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1 | //drawPayouts is where the results are stored. drawArray is where all condenced hands, plus their weight are stored. | |
2 | void LoopCondencedHands() { | |
3 | for (int i = 0; i < drawPayouts.Length; i++) | |
4 | { | |
5 | //Five cards | |
6 | drawPayouts[i][array0[HandIndex5(drawArray[i])]]++; | |
7 | ||
8 | //Four Cards | |
9 | //Use array1[0] because all lengths are the same. | |
10 | for (int j = 0; j < array1[0].Length; j++) | |
11 | { | |
12 | //Check all five ways of playing four cards. | |
13 | //Use "* drawArray[i][5]" to count the weight. | |
14 | - | drawPayouts[i][j] += (array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]); |
14 | + | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; |
15 | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
16 | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
17 | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
18 | drawPayouts[i][j] += array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
19 | //If this is the value of holding all five cards, subtract one. | |
20 | if (array0[HandIndex5(drawArray[i])] == j) | |
21 | { drawPayouts[i][j]--; } | |
22 | } | |
23 | ||
24 | for (int j = 0; j < array2[0].Length; j++) | |
25 | { | |
26 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][1], drawArray[i][2])] * drawArray[i][5]; | |
27 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
28 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
29 | ||
30 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][1], drawArray[i][3])] * drawArray[i][5]; | |
31 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
32 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
33 | ||
34 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][1], drawArray[i][4])] * drawArray[i][5]; | |
35 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
36 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
37 | ||
38 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][3], drawArray[i][1], drawArray[i][2])] * drawArray[i][5]; | |
39 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
40 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
41 | ||
42 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][4], drawArray[i][1], drawArray[i][2])] * drawArray[i][5]; | |
43 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
44 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
45 | ||
46 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][3], drawArray[i][2])] * drawArray[i][5]; | |
47 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
48 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
49 | ||
50 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][4], drawArray[i][2])] * drawArray[i][5]; | |
51 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][2], drawArray[i][4])] * drawArray[i][5]; | |
52 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
53 | ||
54 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][0], drawArray[i][3], drawArray[i][4])] * drawArray[i][5]; | |
55 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
56 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
57 | ||
58 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][3], drawArray[i][1], drawArray[i][4])] * drawArray[i][5]; | |
59 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
60 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][1], drawArray[i][4], drawArray[i][3])] * drawArray[i][5]; | |
61 | ||
62 | drawPayouts[i][j] += array2[j][HandIndex3(drawArray[i][2], drawArray[i][3], drawArray[i][4])] * drawArray[i][5]; | |
63 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][4], drawArray[i][1], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
64 | drawPayouts[i][j] -= array1[j][HandIndex4(drawArray[i][0], drawArray[i][4], drawArray[i][2], drawArray[i][3])] * drawArray[i][5]; | |
65 | ||
66 | if (array0[HandIndex5(drawArray[i])] == j) | |
67 | { drawPayouts[i][j]++; } | |
68 | } | |
69 | } | |
70 | } |