// //----------------------------------------------------- // // handle an artificial 2C opening bid (23+ pts) // BOOL CArtificial2ClubConvention::RespondToConvention(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { // first see if another convention is active if (bidState.GetActiveConvention() && (bidState.GetActiveConvention() != this)) return FALSE; // // Bidding in response to an opening 2C bid? check requirements // int nPartnersBid = bidState.nPartnersBid; int nPartnersSuit = bidState.nPartnersSuit; int nPartnersSuitSupport = bidState.nPartnersSuitSupport; int numSupportCards = bidState.numSupportCards; int nPartnersBidLevel = bidState.nPartnersBidLevel; int numPartnerBidsMade = bidState.m_numPartnerBidsMade; int nBid; // see if this is our second response to partner's opening 2C bid if (bidState.GetConventionStatus(this) == CONV_RESPONDED) { // see if we responded 2D last time if (bidState.nPreviousBid == BID_2D) { status << "R2CLR2! Partner showed his best suit of " & bidState.szPS & " in response to our negative 2D response.\n"; // what to do here??? // if partner shows a suit, adjust point count as dummy double fAdjPts = bidState.fAdjPts = (ISSUIT(bidState.nPartnersSuit))? hand.RevalueHand(REVALUE_DUMMY, bidState.nPartnersSuit, TRUE) : bidState.fPts; double fCardPts = bidState.fCardPts; // adjust partnership point count minimums & maximums bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax; // if (bidState.m_fMinTPPoints <= PTS_GAME-2) { nBid = BID_PASS; status << "R2CLR10! But with only " & bidState.m_fMinTPPoints & " points in the partnership, we have to pass.\n"; } else { // either shift to our own suit, raise partner to game, or bid 3NT if ((nPartnersSuitSupport >= SS_MODERATE_SUPPORT) && (nPartnersBid < bidState.GetGameBid(nPartnersSuit))) { nBid = bidState.GetGameBid(nPartnersSuit); status << "R2CLR20! Raise partner's & " & bidState.szPS & " to game at "& BTS(nBid) & ".\n"; } else if (bidState.IsSuitOpenable(bidState.nPrefSuit) && (nPartnersBidLevel <= 3)) { nBid = bidState.GetCheapestShiftBid(bidState.nPrefSuit); status << "R2CLR22! Bid our own " & bidState.szPrefSS & " suit in preference to partner's " & bidState.szPSS & " suit .\n"; } else if (nPartnersBid < BID_3NT) { nBid = BID_3NT; status << "R2CLR25! With only " & bidState.SLTS(nPartnersSuit) & " support for partner and no good suit of our own, bid 3NT.\n"; } else { nBid = BID_PASS; status << "R2CLR30! With only " & bidState.SLTS(nPartnersSuit) & " support for partner and no good suit of our own, we have to pass.\n"; } } // bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } // mark this convention as completed bidState.SetConventionStatus(this, CONV_FINISHED); return FALSE; } // // // partner must've bid 2 Club at his first opportunity, // and partner's bid must have been the first bid made // if ((nPartnersBid == BID_2C) && (bidState.m_bPartnerOpenedForTeam) && (numPartnerBidsMade == 1) && (nPartnersBid == pDOC->GetValidBidRecord(0))) { // condition valid // record that we responded bidState.SetConventionStatus(this, CONV_RESPONDED); } else { return FALSE; } // state expectations status << "R2CLUB! Partner made an artificial bid of 2 Clubs, showing either a game suit or " & pCurrConvSet->GetValue(tn2ClubOpeningPoints) & "+ points. We want to respond positively if interested in a slam.\n"; // the bid is forcing to game bidState.m_bGameForceActive = TRUE; // double fPts = bidState.fPts; double fAdjPts = bidState.fAdjPts; double fCardPts = bidState.fCardPts; int nPrefSuit = bidState.nPrefSuit; int nPrefSuitStrength = bidState.nPrefSuitStrength; // bidState.AdjustPartnershipPoints(pCurrConvSet->GetValue(tn2ClubOpeningPoints), 40 - fCardPts); // respond negatively (2D) with < 33 points if (bidState.m_fMinTPPoints < PTS_SLAM) { nBid = BID_2D; status << "R2C04! With only " & fCardPts & "/" & fPts & " points, we deny interest in slam by making the negative response of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // // else with 33+ points, state slam hopes // status << "2R2C08! With a total of " & bidState.m_fMinTPPoints & "+ points in the partnership, we want to invite slam.\n"; // show an openable suit if (nPrefSuitStrength >= SS_OPENABLE) { if (ISMAJOR(nPrefSuit)) nBid = MAKEBID(nPrefSuit,2); else nBid = MAKEBID(nPrefSuit,3); status << "R2C14! With " & fCardPts & "/" & fPts & " points in hand, and a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " points in the partnership, we express possible interest in slam by showing our best suit (" & bidState.szPrefS & ") with a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // or a SOLID suit (jump shift) if (bidState.bPrefSuitIsSolid) { if (ISMAJOR(nPrefSuit)) nBid = MAKEBID(nPrefSuit,3); else nBid = MAKEBID(nPrefSuit,4); status << "R2C18! With " & fCardPts & "/" & fPts & " points in hand and a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " points in the partnership, we express interest in a slam by showing our solid " & bidState.szPrefSS & " suit in a jump bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // else assume a balanced hand // with a balanced hand & >= 26 total HCPs, bid 3NT; // with < 26 total HCPs, 2NT if (bidState.bBalanced) { if (bidState.m_fMinTPCPoints >= PTS_NT_GAME) nBid = BID_3NT; else nBid = BID_2NT; status << "R2C22! With " & fCardPts & " HCPs and a balanced hand, and a total of " & bidState.m_fMinTPCPoints & "+ HCPs in the partnership, we respond with " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // else just bid the best suit nBid = bidState.GetCheapestShiftBid(nPrefSuit, BID_2C); status << "R2C26! With " & fCardPts & "/" & fPts & " points but with no strong suit and an unbalanced hand, we have to respond with our best suit of " & bidState.szPrefS & " by bidding " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // end of 2C opening section
// //========================================================== // // Rebidding as opener after a strong 2-level opening // // BOOL CArtificial2ClubConvention::HandleConventionResponse(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { int nStatus = bidState.GetConventionStatus(this); if (nStatus <= 0) return FALSE; // // estimate partner's strength // int nBid; double fPts = bidState.fPts; double fAdjPts = bidState.fAdjPts; double fCardPts = bidState.fCardPts; int nPrefSuit = bidState.nPrefSuit; int nPrefSuitStrength = bidState.nPrefSuitStrength; int nPreviousSuit = bidState.nPreviousSuit; int nPartnersBid = bidState.nPartnersBid; int nPartnersBidLevel = bidState.nPartnersBidLevel; int nPartnersSuit = bidState.nPartnersSuit; int nPartnersSuitSupport = bidState.nPartnersSuitSupport; int numSupportCards = bidState.numSupportCards; BOOL bBalanced = bidState.bBalanced; BOOL bSemiBalanced = bidState.bSemiBalanced; // see if this is our first rebid if (nStatus == CONV_INVOKED_ROUND1) { // first check for a strange response if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE)) { // we don't understand partner's bid return CConvention::HandleConventionResponse(player, conventions, hand, cardLocation, ppGuessedHands, bidState, status); } // // did we get a negative response? (2D in response to the 2C) // if (nPartnersBid == BID_2D) { status << "CRB0! After our strong 2 Club opening, partner's 2 Diamond bid is a negative response, denying slam values (less than 1 Quick Trick).\n"; // estimate points -- 0 to 6 for now bidState.m_fPartnersMin = 0; bidState.m_fPartnersMax = 6; bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax; // bid game or slam with 26+ pts if ((bidState.m_fMinTPCPoints >= PTS_NT_GAME) && (bidState.m_fMinTPCPoints < PTS_SMALL_SLAM)) { if (bBalanced || bSemiBalanced) { nBid = BID_3NT; status << "CRB1! With a balanced distribution and " & fCardPts & " HCPs in hand, rebid " & BTS(nBid) & ".\n"; } else if ( (ISMAJOR(nPrefSuit) && (bidState.m_fMinTPPoints >= PTS_MAJOR_GAME)) || (ISMINOR(nPrefSuit) && (bidState.m_fMinTPPoints >= PTS_MINOR_GAME)) ) { nBid = bidState.GetGameBid(nPrefSuit); status << "CRB2! With no help from partner, we have to unilaterally push on to game at " & BTS(nBid) & ".\n"; } bidState.SetConventionStatus(this, CONV_FINISHED); } else if ((bidState.m_fMinTPCPoints >= PTS_SMALL_SLAM) && (bidState.m_fMinTPCPoints < PTS_GRAND_SLAM)) { if (bBalanced || bSemiBalanced) { nBid = BID_6NT; status << "CRB4! With a balanced distribution and " & fCardPts & " HCPs in hand, bid a slam at " & BTS(nBid) & ".\n"; } else { nBid = MAKEBID(nPrefSuit, 6); status << "CRB5! With no help from partner but with a total of " & bidState.m_fMinTPPoints & " points in the partnership, we have to unilaterally push on to a slam at " & BTS(nBid) & ".\n"; } bidState.SetConventionStatus(this, CONV_FINISHED); } else if (bidState.m_fMinTPCPoints >= PTS_GRAND_SLAM) { if (bBalanced || bSemiBalanced) { nBid = BID_7NT; status << "CRB6! With a balanced distribution and " & fCardPts & " HCPs in hand, bid a grand slam at " & BTS(nBid) & ".\n"; } else { nBid = MAKEBID(nPrefSuit, 7); status << "CRB5! With no help from partner but with a total of " & bidState.m_fMinTPPoints & " points in the partnership, we have to unilaterally push on to a grand slam at " & BTS(nBid) & ".\n"; } bidState.SetConventionStatus(this, CONV_FINISHED); } else { // else show our preferred suit and see if partner bids again nBid = bidState.GetCheapestShiftBid(nPrefSuit); status << "CRB8! Show our strongest suit (" & bidState.szPrefS & ") with a bid of " & BTS(nBid) & ".\n"; bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2); } // bidState.SetBid(nBid); return TRUE; } // // otherwise, we got a positive response, and partner has shown // his long suit -- so either raise partner's suit, bid NT, or // rebid our own suit // status << "2CRB20! After our strong 2 Club opening, partner's " & bidState.szPB & " bid was a positive response, indicating 7+ pts and 1+ Quick Tricks.\n"; // estimate points -- 7+ pts for now bidState.m_fPartnersMin = 7; bidState.m_fPartnersMax = MIN(22, 40 - fCardPts); bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax; // respond to partner's NT bid here // bid No Trump if reasonably balanced or have poor support if (nPartnersBid == BID_2NT) { if ( bidState.bSemiBalanced || ((nPartnersSuitSupport <= SS_WEAK_SUPPORT) && (bBalanced)) ) { if (bidState.m_fMinTPCPoints >= PTS_SLAM) nBid = BID_6NT; else nBid = BID_3NT; if (ISSUIT(nPartnersSuit)) status << "CRB21! With a balanced hand and " & bidState.SLTS(nPartnersSuit) & " support for partner's " & bidState.szPS & ", plus a total of " & bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints & " HCPs in the partnership, move to Notrump and bid " & ((BID_LEVEL(nBid) >= 6)? "slam" : "game") & " at " & BTS(nBid) & ".\n"; else status << "CRB22! With a " & (!bBalanced? "semi-" : "") & "balanced hand and a total of " & bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints & " HCPs in the partnership, raise partner to " & ((BID_LEVEL(nBid) >= 6)? "slam" : "game") & " at " & BTS(nBid) & ".\n"; } else { // we're not balanced, so show our preferred suit if possible nBid = bidState.GetCheapestShiftBid(nPrefSuit); status << "CRB25! We don't like Notrump, so so bid our " & bidState.szPrefS & " suit at " & BTS(nBid) & ".\n"; } // bidState.SetBid(nBid); return TRUE; } // raise partner's suit if possible if ((nPartnersSuit != NOTRUMP) && (nPartnersSuitSupport >= SS_GOOD_SUPPORT)) { // double raise partner if major, or go directly to Blackwood // if minor (double raise from 3C or 3D would exceed 4NT if (ISMAJOR(nPartnersSuit)) { bidState.m_nAgreedSuit = nPartnersSuit; nBid = bidState.GetGameBid(nPartnersSuit); BOOL bJumped = (nPartnersBidLevel == 2); status << "CRB28! With " & bidState.SLTS(nPartnersSuit) & " support for partner's " & bidState.szPS & " (holding " & bidState.szHP & "), go ahead and " & (bJumped? "jump" : "") & " raise to " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); } else { status << "CRB32! We have " & bidState.SLTS(nPartnersSuit) & " support for partner's " & bidState.szPS & " (holding " & bidState.szHP & "), so push towards slam.\n"; bidState.InvokeBlackwood(nPartnersSuit); bidState.SetConventionStatus(this, CONV_FINISHED); } return TRUE; } // else show our preferred suit nBid = bidState.GetCheapestShiftBid(nPrefSuit); status << "CRB44! But we don't like partner's " & bidState.szPSS & " suit (holding " & bidState.szHP & "), so bid our own " & bidState.szPrefS & " suit at " & BTS(nBid) & ".\n"; // done bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } else if (nStatus == CONV_INVOKED_ROUND2) { // first check for a strange response if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE)) { // we don't understand partner's bid return CConvention::HandleConventionResponse(player, conventions, hand, cardLocation, ppGuessedHands, bidState, status); } // partner bid another suit after our rebid of our suit // AFTER her negative response to our opening strong 2C int nPartnersSuit = bidState.nPartnersSuit; if ((nPartnersSuit != NOTRUMP) && (nPartnersSuit != bidState.nPreviousSuit)) { status << "CRB60! Partner bid " & bidState.szPB & " after we bid our " & bidState.szPVS & " suit, indicating a strong preference for the " & bidState.szPS & " suit.\n"; // support partner's suit if we have decent holdings, else bid our own suit if (bidState.nPartnersBid < bidState.GetGameBid(nPartnersSuit)) { // see if we like partner's suit if (bidState.nPartnersSuitSupport >= SS_GOOD_SUPPORT) { nBid = bidState.GetGameBid(nPartnersSuit); status << "CRB62! So with " & bidState.SLTS(nPartnersSuitSupport) & " support for partner's " & bidState.szPS & ", raise to game at " & BTS(nBid) & ".\n"; } else { nBid = bidState.GetCheapestShiftBid(bidState.nPreviousSuit); status << "CRB62! But with only " & bidState.SLTS(nPartnersSuitSupport) & " support for partner's " & bidState.szPS & ", return to our own suit at " & BTS(nBid) & ".\n"; } } else { // partner bid game! if (bidState.m_fMinTPPoints < PTS_SLAM) { // we don't have points for a slam, so pass nBid = BID_PASS; if (bidState.nPartnersBidLevel < 6) status << "CRB68! Partner's " & bidState.szPB & " bid is at game level, so pass.\n"; else status << "CRB69! Partner's " & bidState.szPB & " bid is at slam level, so pass.\n"; } else { // we do have the points for a slam! if (bidState.nPartnersBidLevel < 6) { nBid = BID_6NT; status << "CRB72! While we do not have suit agreement, we have the points for a slam, so bid " & BTS(nBid) & ".\n"; } else { nBid = BID_PASS; status << "CRB74! Partner has bid slam in his suit, so pass.\n"; } } } } else if (nPartnersSuit == NOTRUMP) { // partner bid NT // bid 3NT if possible if ( bidState.bSemiBalanced || ((nPartnersSuitSupport <= SS_WEAK_SUPPORT) && (bBalanced)) ) { if (bidState.m_fMinTPCPoints >= PTS_SLAM) nBid = BID_6NT; else nBid = BID_3NT; if (ISSUIT(nPartnersSuit)) status << "CRB76! With a balanced hand and " & bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints & " HCPs in the partnership, respond at " & ((BID_LEVEL(nBid) >= 6)? "slam" : "game") & " with a bid of " & BTS(nBid) & ".\n"; else status << "CRB77! With a " & (!bBalanced? "semi-" : "") & "balanced hand and a total of " & bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints & " HCPs in the partnership, raise partner to " & ((BID_LEVEL(nBid) >= 6)? "slam" : "game") & " at " & BTS(nBid) & ".\n"; } else { // we're not balanced, so show our preferred suit if possible nBid = bidState.GetCheapestShiftBid(nPrefSuit); status << "CRB78! We don't like Notrump, so so bid our " & bidState.szPrefS & " suit at " & BTS(nBid) & ".\n"; } // bidState.SetBid(nBid); return TRUE; } else { // partner raised, which is strange! status << "CRB80! Partner raised our " & bidState.szPVSS & " suit, which is strange, "; if (bidState.nPartnersBid < bidState.GetGameBid(nPartnersSuit)) { nBid = bidState.GetGameBid(bidState.nPartnersSuit); status << "but go ahead and raise to game."; } else { nBid = BID_PASS; status << "but since we're at game, stop here and pass.\n"; } } // and we're done bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } // shouldn't be here! return FALSE; }
// //========================================================= // // RespondToConvention() // // respond to partner's preemptive shutout bid of 3, 4, or 5 // BOOL CShutoutBidsConvention::RespondToConvention(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { // first see if another convention is active if (bidState.GetActiveConvention()) return FALSE; // // Bidding in response to an opening preemptive shutout bid? // check requirements // int nPartnersBid = bidState.nPartnersBid; int nPartnersBidLevel = bidState.nPartnersBidLevel; int nPartnersSuit = bidState.nPartnersSuit; // // check to see if partner did in fact make a shutout bid // if (((nPartnersBidLevel >= 3) && (nPartnersBidLevel <= 5)) && (bidState.m_numPartnerBidsMade == 1) && (nPartnersSuit != NOTRUMP) && (bidState.m_bPartnerOpenedForTeam)) { // okay, met requirements } else { // failed the test return FALSE; } // // in general, pass a shutout bid unless we have an exceedingly // strong hand // // first state expectations bidState.m_fPartnersMin = OPEN_PTS(6); bidState.m_fPartnersMax = OPEN_PTS(9); status << "SHUTR0! Partner made a preemptive " & bidState.szPB & " bid, showing a " & ((bidState.nPartnersBidLevel==3)? 7:(bidState.nPartnersBidLevel==4)? 8:9) & "-card " & bidState.szPSS & " suit with no tricks outside the suit, and most likely " & bidState.m_fPartnersMin & "-" & bidState.m_fPartnersMax & " points.\n"; // adjust team point estimates double fPts = bidState.fPts; double fAdjPts = bidState.fAdjPts; double fCardPts = bidState.fCardPts; bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax; // raise a 3 bid to game if we have enough to make game // the requiremetns are: // 1: 4 cards in the suit, // 2: 5 playing tricks for a major suit, or 6 for a minor // 3: 2 QT's, and // 4: >= 26 team pts for a major game, or >= 29 pts for a minor game int nBid; int numSupportCards = bidState.numSupportCards; int nPartnersSuitSupport = bidState.nPartnersSuitSupport; double numQuickTricks = bidState.numQuickTricks; int numLikelyWinners = bidState.numLikelyWinners; double fMinTPPoints = bidState.m_fMinTPPoints; double fMaxTPPoints = bidState.m_fMaxTPPoints; // if ((nPartnersBidLevel == 3) && (ISMAJOR(nPartnersSuit)) && (numSupportCards >= 4) && (numQuickTricks >= 2) && (numLikelyWinners >= 5) && (fMinTPPoints >= PTS_GAME)) { nBid = MAKEBID(nPartnersSuit,4); status << "SHUTR2! We have " & fCardPts & "/" & fPts & "/" & fAdjPts & " points in hand, for a total of " & fMinTPPoints & "-" & fMaxTPPoints & " points in the partnership, strong support for partner's long " & bidState.szPSS & " suit (holding " & bidState.szHP & "), plus " & numQuickTricks & " QTs and " & numLikelyWinners & " likely winners, so we can safely bid game at " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // raise a minor to game as above, but with 5-card // support && 6+ winners && 28+ TPs if ((nPartnersBidLevel <= 4) && (ISMINOR(nPartnersSuit)) && (numSupportCards >= 5) && (numQuickTricks >= 2) && (numLikelyWinners >= 6) && (fMinTPPoints >= PTS_MINOR_GAME)) { nBid = MAKEBID(nPartnersSuit,5); status << "SHUTR4! We have " & fCardPts & "/" & fPts & "/" & fAdjPts & " points in hand, for a total of " & fMinTPPoints & "-" & fMaxTPPoints & " points in the partnership, strong support for partner's long " & bidState.szPSS & " suit (holding " & bidState.szHP & "), plus " & numQuickTricks & " QTs and " & numLikelyWinners & " likely winners, so we can safely bid a minor game at " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // raise a 3 or 4 bid to slam with strong support, // >= 32 TPs, and 4 QTs if ((nPartnersBidLevel < 5) && (nPartnersSuitSupport >= SS_GOOD_SUPPORT) && (numQuickTricks >= 4) && (fMinTPPoints >= PTS_SLAM)) { nBid = MAKEBID(nPartnersSuit,6); status << "SHUTR6! We have " & fCardPts & "/" & fPts & "/" & fAdjPts & " points in hand, for a total of " & fMinTPPoints & "-" & fMaxTPPoints & " points in the partnership, " & bidState.SLTS(nPartnersSuit) & " support for partner's long " & bidState.szPSS & " suit (holding " & bidState.szHP & "), plus " & numQuickTricks & " QTs, so we can safely bid a slam at " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // else, just pass nBid = BID_PASS; status << "SHUTR9! With " & fCardPts & "/" & fPts & "/" & fAdjPts & " points in hand, for a total of " & fMinTPPoints & "-" & fMaxTPPoints & " points in the partnership, holding " & bidState.szHP & " in support of partner's " & bidState.szPSS & " suit, and with only " & numQuickTricks & " QTs and " & numLikelyWinners & " likely winners, we have no real reason to bid anything, so just pass.\n"; bidState.SetBid(nBid); return TRUE; }
// //--------------------------------------------------------------- // // RespondToConvention() // BOOL CCueBidConvention::RespondToConvention(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { // first see if another convention is active if (bidState.GetActiveConvention() && (bidState.GetActiveConvention() != this)) return FALSE; // basic test -- see if we had agreed on a suit last time if (bidState.m_nAgreedSuit == NONE) return FALSE; // get status int nStatus = bidState.GetConventionStatus(this); // int nPartnersBid = bidState.nPartnersBid; int nPartnersBidLevel = bidState.nPartnersBidLevel; int nPartnersSuit = bidState.nPartnersSuit; int nPartnersPrevSuit = bidState.nPartnersPrevSuit; int nAgreedSuit = bidState.m_nAgreedSuit; int nSupportLevel = bidState.nPartnersSuitSupport; int nBid; // see if partner made a cue bid // it needs to be a bid that commits the partnership to game, // after a suit has been agreed upon if ((nAgreedSuit != NONE) && (nPartnersSuit != NOTRUMP) && (nPartnersSuit != nAgreedSuit) && ((nPartnersBid > MAKEBID(nAgreedSuit,3)) && (nPartnersBid < bidState.GetGameBid(nAgreedSuit)))) { //NCR what if suit was previously bid by this player??? // EG: N->1H, S->2C, N->3C, S->3H 3H is NOT a cue bid, it's a response to this player's previous bid // NCR how to test if partner's current bid was in suit previously bid ??? // NCR what about a game bid??? int nSuit = BID_SUIT(nPartnersBid); for(int i=0; i < player.GetNumBidsMade(); i++) { // NCR had to add const to this function def int nSuitBid = pDOC->GetBidByPlayer(player.GetPosition(), i); if(BID_SUIT(nSuitBid) == nSuit) return FALSE; // NCR not cue if partner bid before ??? } // NCR-295 game bid in agreed suit??? if(bidState.IsGameBid(nPartnersBid) && (nSuit == nAgreedSuit) ) // || CheckIfSuitBid(player, BID_SUIT(nPartnersBid))) { return FALSE; //NCR don't treat Game bid as cue bid } // met the requirements status << "CUR0! Partner made a cue bid of " & BTS(nPartnersBid) & ", hinting at slam prospects.\n"; } else { // this is not a cue bid return FALSE; } // // respond to a cue bid only if we have an interest in slam // // only qualify if we have 30+ team points, _OR_ // strong trump support and 28+ poitns // if (bidState.m_fMinTPPoints >= 30) { // 30+ team points status << "2CUR1! And since we have " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & "+ points in the partnership, we want to respond favorably.\n"; } else if ((nSupportLevel >= SS_GOOD_SUPPORT) && (bidState.m_fMinTPPoints >= 28)) { // good support (4 good or 5 moderate cards) status << "2CUR2! And since we have " & bidState.SLTS(nPartnersSuit) & " trump support, " & ((bidState.m_fMinTPPoints >= 30)? " as well as " : " albeit only with ") & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " points in the partnership, we want to respond favorably.\n"; } else { // insufficient strength for slam -- correct back to the agreed suit nBid = bidState.GetCheapestShiftBid(nAgreedSuit); status << "CUR4! But we don't have the points (only " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership) or the excellent trump support needed for a marginal slam, so we decline by returning to the agreed suit at a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } // // else we're playing along -- find the cheapest response // if (nStatus == CONV_INACTIVE) { // first invocation -- find the cheapest Ace int nSuit = GetCheapestAce(hand, nPartnersSuit, bidState.m_nAgreedSuit); // found a suit with an ace? if ((nSuit != nPartnersSuit) && (nSuit != nAgreedSuit)) { // found a suit to cue bid nBid = bidState.GetCheapestShiftBid(nSuit); status << "CUR20! Respond to partner's cue bid, showing our cheapest ace (" & STS(nSuit) & ") with a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_RESPONDED_ROUND1); return TRUE; } else { // found no ace, or else it's in the trump suit, so either way // just sign off at the agreed suit nBid = bidState.GetCheapestShiftBid(nAgreedSuit); if (hand.SuitHasCard(nSuit, ACE)) status << "CUR22! But our only Ace is in the trump suit of " & STSS(nAgreedSuit) & ", so sign off at a bid of " & BTS(nBid) & ".\n"; else status << "CUR24! We have no other Aces to offer, so sign off with the agreed " & STSS(nAgreedSuit) & " suit at a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } } else if (nStatus == CONV_RESPONDED_ROUND1) { // second invocation -- find cheapest King or void // first invocation -- find teh cheapest Ace int nSuit = GetCheapestKingOrVoid(hand, nPartnersSuit, bidState.m_nAgreedSuit); // found an appropriate suit? if ((nSuit != nPartnersSuit) && (nSuit != nAgreedSuit)) { // found a suit to cue bid nBid = bidState.GetCheapestShiftBid(nSuit); status << "CUR30! Respond to partner's cue bid, showing our cheapest " & ((hand.GetSuitLength(nSuit) > 0)? "King" : "void suit") & " (in " & STS(nSuit) & ") with a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); // bidState.SetConventionStatus(this, CONV_RESPONDED_ROUND2); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } else { // found no king or void, or else found a king in the trump suit, // so either way, just sign off at the agreed suit nBid = bidState.GetCheapestShiftBid(nAgreedSuit); if (hand.SuitHasCard(nSuit, KING)) status << "CUR32! But our only Ace is in the trump suit of " & STSS(nAgreedSuit) & ", so sign off at a bid of " & BTS(nBid) & ".\n"; else status << "CUR34 We have no other Kings or void suits to offer, so sign off with the agreed " & STSS(nAgreedSuit) & " suit at a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } } else { // error! bidState.SetConventionStatus(this, CONV_ERROR); return FALSE; } }
// //========================================================== // // Rebidding as opener after a strong 2-level opening // // BOOL CStrongTwoBidsConvention::HandleConventionResponse(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { if (bidState.GetConventionStatus(this) != CONV_INVOKED) return FALSE; bidState.ClearConventionStatus(this); // // estimate partner's strength // int nBid; double fPts = bidState.fPts; double fAdjPts = bidState.fAdjPts; double fCardPts = bidState.fCardPts; int nPrefSuit = bidState.nPrefSuit; int nPrefSuitStrength = bidState.nPrefSuitStrength; int nPreviousSuit = bidState.nPreviousSuit; int nPartnersBid = bidState.nPartnersBid; int nPartnersBidLevel = bidState.nPartnersBidLevel; int nPartnersSuit = bidState.nPartnersSuit; int nPartnersSuitSupport = bidState.nPartnersSuitSupport; int numSupportCards = bidState.numSupportCards; BOOL bBalanced = bidState.bBalanced; // // did we get a negative response from partner? // if (nPartnersBid == BID_2NT) { status << "2S2Rb0! After our strong " & bidState.szPVB & " opening bid, partner's 2NT bid is a negative response, denying slam values (less than 1 Quick Trick).\n"; // estimate points -- 0 to 6 for now bidState.m_fPartnersMin = 0; bidState.m_fPartnersMax = 6; bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax; // after a negative response, bid 3NT if balanced // with 26+ HCPs if ((bBalanced) && (bidState.m_fMinTPCPoints >= PTS_NT_GAME)) { nBid = BID_3NT; status << "S2RB1! With a balanced distribution and " & fCardPts & " HCPs in hand, rebid " & BTS(nBid) & ".\n"; } // else show a second preferred suit if available if (bidState.numPreferredSuits > 0) { int nSuit = bidState.GetRebidSuit(nPreviousSuit); nBid = bidState.GetCheapestShiftBid(nSuit); status << "S2RB4! With a good second suit in " & STS(nSuit) & ", show it in a rebid of " & BTS(nBid) & ".\n"; } // otherwise rebid our original suit (if not 2C) if (bidState.nPreviousBid == BID_2C) { nBid = bidState.GetCheapestShiftBid(nPrefSuit); status << "S2RB6! With no other good suits, go ahead and bid our " & bidState.szPrefS & " suit at " & BTS(nBid) & ".\n"; } else { nBid = bidState.GetCheapestShiftBid(nPreviousSuit); status << "B3E32! With no other good suits, go ahead and rebid our " & bidState.szPVSS & " suit at " & BTS(nBid) & ".\n"; } // bidState.SetBid(nBid); return TRUE; } // // otherwise, got a positive response, and partner has shown // his long suit -- so either raise partner's suit, bid NT, or // rebid our own suit // status << "2S2Rb20! After our strong " & bidState.szPVB & " opening bid, partner's " & bidState.szPB & " bid was a positive response, indicating 1+ Quick Tricks.\n"; // estimate points -- 3+ pts for now bidState.m_fPartnersMin = 3; bidState.m_fPartnersMax = MIN(22, 40 - fCardPts); bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax; // bid No Trump if balanced if (bBalanced) { nBid = BID_3NT; status << "With a balanced hand, bid game at " & BTS(nBid) & ".\n"; } // see if there's a suit agreement from a strong 2 bid if ((nPreviousSuit == nPartnersSuit) && (bidState.nLastBid != BID_2C)) { // try for a slam; use Blackwood status << "S2RB24! Partner's encouraging raise to " & bidState.szPB & " indicates 1+ Quick Tricks and slam possibilities.\n"; bidState.InvokeBlackwood(nPartnersSuit); return TRUE; } // raise partner's suit if possible if (nPartnersSuitSupport >= SS_GOOD_SUPPORT) { // double raise partner if major, or go directly to Blackwood // if minor (double raise from 3C or 3D would exceed 4NT if (ISMAJOR(nPartnersSuit)) { bidState.m_nAgreedSuit = nPartnersSuit; nBid = MAKEBID(nPartnersSuit,nPartnersBidLevel+2); status << "S2RB28! With " & bidState.SLTS(nPartnersSuit) & " support for partner's " & bidState.szPS & " (holding " & bidState.szHP & "), go ahead and jump raise to " & BTS(nBid) & ".\n"; } else { status << "S2RB32! We have " & bidState.SLTS(nPartnersSuit) & " support for partner's " & bidState.szPS & " (holding " & bidState.szHP & ").\n"; bidState.InvokeBlackwood(nPartnersSuit); return TRUE; } } // else show a second preferred suit if available if (bidState.numPreferredSuits > 1) { int nSuit = bidState.GetRebidSuit(nPreviousSuit); nBid = bidState.GetCheapestShiftBid(nSuit); status << "S2RB36! But we don't like partner's " & bidState.szPSS & " suit (holding " & bidState.szHP & "), and we hold a good second suit in " & STS(nSuit) & ", so show it in a rebid of " & BTS(nBid) & ".\n"; } // otherwise rebid our original suit (if not 2C) if (bidState.nPreviousBid == BID_2C) { nBid = bidState.GetCheapestShiftBid(nPrefSuit); status << "S2RB44! But we don't like partner's " & bidState.szPSS & " suit (holding " & bidState.szHP & "), so bid our own " & bidState.szPrefS & " suit at " & BTS(nBid) & ".\n"; } else { nBid = bidState.GetCheapestShiftBid(nPreviousSuit); status << "S2RB50! But we don't like partner's " & bidState.szPSS & " suit (holding " & bidState.szHP & "), so rebid our own " & bidState.szPVSS & " suit at " & BTS(nBid) & ".\n"; } // bidState.SetBid(nBid); return TRUE; }
// //=============================================================================== // // RespondToConvention() // // partner bid at the 2-level (strong 2 bid) // // in general, partner's opening 2-bid denotes an extremely // powerful hand. So the question is whether to try for game // or slam. Therefore, we respond positively if we want attempt // a slam, or negatively for game // BOOL CStrongTwoBidsConvention::RespondToConvention(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { // first see if another convention is active if (bidState.GetActiveConvention()) return FALSE; // // Bidding in response to an opening strong 2 bid? check requirements // int nPartnersBid = bidState.nPartnersBid; int nPartnersBidLevel = bidState.nPartnersBidLevel; int nPartnersSuit = bidState.nPartnersSuit; int nPartnersSuitSupport = bidState.nPartnersSuitSupport; int numSupportCards = bidState.numSupportCards; int numPartnerBidsMade = bidState.m_numPartnerBidsMade; // // // partner must've bid at the 2 level, but not 2C, // and partner's bid must have been the first bid made // if ((nPartnersBidLevel == 2) && (nPartnersBid != BID_2C) && (bidState.m_bPartnerOpenedForTeam) && (numPartnerBidsMade == 1) && (nPartnersBid == pDOC->GetValidBidRecord(0))) { // okay, met requirements } else { // return FALSE; } // int nBid; double fPts = bidState.fPts; double fAdjPts = bidState.fAdjPts; double fCardPts = bidState.fCardPts; int nPrefSuit = bidState.nPrefSuit; int numPrefSuitCards = bidState.numPrefSuitCards; double numQuickTricks = bidState.numQuickTricks; // state expectations bidState.m_fPartnersMin = 16; bidState.m_fPartnersMax = 22; status << "RSTRT! Partner made a strong 2-bid, showing a very good suit or two solid suits, 9+ playing tricks, and 4+ quick tricks. We have to respond positively if interested in slam, or negatively otherwise.\n"; // set partnership point count minimums & maximums bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax; // the bid is forcing to game bidState.m_bGameForceActive = TRUE; // // if we have less than 1 Quick trick, respond negatively // if (numQuickTricks < 1.0) { nBid = BID_2NT; status << "RSTRT10! But with only " & numQuickTricks & " QT's, we have to make the negative response of " & BTS(nBid) & " to deny slam values.\n"; bidState.SetBid(nBid); return TRUE; } // // else we have >= 1 Quick trick, so respond positively // status << "2RSTRT20! We have " & numQuickTricks & " QT's, so we can make a positive response.\n"; // if we have even half-decent support for partner's suit, show it if (nPartnersSuitSupport >= SS_WEAK_SUPPORT) { nBid = MAKEBID(nPartnersSuit,3); status << "RSTRT22! And we have " & bidState.SLTS(nPartnersSuit) & " support for partner's long " & bidState.szPSS & " suit (holding " & bidState.szHP & "), so raise partner's bid to " & BTS(nBid) & ".\n"; } else if ((nPrefSuit != nPartnersSuit) && (bidState.nPrefSuitStrength >= SS_OPENABLE) && (numPrefSuitCards >= 5)) { // or show our own suit if we have a good 5+ suiter int nSuit = nPrefSuit; // jump shift if the suits is really strong if (bidState.nPrefSuitStrength >= SS_ABSOLUTE) { nBid = bidState.GetJumpShiftBid(nSuit,nPartnersBid); status << "RSTRT24! We lack good support for partner's " & bidState.szPSS & " suit (holding " & bidState.szHP & "), but we have an excellent " & bidState.LEN(nSuit) & "-card suit of our own in " & STS(nSuit) & " (holding " & bidState.SHTS(nSuit) & "), so show it in a bid of " & BTS(nBid) & ".\n"; } else { nBid = bidState.GetCheapestShiftBid(nSuit); status << "RSTRT26! But we lack good support for partner's " & bidState.szPSS & " suit (holding " & bidState.szHP & "), so show our preferred " & bidState.LEN(nSuit) & "-card " & STSS(nSuit) & " suit in a bid of " & BTS(nBid) & ".\n"; } } else if ((bidState.bBalanced) && (bidState.m_fMinTPCPoints >= 26)) { // here, we lack good support for partner's suit, and don't have a good // suit of our own. so we jump to 3NT if we have a // balanced hand & 26+ total HCPs nBid = BID_3NT; status << "RSTRT28! But we lack good support for partner's " & bidState.szPSS & " suit (holding " & bidState.szHP & ") with a balanced hand, so jump to " & BTS(nBid) & ".\n"; } else { // here, we don't have good support for partner's // suit, nor a good suit of our own, nor a balanced // hand. So bid 2NT in a negative response. nBid = BID_2NT; status << "RSTRT40! But unfortunately we have poor support for partner's " & bidState.szPSS & " suit (holding " & bidState.szHP & "), no good suit of our own, and an unbalanced hand, so we have to make the negative response of " & BTS(nBid) & ".\n"; } // bidState.SetBid(nBid); return TRUE; }