db): element_area = introduction.save_element(screen_area, 'limp_area', db) path = db_query.get_last_screen(element_area, db) path = path[0]['image_path'] img_rgb = cv2.imread(path, 0) for item in db_query.get_actions_buttons(db): if cv_data_template(item['image_path'], img_rgb) > 0: return item return 'push'
def check_is_turn(screen_area, deck, stack_collection, db): element_area = introduction.save_element(screen_area, 'turn_area', db) if image_processing.search_element(element_area, ['turn'], 'green_board/', db) is False: if len(session_log.get_actual_hand(screen_area, db)) == 10: turn = image_processing.search_cards(element_area, deck, 2, db) session_log.update_hand_after_turn(str(screen_area), turn, db) last_row = session_log.get_last_row_from_log_session(screen_area, db) hand = last_row[0][0] stack = current_stack.get_actual_game_data(screen_area, stack_collection, db) if make_turn_decision(screen_area, hand, stack, stack_collection, db): return True return False
def check_is_river(screen_area, deck, stack_collection, db): element_area = introduction.save_element(screen_area, 'river_area', db) if image_processing.search_element(element_area, ['river'], 'green_board/', db) is False: if len(session_log.get_actual_hand(screen_area, db)) == 12: river = image_processing.search_cards(element_area, deck, 2, db) session_log.update_hand_after_turn(str(screen_area), river, db) last_row = session_log.get_last_row_from_log_session(screen_area, db) hand = last_row[0][0] stack = last_row[0][1] action = last_row[0][3] if make_river_decision(screen_area, hand, stack, action, stack_collection, db): return True return False