// // PickFinalDiscardSuit() // int CPlayEngine::PickFinalDiscardSuit(CHandHoldings& hand) { // this routine is called by the declarer & defender engined when // they absolutely can't find a card to discard int nDiscardSuit = NONE; // this means generally tha twe have no suits with losers, // or that the only one with losers in the current hand is the priority suit // so look through suits by preference for one that has losers for(int i=3;i>=0;i--) { int nSuit = hand.GetSuitsByPreference(i); CSuitHoldings& testSuit = hand.GetSuit(nSuit); // avoid letting go of winners! if ((testSuit.GetNumCards() > 0) && (testSuit.GetNumCards() > testSuit.GetNumWinners())) { nDiscardSuit = nSuit; break; } } // if we failed above, we aboslutely have no losers anywhere // so search for a suit that has winners but no outstanding cards // i.e., suits that we may not be able to cash if (!ISSUIT(nDiscardSuit)) { for(i=3;i>=0;i--) { int nSuit = hand.GetSuitsByPreference(i); // see if we have cards in this suit, and no outstanding cards in the suit if ((hand.GetNumCardsInSuit(nSuit) > 0) && (GetNumOutstandingCards(nSuit) == 0)) { nDiscardSuit = nSuit; break; } } } // finally, give up and get any old suit that has cards if (!ISSUIT(nDiscardSuit)) { for(i=3;i>=0;i--) { int nSuit = hand.GetSuitsByPreference(i); if (hand.GetNumCardsInSuit(nSuit) > 0) { nDiscardSuit = nSuit; break; } } } // ASSERT(ISSUIT(nDiscardSuit)); return nDiscardSuit; }
// // GetDummySuit() // CSuitHoldings& CPlayEngine::GetDummySuit(int nSuit) { ASSERT(pDOC->IsDummyExposed()); ASSERT(ISSUIT(nSuit)); CHandHoldings& dummyHand = pDOC->GetDummyPlayer()->GetHand(); return dummyHand.GetSuit(nSuit); }
// // GetMaxCardsInSuit() // // returns the maximum number of cards a player currently holds in a suit // int CPlayEngine::GetMaxCardsInSuit(int nPlayer, int nSuit) const { VERIFY((nPlayer >= 0) && (nPlayer <= 3) && ISSUIT(nSuit)); // see if the hand's cards have all been identified CGuessedSuitHoldings& suit = m_ppGuessedHands[nPlayer]->GetSuit(nSuit); if (suit.AreAllCardsIdentified()) return suit.GetNumMaxRemainingCards(); // else see if the player is dummy & his cards are visible if (nPlayer == pDOC->GetDummyPosition() && pDOC->IsDummyExposed()) { CHandHoldings& hand = pDOC->GetDummyPlayer()->GetHand(); return hand.GetNumCardsInSuit(nSuit); } // else calc // initial max is 13 cards in a suit int nMax = 13; // deduct the # of our original suit cards nMax -= m_pHand->GetInitialHand().GetNumCardsOfSuit(nSuit); // deduct dummy's suit holdings, if visible CPlayer* pDummy = pDOC->GetDummyPlayer(); if (pDummy->AreCardsExposed()) { CCardHoldings& initialHand = pDummy->GetHand().GetInitialHand(); nMax -= initialHand.GetNumCardsOfSuit(nSuit); } // and deduct the cards that have been played by the other two players int nDummyPos = pDummy->GetPosition(); int nOurPos = m_pPlayer->GetPosition(); for(int nPos=0;nPos<4;nPos++) { if ((nPos == nDummyPos) || (nPos == nOurPos)) continue; nMax -= GetNumCardsPlayedInSuit(nPos, nSuit); } // if the max == 0, all the player's suit cards have been identified if (nMax == 0) { // update status suit.MarkAllCardsIdentified(); // and update counts suit.SetNumOriginalCards(nMax + m_ppGuessedHands[nPlayer]->GetSuit(nSuit).GetNumCardsPlayed()); suit.SetNumRemainingCards(nMax); suit.SetNumLikelyCards(nMax); suit.SetNumMinRemainingCards(nMax); suit.SetNumMaxRemainingCards(nMax); } // and we're done return nMax; }
// // GetMinStartingCardsInSuit() // // returns the minimum possible number of cards a player could have // started out with in a suit // int CPlayEngine::GetMinStartingCardsInSuit(int nPlayer, int nSuit) const { VERIFY((nPlayer >= 0) && (nPlayer <= 3) && ISSUIT(nSuit)); // see if the player is dummy & his cards are visible if (nPlayer == pDOC->GetDummyPosition() && pDOC->IsDummyExposed()) { CHandHoldings& hand = pDOC->GetDummyPlayer()->GetHand(); return hand.GetInitialHand().GetNumCardsOfSuit(nSuit); } // the minimum _starting_ count is the same as the current min count int nMin = GetMinCardsInSuit(nPlayer, nSuit); return nMin; }
// // GetOutstandingCards() // // determine the list of outstanding cards in this suit // outstanding means all the cards that are not in our own hand // (or dummy), _and_ which have not been played // int CPlayEngine::GetOutstandingCards(int nSuit, CCardList& cardList, bool bCountDummy) const { VERIFY(ISSUIT(nSuit)); // first fill the list with all the cards in the suit for(int i=2;i<=ACE;i++) cardList << deck.GetSortedCard(MAKEDECKVALUE(nSuit,i)); cardList.Sort(); // then remove the cards remaining in our own hand CSuitHoldings& suit = m_pHand->GetSuit(nSuit); for(i=0;i<suit.GetNumCards();i++) cardList.Remove(suit[i]); // then remove the cards in dummy from the list // but only if indicated, _and_ dummy's cards are visible if (!bCountDummy) // i.e, don't count dummy's cards as outstanding { CPlayer* pDummy = pDOC->GetDummyPlayer(); if (pDummy->AreCardsExposed() && (GetPlayerPosition() != pDOC->GetDummyPosition())) { CSuitHoldings& dummySuit = pDummy->GetHand().GetSuit(nSuit); for(int i=0;i<dummySuit.GetNumCards();i++) cardList.Remove(dummySuit[i]); } } // then search the list of guessed cards for cards in this suit // that have already been played, and remove them from the list int nOurPos = m_pPlayer->GetPosition(); for(int nPlayer=0;nPlayer<4;nPlayer++) { CGuessedSuitHoldings& suit = m_ppGuessedHands[nPlayer]->GetSuit(nSuit); for(int j=0;j<suit.GetNumDefiniteCards();j++) { if (suit[j]->WasPlayed()) cardList.Remove(deck.GetSortedCard(suit[j]->GetDeckValue())); } } // now we have only the outstanding cards in the suit cardList.Sort(); return cardList.GetNumCards(); }
// // GetMaxStartingCardsInSuit() // // returns the maximum possible number of cards a player could have // started out with in a suit // int CPlayEngine::GetMaxStartingCardsInSuit(int nPlayer, int nSuit) const { VERIFY((nPlayer >= 0) && (nPlayer <= 3) && ISSUIT(nSuit)); // see if the player is dummy & his cards are visible if (nPlayer == pDOC->GetDummyPosition() && pDOC->IsDummyExposed()) { CHandHoldings& hand = pDOC->GetDummyPlayer()->GetHand(); return hand.GetInitialHand().GetNumCardsOfSuit(nSuit); } // start with the current maximum holdings for that player in the suit int nMax = GetMaxCardsInSuit(nPlayer, nSuit); // add back the cards that player had played nMax += GetNumCardsPlayedInSuit(nPlayer, nSuit); // and we're done return nMax; }
// // GetMinCardsInSuit() // // returns the minimum number of cards a player currently holds in a suit // int CPlayEngine::GetMinCardsInSuit(int nPlayer, int nSuit) const { VERIFY((nPlayer >= 0) && (nPlayer <= 3) && ISSUIT(nSuit)); // see if the hand's cards have all been identified CGuessedSuitHoldings& suit = m_ppGuessedHands[nPlayer]->GetSuit(nSuit); if (suit.AreAllCardsIdentified()) return suit.GetNumMinRemainingCards(); // else see if the player is dummy & his cards are visible if (nPlayer == pDOC->GetDummyPosition() && pDOC->IsDummyExposed()) { CHandHoldings& hand = pDOC->GetDummyPlayer()->GetHand(); return hand.GetNumCardsInSuit(nSuit); } // the initial minimum is of course 0 int nMin = 0; // adjust the minimum only if everyone but ourselves (and the player) // has shown out, and there are still cards outstanding BOOL bAllShownOut = TRUE; int nOurPos = m_pPlayer->GetPosition(); for(int nPos=0;nPos<4;nPos++) { if ((nPos == nOurPos) || (nPos == nPlayer)) continue; if (!m_ppGuessedHands[nPos]->IsSuitShownOut(nSuit)) { // someone may still have cards left bAllShownOut = FALSE; break; } } // see if the two other players have shown out if (bAllShownOut) { // see if the number of suit cards played so far, plus the suit // cards we have remaining, add up to to less than 13 int numCardsPlayed = 0; // count the cards that have been played in the suit for(int i=0;i<4;i++) numCardsPlayed += m_ppGuessedHands[i]->GetSuit(nSuit).GetNumCardsPlayed(); // add the suit cards remaining in our own hand numCardsPlayed += m_pHand->GetSuit(nSuit).GetNumCards(); if (numCardsPlayed < 13) { // the player must have the remaining cards nMin = 13 - numCardsPlayed; // take this opportunity to update the player's info // mark the player as having the missing cards CSuitHoldings missingCards; int nCount = GetOutstandingCards(nSuit, missingCards); VERIFY(nCount == nMin); CGuessedHandHoldings* pHand = m_ppGuessedHands[nPlayer]; for(int j=0;j<nCount;j++) { CGuessedCard* pGuessedCard = new CGuessedCard(missingCards[j], // card TRUE, // still outstanding nPlayer, // location 1.0); // known with certainty *pHand << pGuessedCard; } // update status suit.MarkAllCardsIdentified(); CPlayerStatusDialog& status = *m_pStatusDlg; status << "4PLEMN5! " & PositionToString(nPlayer) & " is now known to hold the remaining " & missingCards.GetNumCards() & " " & STS(nSuit) & " (" & missingCards.GetHoldingsString() & ").\n"; // and update counts suit.SetNumOriginalCards(nMin + m_ppGuessedHands[nPlayer]->GetSuit(nSuit).GetNumCardsPlayed()); suit.SetNumRemainingCards(nMin); suit.SetNumLikelyCards(nMin); suit.SetNumMinRemainingCards(nMin); suit.SetNumMaxRemainingCards(nMin); } } // done return nMin; }
// //========================================================== // // Rebidding as opener after partner responds to an Jacoby 2NT Bid // BOOL CJacoby2NTConvention::HandleConventionResponse(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { // check status if ((bidState.GetConventionStatus(this) != CONV_INVOKED_ROUND1) && (bidState.GetConventionStatus(this) != CONV_INVOKED_ROUND2)) return FALSE; // get some info // int nBid = NONE; int nPrevSuit = bidState.nPartnersPrevSuit; int nSuit = bidState.nPartnersSuit; int nPartnersBid = bidState.nPartnersBid; int nPartnersBidLevel = bidState.nPartnersBidLevel; int numSupportCards = bidState.numSupportCards; // // handling partner's Drury response // int nStatus = bidState.GetConventionStatus(this); if (nStatus == CONV_INVOKED) { // // here, our actions depend on partner's response // if (bidState.nPartnersBid == MAKEBID(nPrevSuit, 3)) { // partner responded in the suit at the 3-level, for 18+ pts status << "J2N40! Partner responded to our Jacoby 2NT inquiry by rebidding his " & STSS(nPrevSuit) & " suit at the 3-level, indicating " & OPEN_PTS(18) & "+ points.\n"; // revalue partnership totals bidState.AdjustPartnershipPoints(18, pCurrConvSet->GetValue(tn2ClubOpeningPoints)); } else if ((nPartnersBidLevel == 3) && ISSUIT(nSuit) && (nSuit != nPrevSuit)) { // partner responded in a different suit at the 3-level status << "J2N41! Partner responded to our Jacoby 2NT inquiry by bidding the " & STSS(nSuit) & " suit at the 3-level, indicating " & OPEN_PTS(15) & "-" & OPEN_PTS(17) & " points and a singleton or void in " & STS(nSuit) & ".\n"; // revalue partnership totals bidState.AdjustPartnershipPoints(15, 17); } else if (nPartnersBid == BID_3NT) { // partner responded with 3NT status << "J2N42! Partner responded to our Jacoby 2NT inquiry by bidding 3NT, indicating " & OPEN_PTS(15) & "-" & OPEN_PTS(17) & " points with a balanced hand.\n"; // revalue partnership totals bidState.AdjustPartnershipPoints(15, 17); } else if ((nPartnersBidLevel == 4) && ISSUIT(nSuit) && (nSuit != nPrevSuit)) { // partner responded in a different suit at the 4-level status << "J2N44! Partner responded to our Jacoby 2NT inquiry by bidding the " & STSS(nSuit) & " suit at the 4-level, indicating a strong 5-card side suit and " & OPEN_PTS(15) & "-" & OPEN_PTS(17) & " points in the hand.\n"; // revalue partnership totals bidState.AdjustPartnershipPoints(15, 17); } else if ((nPartnersBidLevel == 4) && (nSuit == nPrevSuit)) { // partner responded in the original suit at the 4-level status << "J2N44! Partner responded to our Jacoby 2NT inquiry by rebidding his " & STSS(nSuit) & " suit at the 4-level, indicating a minimum opener of approx. " & OPEN_PTS(12) & "-" & OPEN_PTS(14) & " points in the hand.\n"; // revalue partnership totals bidState.AdjustPartnershipPoints(12, 14); } else if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE)) { // the convention is cancelled! bidState.SetConventionStatus(this, CONV_ERROR); return FALSE; } // now figure out what to do if (bidState.m_fMinTPPoints >= PTS_SLAM) { // go to Blackwood status << "J2N60! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, push on to slam in partner's " & STSS(nPrevSuit) & " suit.\n"; bidState.InvokeBlackwood(nPrevSuit); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } else if (bidState.m_fMinTPPoints >= PTS_MAJOR_GAME) { // we want to bid game if (nPartnersBid < bidState.GetGameBid(nPrevSuit)) { // raise or shift to game nBid = bidState.GetGameBid(nPrevSuit); status << "J2N62! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, go to game in " & STS(nPrevSuit) & " with a bid of " & BTS(nBid) & ".\n"; } else { // here partner bid game or higher -- pass unless it needs correction if (nSuit == nPrevSuit) { nBid = BID_PASS; status << "J2N64! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, pass partner's " & BTS(nPartnersBid) & " bid.\n"; } else { // correct to the original suit nBid = bidState.GetCheapestShiftBid(nPrevSuit, nPartnersBid); status << "J2N66! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, we want to stop at game in " & STS(nPrevSuit) & "; correct partner's " & BTS(nPartnersBid) & " bid to " & BTS(nBid) & ".\n"; } } } else { // oops, caught with too few points // either pass 3NT , or return to the suit at the cheapest level possible if ((nPartnersBid == BID_3NT) || ((nSuit == nPrevSuit))) { nBid = BID_PASS; status << "J2N70! With a total of only " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, we have to stop here at " & BTS(nPartnersBid) & ", so pass.\n"; } else { nBid = bidState.GetCheapestShiftBid(nPrevSuit, nPartnersBid); status << "J2N72! With a total of only " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, we have to return to the " & STSS(nPrevSuit) & " and stop at " & BTS(nBid) & ".\n"; } } // done bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } // oops! bidState.SetConventionStatus(this, CONV_ERROR); return FALSE; }
// //========================================================== // // 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; }
// // GetLeadCard() // CCard* CPlayEngine::GetLeadCard() { // default implementation CPlayerStatusDialog& status = *m_pStatusDlg; CCard* pLeadCard = NULL; int nTrumpSuit = pDOC->GetTrumpSuit(); // look to see if we have any winners if (m_pHand->GetNumWinners() > 0) { // return the first winner found // but avoid the trump suit unless there are no other winners int nSuit = NONE; if (ISSUIT(nTrumpSuit)) nSuit = GetNextSuit(nTrumpSuit); else nSuit= CLUBS; // else start with the club suit // for(int i=0;i<4;i++) { CSuitHoldings& suit = m_pHand->GetSuit(nSuit); if ((suit.GetNumTopCards() > 0) && (nSuit != nTrumpSuit)) { pLeadCard = suit.GetTopSequence().GetBottomCard(); status << "PLYLDA! With no other obvious plays, cash a winner with the " & pLeadCard->GetName() & ".\n"; ASSERT(m_pHand->HasCard(pLeadCard)); return pLeadCard; } // else look at the next suit nSuit = GetNextSuit(nSuit); } } // if we have a card in an unbid suit, lead from that suit. CArray<int,int> suitsUnbid; int numSuitsUnbid = pDOC->GetSuitsUnbid(suitsUnbid); for(int i=0;i<numSuitsUnbid;i++) { CSuitHoldings& suit = m_pHand->GetSuit(suitsUnbid[i]); if (suit.GetNumCards() > 0) { pLeadCard = suit.GetBottomCard(); status << "PLYLDB! With no other clear plays available, lead a card from the unbid " & STSS(pLeadCard->GetSuit()) & " suit.\n"; ASSERT(m_pHand->HasCard(pLeadCard)); return pLeadCard; } } // no winners in hand, so just lead anything if (ISSUIT(nTrumpSuit)) { // playing in a suit contract // if we have any trumps left, _and_ have a singleton, then lead it if ((m_pHand->GetNumTrumps() > 0) && (m_pHand->GetNumSingletons() > 0)) { // search for the singleton suit BOOL bSuitFound = FALSE; int nSuit; for(int i=3;i>=0;i--) { nSuit = m_pHand->GetSuitsByLength(3); if (m_pHand->GetNumCardsInSuit(nSuit) > 1) break; // oops, no more singletons // check if this is a non-trump singleton suit if ((m_pHand->GetNumCardsInSuit(nSuit) == 1) && (nSuit != nTrumpSuit)) { bSuitFound = TRUE; break; } } // lead a card from the suit if (bSuitFound) { CSuitHoldings& suit = m_pHand->GetSuit(nSuit); pLeadCard = suit[0]; status << "PLYLDC! Lead the singleton " & pLeadCard->GetName() & " in the hopes of setting up a ruff later.\n"; ASSERT(m_pHand->HasCard(pLeadCard)); return pLeadCard; } } // else we're stuck -- just lead a card from the worst suit // (i.e., keep the "good" suits alive) for(int i=3;i>=0;i--) { int nSuit = m_pHand->GetSuitsByPreference(i); // avoid leading from the trump suit if we can help it if (nSuit == nTrumpSuit) continue; // else lead from this suit if (m_pHand->GetNumCardsInSuit(nSuit) > 0) { pLeadCard = m_pHand->GetSuit(nSuit).GetBottomCard(); ASSERT(m_pHand->HasCard(pLeadCard)); return pLeadCard; } } // else we're stuck with leading a trump if (m_pHand->GetNumTrumps() > 0) return m_pHand->GetSuit(nTrumpSuit).GetAt(0); } else { // playing in notrump // lead a card from the worst suit, keeping the good suits alive for(int i=3;i>=0;i--) { int nSuit = m_pHand->GetSuitsByPreference(i); if (m_pHand->GetNumCardsInSuit(nSuit) > 0) { pLeadCard = m_pHand->GetSuit(nSuit).GetBottomCard(); ASSERT(m_pHand->HasCard(pLeadCard)); return pLeadCard; } } } // we should NEVER get here ASSERT(FALSE); return NULL; }
// // Perform() // // called to do the deed // PlayResult CCash::Perform(CPlayEngine& playEngine, CCombinedHoldings& combinedHand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CPlayerStatusDialog& status, CCard*& pPlayCard) { // check which hand this is int nOrdinal = pDOC->GetNumCardsPlayedInRound(); CPlayer* pPlayer = playEngine.GetPlayer(); BOOL bPlayingInHand = (pDOC->GetCurrentPlayer() == pPlayer); CHandHoldings& playerHand = *(combinedHand.GetPlayerHand()); CHandHoldings& dummyHand = *(combinedHand.GetPartnerHand()); CSuitHoldings& declarerSuit = playerHand.GetSuit(m_nSuit); CSuitHoldings& dummySuit = dummyHand.GetSuit(m_nSuit); CCombinedSuitHoldings& combinedSuit = combinedHand.GetSuit(m_nSuit); CCard* pCardLed = pDOC->GetCurrentTrickCardByOrder(0); int nSuitLed = pCardLed? pCardLed->GetSuit() : NONE; CDeclarerPlayEngine& declarerEngine = (CDeclarerPlayEngine&) playEngine; // see if a trump was played in this round BOOL bTrumped = FALSE; int nTrumpSuit = pDOC->GetTrumpSuit(); if ((nSuitLed != nTrumpSuit) && (pDOC->WasTrumpPlayed())) bTrumped = TRUE; pPlayCard = NULL; // see what the top card in the round is CCard* pTopCard = pDOC->GetCurrentTrickHighCard(); CCard* pDeclarerCard = pDOC->GetCurrentTrickCard(playEngine.GetPlayerPosition()); CCard* pDummysCard = pDOC->GetCurrentTrickCard(playEngine.GetPartnerPosition()); CCard* pPartnersCard = bPlayingInHand? pDummysCard : pDeclarerCard; BOOL bPartnerHigh = (pTopCard == pPartnersCard); // if (!CPlay::IsPlayUsable(combinedHand, playEngine)) { m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // see if one or more opponents are void in the suit AND have not shown out // of trumps if (ISSUIT(nTrumpSuit)) { int numOutstandingTrumps = playEngine.GetNumOutstandingCards(nTrumpSuit); BOOL bSkipPlay = FALSE; // if leading, check LHO CGuessedHandHoldings* pLHOHand = ppGuessedHands[playEngine.GetLHOpponent()->GetPosition()]; if ((nOrdinal == 0) && (numOutstandingTrumps > 0) && pLHOHand->IsSuitShownOut(m_nSuit) && !pLHOHand->IsSuitShownOut(nTrumpSuit)) { bSkipPlay = TRUE; status << "5PLCSHZ1! The play <" & m_strName & "> is not yet safe as LHO has shown out of the suit and may ruff.\n"; } // also check RHO CGuessedHandHoldings* pRHOHand = ppGuessedHands[playEngine.GetRHOpponent()->GetPosition()]; if ((numOutstandingTrumps > 0) && pRHOHand->IsSuitShownOut(m_nSuit) && !pRHOHand->IsSuitShownOut(nTrumpSuit)) { bSkipPlay = TRUE; status << "5PLCSHZ2! The play <" & m_strName & "> is not yet safe as RHO has shown out of the suit and may ruff.\n"; } // if (bSkipPlay) { // opponents might ruff m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } } // else proceed // check our position in the play switch(nOrdinal) { case 0: // we're leading, player #0 if (bPlayingInHand) { // playing from our own hand (declarer) and cashing in hand if (m_nTargetHand == IN_HAND) { // cashing from hand -- check to be sure the other hand has losers // i.e., don't discard a winner on a winner UNLESS both hands // have nothing but winners, OR the other hand has only one card, // a winner that's lower than the top card in this hand, // AND this hand has only winners // this is because we don't want to end up stranded in the wrong hand // examples: // --------- // from Kx/A -- don't lead the King! // Kxx/AQ -- again, don't lead the King // KJ/Q -- we _can_ lead the K (in fact, we should) // KQJ/T9 -- doesn't matter // Qx/AKJ -- doesn't matter if ((dummySuit.GetNumCards() == 1) && (combinedSuit.GetNumDummyLosers() == 0) && (combinedSuit.GetNumDeclarerLosers() == 0) && (*dummySuit[0] < *m_pConsumedCard)) { // this is a special case, so it's OK } else if ((dummySuit.GetNumCards() > 0) && (combinedSuit.GetNumDummyLosers() == 0) && (combinedSuit.GetNumDeclarerLosers() > 0) && (combinedSuit.GetNumDummyWinners() < declarerSuit.GetNumCards()) && (*dummySuit[0] > *declarerSuit[0]) && (declarerEngine.GetNumDeclarerEntries() == 1) ) { // here, nothing but higher winners in dummy, which is shorter than hand status << "5PLCSH02! We could cash the " & m_pConsumedCard->GetName() & " from hand, but dummy has no losers to discard in the suit and could get stranded there.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // proceed pPlayCard = m_pConsumedCard; status << "PLCSH10! Cash the " & pPlayCard->GetName() & " from hand.\n"; } else { // playing from hand. but cashing from dummy, // lead a low card from hand if (declarerSuit.GetNumCards() > 0) { // we have cards in the suit // if (combinedSuit.GetNumDeclarerLosers() > 0) if (declarerSuit.GetNumCardsBelow(m_pConsumedCard) > 0) { // lead a low card, but test first pPlayCard = declarerSuit.GetBottomCard(); if ( combinedSuit .AreEquivalentCards(pPlayCard, m_pConsumedCard) && // (declarerSuit.GetNumCards() > 1) && (ombinedSuit.GetNumDummyLosers() > 0) ) (combinedSuit.GetNumDummyLosers() > 0) ) { // oops, the "low" card is equivalent to the cash card! status << "4PLCSH15! Oops, the lowest card we can lead from hand for the cash is the " & pPlayCard->GetFaceName() & ", which is equivalent to the " & m_pConsumedCard->GetFaceName() & ", so skip the cash play.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } else { status << "PLCSH20! Lead a low " & STSS(m_nSuit) & " (the " & pPlayCard->GetFaceName() & ") from hand in order to cash the " & m_pConsumedCard->GetFaceName() & " in dummy.\n"; } } else { // oops, we have no low cards in hand to lead! status << "4PLCSH21! Oops, we wanted to cash a " & STSS(m_nSuit) & " in dummy, but we have no low " & STS(m_nSuit) & " in hand to lead, so we have to abandon that play.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } } else { // oops, no card in the suit to lead! status << "4PLCSH22! Oops, we wanted to cash a " & STSS(m_nSuit) & " in dummy, but we have no " & STS(m_nSuit) & " in hand to lead, so we have to abandon that play.\n"; m_nStatusCode = PLAY_NOT_VIABLE; return m_nStatusCode; } } } else { // playing in dummy if (m_nTargetHand == IN_DUMMY) { // we're leading from dummy and also cashing in dummy // also check to be sure the player's hand has losers if ((declarerSuit.GetNumCards() == 1) && (combinedSuit.GetNumDeclarerLosers() == 0) && (combinedSuit.GetNumDummyLosers() == 0) && (*declarerSuit[0] < *m_pConsumedCard)) { // this is a special case (e.g., Kx/J), so it's OK } else if ((declarerSuit.GetNumCards() > 0) && (combinedSuit.GetNumDeclarerLosers() == 0) && (combinedSuit.GetNumDummyLosers() > 0) && (combinedSuit.GetNumDeclarerWinners() < dummySuit.GetNumCards()) && (*declarerSuit[0] > *dummySuit[0]) && (declarerEngine.GetNumDummyEntries() == 1) ) { // here, nothing but higher winners in hand, which is shorter than dummy status << "5PLCSH12! We could cash the " & m_pConsumedCard->GetName() & " from dummy, but we have no losers in hand to discard in the suit and could get stranded there.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // proceed pPlayCard = m_pConsumedCard; status << "PLCSH30! Cash the " & pPlayCard->GetName() & " from dummy.\n"; } else { // leading from dummy, but cashing from hand // lead a low card of the suit from dummy if (dummySuit.GetNumCards() > 0) { // if (combinedSuit.GetNumDummyLosers() > 0) if (dummySuit.GetNumCardsBelow(m_pConsumedCard) > 0) { pPlayCard = dummySuit.GetBottomCard(); if ( combinedSuit .AreEquivalentCards(pPlayCard, m_pConsumedCard) && // (dummySuit.GetNumCards() > 1) && (combinedSuit.GetNumDeclarerLosers() > 0) ) (combinedSuit.GetNumDeclarerLosers() > 0) ) { // oops, the "low" card is equivalent to the cash card! status << "4PLCSH35! Oops, the lowest card we can lead from dummy for the cash is the " & pPlayCard->GetFaceName() & ", which is equivalent to the " & m_pConsumedCard->GetFaceName() & ", so skip the cash play.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } else { status << "PLCSH40! Lead a low " & STSS(m_nSuit) & " (the " & pPlayCard->GetFaceName() & ") from dummy in order to cash the " & m_pConsumedCard->GetFaceName() & " in hand.\n"; } } else { // oops, we have no low cards in dummy to lead! status << "4PLCSH41! Oops, we wanted to cash a " & STSS(m_nSuit) & " in hand, but we have no low " & STS(m_nSuit) & " in dummy to lead, so we have to abandon that play.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } } else { // oops, no card in the suit to lead! status << "4PLCSH42! Oops, we wanted to cash a " & STSS(m_nSuit) & " in hand, but we have no " & STS(m_nSuit) & " in dummy to lead, so we have to abandon that play.\n"; m_nStatusCode = PLAY_NOT_VIABLE; return m_nStatusCode; } } } // all went OK m_nStatusCode = PLAY_IN_PROGRESS; break; case 1: // playing second if (nSuitLed == m_nSuit) { // see if the card led is higher than ours if (*pCardLed > *m_pConsumedCard) { status << "3PLCSH53! the card led (" & pCardLed->GetName() & ") " & " beats the " & m_pConsumedCard->GetName() & " we were going to play, so skip the cash for now.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // card led is not higher than our cash card // see if this is the correct hand for the cash if ( ((bPlayingInHand) && (m_nTargetHand == IN_HAND)) || ((!bPlayingInHand) && (m_nTargetHand == IN_DUMMY)) ) { // this is the right time to play the cash card // but do a special test here -- see if partner // has a singleton which is higher than this card if ( (bPlayingInHand && (dummySuit.GetNumCards() == 1) && (*(dummySuit[0]) > *m_pConsumedCard)) || (!bPlayingInHand && (declarerSuit.GetNumCards() == 1) && (*(declarerSuit[0]) > *m_pConsumedCard)) ) { status << "3PLCSH54! Partner has a singleton which is higher than the " & m_pConsumedCard->GetName() & " we were going to cash, so skip the cash play for now.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // also check if partner has nothing but winners in his hand if ( (bPlayingInHand && (dummySuit.GetNumCards() > 0) && (combinedSuit.GetNumDummyLosers() == 0) && (combinedSuit.GetNumDeclarerLosers() > 0)) || (!bPlayingInHand && (declarerSuit.GetNumCards() > 0) && (combinedSuit.GetNumDeclarerLosers() == 0) && (combinedSuit.GetNumDummyLosers() > 0)) ) { /* * ??? */ status << "5PLCSH54a! We could cash the " & m_pConsumedCard->GetName() & (bPlayingInHand? " in hand" : " in dummy") & ", but we have no losers in " & (bPlayingInHand? " in dummy" : " in hand") & " in the suit, so skip this play.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } pPlayCard = m_pConsumedCard; status << "PLCSH55! The opponents led a " & STSS(m_nSuit) & ", so cash the " & pPlayCard->GetFaceName() & " now.\n"; } else { // not the right hand, so discard from this hand // but skip if we have no losers in this hand but do in the other if ( (m_nTargetHand == IN_HAND) && (dummySuit.GetNumCards() > 0) && (combinedSuit.GetNumDummyLosers() == 0) && (combinedSuit.GetNumDeclarerLosers() > 0)) { // no losers in dummy to discard, but some in hand! m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } if ( (m_nTargetHand == IN_DUMMY) && (declarerSuit.GetNumCards() > 0) && (combinedSuit.GetNumDeclarerLosers() == 0) && (combinedSuit.GetNumDummyLosers() > 0)) { // no losers in hand to discard, but some in dummy! m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // else go ahead and discard pPlayCard = playEngine.GetDiscard(); status << "PLCSH56! Discard a " & STSS(m_nSuit) & " from " & (bPlayingInHand? "hand" : "dummy") & " in anticipation of cashing the " & m_pConsumedCard->GetFaceName() & " in " & (bPlayingInHand? "dummy" : "hand") & ".\n"; } } else { // wrong suit led, so no point here m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // else we're ok m_nStatusCode = PLAY_IN_PROGRESS; break; case 2: // playing third -- this play may or may not be active // i.e., may have started one cash, then switched to another // see if the wrong suit was led if (nSuitLed != m_nSuit) { m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // see if RHO has trumped if (bTrumped) { status << "2PLCSH64! RHO has trumped, so abandon the cashing play for this round.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // see if the current top card in the trick is higher than ours if (*pTopCard > *m_pConsumedCard) { status << "2PLCSH66! the " & m_pConsumedCard->GetName() & " can't beat the " & pTopCard->GetName() & ", so skip the cash.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // else check which hand we're playing in if (bPlayingInHand) { // playing from our own hand (declarer) // see if it's time to cash if (m_nTargetHand == IN_HAND) { // proceed pPlayCard = m_pConsumedCard; status << "PLCSH68! Cash the " & pPlayCard->GetName() & " from hand.\n"; } else { // cash is/was in dummy if (bTrumped) { pPlayCard = playEngine.GetDiscard(); status << "2PLCSH70! RHO's trump negates our cash; discard the " & pPlayCard->GetName() & ".\n"; } else { // see if we need to win in this hand to cash the remaining winnners if ((dummySuit.GetNumCards() == 0) && (declarerSuit.GetNumCards() > 1) && (declarerSuit.GetNumLosers() == 0) && (*declarerSuit[0] > *pCardLed)) { pPlayCard = declarerSuit.GetLowestCardAbove(pCardLed); status << "PLCSH71! Our cash of the " & pCardLed->GetName() & " from dummy is holding, but we need to win in the hand to cash the remaining winners, so play the " & pPlayCard->GetName() & " here.\n"; } else { pPlayCard = playEngine.GetDiscard(); status << "PLCSH72! Our cash of the " & pCardLed->GetName() & " from dummy is holding, so discard the " & pPlayCard->GetName() & ".\n"; } } } } else { // playing in dummy // see if it's time to cash if (m_nTargetHand == IN_DUMMY) { // proceed pPlayCard = m_pConsumedCard; status << "PLCSH74! Cash the " & pPlayCard->GetName() & " from dummy.\n"; } else { // cashed from hand, so discard if (bTrumped) { pPlayCard = playEngine.GetDiscard(); status << "2PLCSH76! RHO's trump negates our cash; discard the " & pPlayCard->GetName() & ".\n"; } else { // see if we need to win here in dummy to cash the remaining winnners if ((declarerSuit.GetNumCards() == 0) && (dummySuit.GetNumCards() > 1) && (dummySuit.GetNumLosers() == 0) && (*dummySuit[0] > *pCardLed)) { pPlayCard = dummySuit.GetLowestCardAbove(pCardLed); status << "PLCSH77! Our cash of the " & pCardLed->GetName() & " from hand is holding, but we need to win in dummy to cash the remaining winners, so play the " & pPlayCard->GetName() & " here.\n"; } else { pPlayCard = playEngine.GetDiscard(); status << "PLCSH78! Our cash of the " & pCardLed->GetName() & " from hand is holding, so discard the " & pPlayCard->GetName() & ".\n"; } } } } // all's OK m_nStatusCode = PLAY_COMPLETE; break; case 3: // playing fourth // make sure the play is in progress if (m_nStatusCode != PLAY_IN_PROGRESS) return PLAY_INACTIVE; // since opponent led the suit, we are still trying to cash status << "3PLCSH80! the opponents led a " & STSS(nSuitLed) & ", so see if we can finish up the cash play here.\n"; // see if RHO (or partner) has trumped if (bTrumped) { status << "2PLCSH82! The suit was trumped, so abandon the cashing play for this round.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // see if the current (opponents') top card in the trick is higher than ours if ((!bPartnerHigh) && (*pTopCard > *m_pConsumedCard)) { status << "2PLCSH83! the " & m_pConsumedCard->GetName() & " we intended to cash can't beat the " & pTopCard->GetName() & ", so skip the cash.\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // else see if partner played a top card (which wasn't part of the cash) if ((bPartnerHigh) && (m_pConsumedCard != pPartnersCard)) { status << "2PLCSH84! Partner's " & pTopCard->GetName() & " is high, so skip the cash of the " & m_pConsumedCard->GetFaceName() & ".\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } // else check which hand we're playing in if (bPlayingInHand) { // playing from our own hand (declarer) // see if it's time to cash if (m_nTargetHand == IN_HAND) { // cashing from hand, so do it // BUT see if we have a lower card which would win! if (declarerSuit.GetNumCardsAbove(pTopCard) > 1) { CCard* pCard = declarerSuit.GetLowestCardAbove(pTopCard); status << "3PLCSH85! We can actually play the " & pCard->GetFaceName() & " to win this trick, so postpone the cash of the " & m_pConsumedCard->GetFaceName() & ".\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } pPlayCard = m_pConsumedCard; status << "PLCSH86! Cash the " & pPlayCard->GetName() & " from hand.\n"; } else { // cash is/was in dummy, so discard if (bTrumped) { pPlayCard = playEngine.GetDiscard(); status << "2PLCSH87! RHO's trump negates our cash; discard the " & pPlayCard->GetName() & ".\n"; } else { // see if we need to win in this hand to cash the remaining winnners if ((dummySuit.GetNumCards() == 0) && (declarerSuit.GetNumCards() > 1) && (declarerSuit.GetNumLosers() == 0) && (*declarerSuit[0] > *pCardLed)) { pPlayCard = declarerSuit.GetLowestCardAbove(pCardLed); status << "PLCSH88a! Our cash of the " & m_pConsumedCard->GetName() & " from dummy is holding, but we need to win in the hand to cash the remaining winners, so play the " & pPlayCard->GetName() & " here.\n"; } else { pPlayCard = playEngine.GetDiscard(); status << "PLCSH88b! Our cash of the " & m_pConsumedCard->GetName() & " from dummy is holding, so discard the " & pPlayCard->GetName() & ".\n"; } } } } else { // playing in dummy // see if it's time to cash if (m_nTargetHand == IN_DUMMY) { // cashing from dummy, so do it // BUT see if we have a lower card which would win! if (dummySuit.GetNumCardsAbove(pTopCard) > 1) { CCard* pCard = dummySuit.GetLowestCardAbove(pTopCard); status << "3PLCSH89! We can actually play the " & pCard->GetFaceName() & " to win this trick, so postpone the cash of the " & m_pConsumedCard->GetFaceName() & ".\n"; m_nStatusCode = PLAY_INACTIVE; return PLAY_POSTPONE; } pPlayCard = m_pConsumedCard; status << "PLCSH90! Cash the " & pPlayCard->GetName() & " from dummy.\n"; } else { // cashed from hand, so discard if (bTrumped) { pPlayCard = playEngine.GetDiscard(); status << "2PLCSH91! RHO's trump negates our cash; discard the " & pPlayCard->GetName() & ".\n"; } else { // see if we need to win here in dummy to cash the remaining winnners if ((declarerSuit.GetNumCards() == 0) && (dummySuit.GetNumCards() > 1) && (dummySuit.GetNumLosers() == 0) && (*dummySuit[0] > *pCardLed)) { pPlayCard = dummySuit.GetLowestCardAbove(pCardLed); status << "PLCSH92a! Our cash of the " & m_pConsumedCard->GetName() & " from hand is holding, but we need to win in dummy to cash the remaining winners, so play the " & pPlayCard->GetName() & " here.\n"; } else { pPlayCard = playEngine.GetDiscard(); status << "PLCSH92b! Our cash of the " & m_pConsumedCard->GetName() & " from hand is holding, so discard the " & pPlayCard->GetName() & ".\n"; } } } } // all's OK m_nStatusCode = PLAY_COMPLETE; break; } // ### TEMP ### if (pDOC->GetCurrentPlayerPosition() == playEngine.GetPlayerPosition()) ASSERT(playEngine.GetPlayer()->HasCard(pPlayCard)); else ASSERT(playEngine.GetPartner()->HasCard(pPlayCard)); // done ASSERT(pPlayCard->IsValid()); return m_nStatusCode; }
// //--------------------------------------------------------------- // // TryCueBid() // BOOL CCueBidConvention::TryCueBid(CHandHoldings& hand, CBidEngine& bidState, CPlayerStatusDialog& status) { // check basic requirements if (bidState.m_nAgreedSuit == NONE) return FALSE; // don't make a cue bid if we're already done with it int nStatus = bidState.GetConventionStatus(this); if (nStatus != CONV_INACTIVE) return FALSE; // get adjusted point count as declarer // NCR BIG PROBLEM HERE - This changes a global variable. The changes are now always wanted ??? bidState.fAdjPts = hand.RevalueHand(REVALUE_DECLARER, bidState.m_nAgreedSuit, TRUE); bidState.m_fMinTPPoints = bidState.fAdjPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = bidState.fAdjPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = bidState.fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = bidState.fCardPts + bidState.m_fPartnersMax; // // try a cue bid only if we have an interest in slam // if (bidState.m_fMinTPPoints < 30) return FALSE; // also, we shouldn't use cue bid if we have all four aces if (bidState.numAces == 4) return FALSE; // or if we're already at a slam level if (bidState.nPartnersBidLevel >= 6) return FALSE; int nLastBid = pDOC->GetLastValidBid(); if (nLastBid >= bidState.GetGameBid(BID_SUIT(nLastBid))) return FALSE; // special test -- dont' cue bid if partner just raised a suit that we // shifted to artificially if ((bidState.nPartnersSuit == bidState.nPreviousSuit) && ( (ISSUIT(bidState.m_nAgreedSuit) && (bidState.nPreviousSuit != bidState.m_nAgreedSuit)) || (ISSUIT(bidState.m_nIntendedSuit) && (bidState.nPreviousSuit != bidState.m_nIntendedSuit)) ) ) return FALSE; // // see what stage we're at // if (nStatus == CONV_INACTIVE) { // // showing first round controls // // bidState.SetConventionStatus(this, CONV_INVOKED_ROUND1); // find cheapest ace int nBid; int nAgreedSuit = bidState.m_nAgreedSuit; int nSuit = GetCheapestAce(hand, nAgreedSuit); // if ((nSuit != bidState.m_nAgreedSuit) && (nSuit != bidState.nPartnersSuit)) { // found a suit to cue bid // the bid must be at a level that commits the partnership to game // i.e., for a major, it must be > 3 of the suit; for a minor, > 4 nBid = bidState.GetCheapestShiftBid(nSuit); int nBidLevel = BID_LEVEL(nBid); // see if the bid is too high to qualify as a cue bid if ( (ISMAJOR(nAgreedSuit) && (nBidLevel >= 5)) || (ISMINOR(nAgreedSuit) && (nBidLevel >= 6)) ) return FALSE; // else if it's too low, adjust it upwards if ( (ISMAJOR(nAgreedSuit) && (nBid < MAKEBID(nAgreedSuit,3))) || (ISMINOR(nAgreedSuit) && (nBid < MAKEBID(nAgreedSuit,4))) ) nBid += 5; // alternatively, see if the bid is too high if (nBid > bidState.GetGameBid(nAgreedSuit)) return FALSE; status << "CUET10! With " & bidState.m_fMinTPPoints & "+ pts and possible slam aspirations, make a cue bid, showing the cheapest ace (" & STS(nSuit) & ") with a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_INVOKED_ROUND1); return TRUE; } else { // either we don't have any aces, or the ace is in the trump suit // either way, we can't make a cue bid with this holding return FALSE; } } else if (nStatus == CONV_INVOKED_ROUND1) { // // showing second round controls, necesary if we want to proceed to a grand slam // bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2); // find cheapest king or void suit int nSuit = GetCheapestKingOrVoid(hand, bidState.m_nAgreedSuit); int nPartnersBid = bidState.nPartnersBid; // if (nSuit != bidState.m_nAgreedSuit) { // found a suit to cue bid int nBid = bidState.GetCheapestShiftBid(nSuit); status << "CUET20! Make a second-round cue bid, showing the cheapest " & ((hand.GetSuitLength(nSuit) == 0)? "void suit" : "king") & " (in " & STS(nSuit) & ") with a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2); return TRUE; } else { // either we don't have any second-round control to show, // so stop cue bidding and return to the trump suit int nBid = bidState.GetCheapestShiftBid(bidState.m_nAgreedSuit); status << "CUET24! With no second-round controls to cue bid, we have to return to the trump suit at a bid of " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2); return TRUE; } } else if (nStatus == CONV_INVOKED_ROUND2) { // both we and partner have shown first and second-round controls, so // it;s time to put up or shut up } else { // error! AfxMessageBox("Error while attempting cue bid!"); bidState.SetConventionStatus(this, CONV_ERROR); } // return TRUE; }
// //--------------------------------------------------------------- // // MakeOpeningBid() // // make initial bid // int CBidEngine::MakeOpeningBid() { CPlayerStatusDialog& status = *m_pStatusDlg; // status << "2Opening bid for team.\n"; // //-------------------------------------------------------- // // First check to see if we can open using a convention // e.g., weak 2, stong 2, preemptive 3/4, etc. // if (pCurrConvSet->ApplyConventionTests(*m_pPlayer, *m_pHand, *m_pCardLocation, m_ppGuessedHands, *this, *m_pStatusDlg)) { return ValidateBid(m_nBid); } // //-------------------------------------------------------- // // see if we can open No Trumps // int NTMin[3], NTMax[3]; // NTMin[0] = pCurrConvSet->GetValue(tn1NTRangeMinPts); NTMax[0] = pCurrConvSet->GetValue(tn1NTRangeMaxPts); NTMin[1] = pCurrConvSet->GetValue(tn2NTRangeMinPts); NTMax[1] = pCurrConvSet->GetValue(tn2NTRangeMaxPts); NTMin[2] = pCurrConvSet->GetValue(tn3NTRangeMinPts); NTMax[2] = pCurrConvSet->GetValue(tn3NTRangeMaxPts); // if ((bBalanced) && (fCardPts >= OPEN_PTS(NTMin[0]))) { // status << "A00! Have " & fCardPts & " HCP's with a balanced hand.\n"; // but if we have a good 5-card major, open it in a suit // but not if we have to overcall to do so BOOL bNeedToOvercall = FALSE; if ( ((nLHOBid > BID_PASS) || (nRHOBid > BID_PASS)) && (nPartnersBid <= BID_PASS)) bNeedToOvercall = TRUE; // if (IsSuitOpenable(HEARTS) && !bNeedToOvercall) { status << "A02! But with an openable " & numCardsInSuit[HEARTS] & "-card Heart suit, prefer to open in the major instead of in No Trump.\n"; goto escape1; } if (IsSuitOpenable(SPADES) && !bNeedToOvercall) { status << "A04! But with an openable " & numCardsInSuit[SPADES] & "-card Spade suit, prefer to open in the major instead of in No Trump.\n"; goto escape1; } // check range for 1NT // NCR-285 Need stopper if opponents have bid!!! BOOL bHaveOppsStopped = TRUE; if ((nRHOBid != BID_PASS) && ISSUIT(nRHOSuit)) bHaveOppsStopped = m_pHand->IsSuitStopped(nRHOSuit); // NCR-285 consider if their suit is stopped else if ((nLHOBid != BID_PASS) && ISSUIT(nLHOSuit)) bHaveOppsStopped = m_pHand->IsSuitStopped(nLHOSuit); // NCR-285 ditto if ((fCardPts >= OPEN_PTS(NTMin[0])) && (fCardPts <= NTMax[0]) && bHaveOppsStopped) // NCR-285 added test { // NCR-18 Check if RHO bid NT and double if(nRHOBid == BID_1NT){ m_nBid = BID_DOUBLE; // NCR-337 Problem here. This is not a Takeout double??? status << "A07! This meet the rqmts for the 1NT opening range (" & NTMin[0] & "-" & NTMax[0] & "), but RHO has bid 1NT, so Double.\n"; }else { // open 1NT m_nBid = BID_1NT; status << "A08! This meet the rqmts for the 1NT opening range (" & NTMin[0] & "-" & NTMax[0] & "), so bid 1NT.\n"; } return ValidateBid(m_nBid); } else if ((fCardPts > OPEN_PTS(NTMax[0])) && (fCardPts < NTMin[1])) { // in-between 1 & 2 situation; bid interim suit m_nNextIntendedBid = NIB_JUMP_NT; if (numOpenableSuits > 0) { // bid 1 of lowest openable suit m_nBid = GetLowestOpenableBid(SUITS_ANY,OT_OPENER,1); // NCR-335 Don't bid 4 card major with 5CardMajor convention if (ISMAJOR(BID_SUIT(m_nBid)) && pCurrConvSet->IsConventionEnabled(tid5CardMajors) && (numCardsInSuit[BID_SUIT(m_nBid)] < 5) ) { // Use Diamonds if 4, else clubs (have balanced hand here) Suit bidThis = numCardsInSuit[DIAMONDS] >= 4 ? DIAMONDS : CLUBS; m_nBid = MAKEBID(bidThis, 1); // NCR-335 use minor } status << "A10! This exceeds the max pts for a 1NT opening (" & NTMax[0] & "), but is less than min pts for 2NT (" & NTMin[1] & "). So bid the lowest openable suit of " & BTS(m_nBid) & " for now, then try for a jump shift to 2NT later.\n"; } else { // go ahead and bid the preferred suit if (!pCurrConvSet->IsConventionEnabled(tid5CardMajors) ) { m_nBid = MAKEBID(nPrefSuit,1); } else { m_nBid = BID_1C; } status << "A14! This exceeds the max pts for a 1NT opening (" & NTMax[0] & "), but is less than min pts for 2NT (" & NTMin[1] & " and we have no good openable suit, so just bid " & BTS(m_nBid) & " for now.\n"; } return ValidateBid(m_nBid); } // NCR can't use 2NT if using unusual NT convention else if ((fCardPts >= OPEN_PTS(NTMin[1])) && (fCardPts <= NTMax[1]) // && !pCurrConvSet->IsConventionEnabled(tidUnusualNT) // NCR not relevant for Opening??? // NCR test that hand does NOT have a worthless doubleton && ((m_pHand->GetNumDoubletons() == 0) // OK if no doubletons || (m_pHand->GetNumDoubletons() >= 1) && !m_pHand->HasWorthlessDoubleton()) //or if its not worthless ) { // open 2NT m_nBid = BID_2NT; status << "A20! This meets the rqmts for a 2NT opening (" & NTMin[1] & "-" & NTMax[1] & "), so bid 2NT.\n"; return ValidateBid(m_nBid); } else if ((fCardPts >= OPEN_PTS(NTMax[1])) && (NTMin[2] < 0)) // NCR ??? see next else if { // > pts for 2NT, but 3NT opening not allowed NCR what does not allowed mean??? // so bid 2C m_nBid = BID_2C; status << "A30! This exceeds the max pts for a 2NT opening (" & NTMax[1] & "), but a 3NT opening has been disallowed, so open with " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } else if ((fCardPts > OPEN_PTS(NTMax[1])) && (fCardPts < NTMin[2])) { // in-between 2 & 3 situation; bid 2 of interim suit // and bid NT later m_nNextIntendedBid = NIB_NT; if (numOpenableSuits > 0) { // bid 1 of lowest openable suit m_nBid = GetLowestOpenableBid(SUITS_ANY,OT_OPENER,1); status << "A40! This exceeds the max pts for a 2NT opening (" & NTMax[1] & "), but is less than min pts for 3NT (" & NTMin[2] & "). So bid the lowest openable suit of " & BTS(m_nBid) & " for now, then jump shift to NT later.\n"; } else { // no good openable suits; just bid preferred suit m_nBid = MAKEBID(nPrefSuit,1);; status << "A42! This exceeds the max pts for a 2NT opening (" & NTMax[1] & "), but is less than min pts for 3NT (" & NTMin[2] & "), and have no good openable suit, so bid " & BTS(m_nBid) & " for now.\n"; } return ValidateBid(m_nBid); } else if ((fCardPts >= OPEN_PTS(NTMin[2])) && (fCardPts <= NTMax[2]) // NCR test that hand does NOT have a worthless doubleton && ((m_pHand->GetNumDoubletons() == 0) // OK if no doubletons || (m_pHand->GetNumDoubletons() >= 1) && !m_pHand->HasWorthlessDoubleton()) //or if its not worthless ) { // open 3NT m_nBid = BID_3NT; status << "A50! Bid 3NT.\n"; return ValidateBid(m_nBid); } /* NCR remove falling into a 3NT bid else // if(!pCurrConvSet->IsConventionEnabled(tidUnusualNT)) // NCR added Unusual test??? { // > 3NT point range? unusual, but open 3NT for now m_nBid = BID_3NT; status << "A60! bid 3NT with balanced hand and " & fCardPts & " points.\n"; // NCR return ValidateBid(m_nBid); } */ } // end balanced hand with > min pts escape1: // //------------------------------------------------------------------- // // See if we can open at the 1-level // // open at the 1-level if we have: // 1: 14+ points in high cards // 2: 13+ HCPs with 2 Quick Tricks // 3: 12+ HCPs with 2 QTs and a rebiddable suit // 4: 12+ HCPs with 2 QTs and a 5-card suit // 5: 12+ HCPs with balanced dist (weak NT mode only) // 6: 10+ HCPs opening in 3rd or 4th seat and a good suit NCR ??? // 7: 15+ Total points with 2 QTs // 8: 14+ Total points with 2 QTs and a rebiddable suit // 9: 13+ Total points with 2 QTs and a rebiddable suit of 6+ cards // // we can only open if the opponents haven't opened yet // if they have, the COvercallsCovention object should have looked into // a posssible overcall. if ((nLHOBid > BID_PASS) || (nRHOBid > BID_PASS)) { status << "B00! We cannot overcall and the hand is not appropriate for any other bid, so pass.\n"; m_nBid = BID_PASS; return ValidateBid(m_nBid); } // the suit to open us usually the best suit nSuit = GetBestOpeningSuit(); // case 1: 14+ points in high cards if (fCardPts >= OPEN_PTS(14)) { m_nBid = MAKEBID(nSuit,1); status << "E01! Have " & fCardPts & " points in high cards, so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } // case 2: 13+ HCP's && 2 QT's if ((fCardPts >= OPEN_PTS(13)) && (numQuickTricks >= 2)) { m_nBid = MAKEBID(nSuit,1); status << "E02! Have " & fCardPts & " points in high cards and " & numQuickTricks & " quick tricks, so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid);; } // case 3: 12+ HCP's, 2 QT's, & a rebiddable suit // NCR-680 reduce QTs if ((fCardPts >= OPEN_PTS(12)) && (numQuickTricks >= PT_COUNT(2)) && (numRebiddableSuits > 0)) { m_nBid = MAKEBID(nSuit,1); status << "E03! Have " & fCardPts & " points in high cards, " & numQuickTricks & " quick tricks, and a rebiddable suit in " & STS(nSuit) & ", so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid);; } // case 4: 12+ HCP's, 2 QT's, & a 5-card suit if ((fCardPts >= OPEN_PTS(12)) && (numQuickTricks >= 2) && (m_pHand->GetNumSuitsOfAtLeast(5) > 0)) { m_nBid = MAKEBID(nSuit,1); status << "E04! Have " & fCardPts & " points in high cards, " & numQuickTricks & " quick tricks, and a " & numCardsInSuit[nSuit] & "-card suit, so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } // case 5: 12+ HCP's & a balanced dist in Weak NTs if ((fCardPts >= OPEN_PTS(12)) && (bBalanced) && (pCurrConvSet->GetValue(tn1NTRange) == 0)) { m_nBid = BID_1NT; status << "E05! Have " & fCardPts & " points in high cards, a balanced hand, " & "and playing Weak No Trumps, so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } // case 6: 10+ HCPs opening in 3rd or 4th seat & a good suit // if ((fCardPts >= OPEN_PTS(10)) if ((fCardPts >= 10) // NCR-206 Hard 10 and > 4 cards && (((nBiddingOrder == 2) && (numCardsInSuit[nSuit] > 4)) // NCR require Having spades to open light in 4th || ((nBiddingOrder == 3) & (numCardsInSuit[SPADES] > 3)) && (nSuit == SPADES)) && (numOpenableSuits > 0)) { m_nBid = MAKEBID(nSuit,1); status << "E07! Have " & fCardPts & " points in high cards in " & ((nBiddingOrder == 2)? "3rd" : "4th") & " position and a " & SSTS(nSuit) & " " & STSS(nSuit) & " suit, so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } // case 7: 15+ Total points and 10 HCPs, with 2 QTs if ((fPts >= OPEN_PTS(15)) && (fCardPts >= OPEN_PTS(10)) && (numQuickTricks >= 2)) { m_nBid = MAKEBID(nSuit,1); status << "E08! Have " & fCardPts & "/" & fPts & " total points with " & numQuickTricks & " QT's, so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } // // case 8: 14+ Total points with 10+ HCPs, 2 QTs // and a rebiddable suit if ((fPts >= OPEN_PTS(14)) && (fCardPts >= OPEN_PTS(10)) && (numQuickTricks >= 2) && (numRebiddableSuits > 0)) { m_nBid = MAKEBID(nSuit,1); status << "E09! Have " & fCardPts & "/" & fPts & " total points with " & numQuickTricks & " QT's and a rebiddable suit, so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid);; } // // case 9: 13+ Total points with 10+ HCPs, 2 QTs and a // rebiddable suit of 6+ cards if ((fPts >= OPEN_PTS(13)) && (fCardPts >= OPEN_PTS(10)) && (numQuickTricks >= 2) && (numRebiddableSuits > 0) && (numPrefSuitCards >= 6) && (nSuitStrength[nPrefSuit] > SS_OPENABLE)) { m_nBid = MAKEBID(nSuit,1); status << "E10! Have " & fCardPts & "/" & fPts & " total points with " & numQuickTricks & " QT's and a " & numCardsInSuit[nSuit] & "-card rebiddable suit, so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } // //--------------------------------------------------------- // // now test for optional 1-level openings // int nAllowed1Opens = pCurrConvSet->GetValue(tnAllowable1Openings); // // option 1: 11+ HCPs with 2 QTs, a rebiddable suit, & // length in both majors // if ((nAllowed1Opens & OB_11_HCPS_RBS_LM) && (fCardPts >= OPEN_PTS(11)) && (numQuickTricks >= 2) && (numRebiddableSuits > 0) && (numCardsInSuit[HEARTS] >= 4) && (numCardsInSuit[SPADES] >= 4)) { m_nBid = MAKEBID(nSuit,1); status << "E21! Have " & fCardPts & " points in high cards, " & numQuickTricks & " quick tricks, a rebiddable suit, and length in both majors " & "(optional opening condition #1), so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } // // option 2: 11+ HCPs with 2 QTs and a 6-card suit // if ((nAllowed1Opens & OB_11_HCPS_6CS) && (fCardPts >= OPEN_PTS(11)) && (numQuickTricks >= 2) && (m_pHand->GetNumSuitsOfAtLeast(6) > 0)) { m_nBid = MAKEBID(nSuit,1); status << "E22! Have " & fCardPts & " points in high cards with " & numQuickTricks & " QT's and a " & numCardsInSuit[nSuit] & "-card suit (optional opening condition #2), so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid);; } // // option 3: 14+ Total points with 10 HCPs, 2 QTs, and a // good suit // if ((nAllowed1Opens & OB_14_TCPS_GS) && (fPts >= OPEN_PTS(14)) && (fCardPts >= OPEN_PTS(10)) && (numQuickTricks >= 2) && (numSolidSuits > 0)) { m_nBid = MAKEBID(nSuit,1); status << "E23! Have " & fCardPts & "/" & fPts & "total points with " & numQuickTricks & " QT's and a " & SSTS(nSuit) & " " & STSS(nSuit) & " suit (optional opening condition #3), so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid);; } // // option 4: 14+ Total points with 10 HCPs, 2 QTs, and a // long suit (6+ cards) // if ((nAllowed1Opens & OB_14_TCPS_LS) && (fPts >= OPEN_PTS(14)) && (fCardPts >= OPEN_PTS(10)) && (numQuickTricks >= 2) && (m_pHand->GetNumSuitsOfAtLeast(6) > 0)) { m_nBid = MAKEBID(nSuit,1); status << "E24! Have " & fCardPts & "/" & fPts & " total points with " & numQuickTricks & " QT's and a " & numCardsInSuit[nSuit] &"-card " & STSS(nSuit) & " suit (optional opening condition #4), so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid);; } // // option 5: 13+ Total points with 2 QTs, 10 HCPs, // and a 6-card suit // if ((nAllowed1Opens & OB_13_TCPS_LS) && // NCR-390 Add in distribution points here and below in status msg ((fPts + fDistPts) >= OPEN_PTS(13)) && (fCardPts >= OPEN_PTS(10)) && (numQuickTricks >= 2) && (m_pHand->GetNumSuitsOfAtLeast(6) > 0)) { m_nBid = MAKEBID(nSuit,1); status << "E25! Have " & fCardPts & "/" & (fPts+fDistPts) &" total points with " & numQuickTricks & " QT's and a " & numCardsInSuit[nSuit] & "-card " & STSS(nSuit) & " suit (optional opening condition #5), so bid " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } /* // // special case: 13 pts + 1 for every 0.5 QTs missing if ((fPts > OPEN_PTS(13)) && (numQuickTricks < 2)) { int nRqmt = 13 + (int)(((2.0 - numQuickTricks)*2)); if (fPts >= nRqmt) { m_nBid = MAKEBID(nSuit,1); status << "E27! Have " & fCardPts & "/" & fPts & " total points; shade opening requirement of 2 QT's and make do with " & numQuickTricks & " QT's in light of the high total point count; open " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid);; } } */ // NCR-356 Loosen up a bit here - bid 5 card major if ... if((fCardPts >= OPEN_PTS(13)) && ISMAJOR(nSuit) && (numCardsInSuit[nSuit] >= 5) && pCurrConvSet->IsConventionEnabled(tid5CardMajors) ) { m_nBid = MAKEBID(nSuit,1); status << "E28! Have " & fCardPts & "/" & fPts & " total points; shade opening requirement of 2 QT's and make do with " & numQuickTricks & " QT's; open " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid);; } // end NCR-356 // NCR Is Convenient minor (goes with 5card Majors) appropriate - 13 HCPs and 3 clubs if((fCardPts >= OPEN_PTS(13)) && pCurrConvSet->IsConventionEnabled(tid5CardMajors) && (numCardsInSuit[CLUBS] >= 3)) { m_nBid = BID_1C; if(numCardsInSuit[DIAMONDS] > numCardsInSuit[CLUBS]) // NCR-507 Bid Diamonds if more of them m_nBid = BID_1D; status << "E31! Have " & fCardPts & " points in high cards , so bid a Convenient minor " & BTS(m_nBid) & ".\n"; return ValidateBid(m_nBid); } // //-------------------------------------------------------- // // All attempts at opening failed, so return a PASS // status << "Z00! Hand is insufficient for any opening, so pass.\n"; m_nBid = BID_PASS; return ValidateBid(m_nBid);; }
// //----------------------------------------------------- // // respond to partner's negative double // BOOL CNegativeDoublesConvention::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() != NULL) && (bidState.GetActiveConvention() != this)) return FALSE; // // Bidding in response to partner's negative bid? check requirements // // the identifying marks of a negative double are: // 1: this must be round #1 or 2 // 2: we must have opened bidding, and // 3: LHO must have bid over our initial bid, up to 2S // int nBid; int nPartnersBid = bidState.nPartnersBid; int nMajorSuits[2] = { 1, 1 }; if (bidState.nPreviousSuit == HEARTS) nMajorSuits[0] = 0; else if (bidState.nPreviousSuit == SPADES) nMajorSuits[1] = 0; // if (bidState.nLHOSuit == HEARTS) nMajorSuits[0] = 0; else if (bidState.nLHOSuit == SPADES) nMajorSuits[1] = 0; // apply tests #1, 2, and 3 if ( (nPartnersBid == BID_DOUBLE) && ((bidState.nRound == 0) || (bidState.nRound == 1)) && (bidState.m_bOpenedBiddingForTeam) && (bidState.nLHOBid > BID_PASS) && (bidState.nLHOBid <= BID_2S) // NCR-195 bid must be suit && ISSUIT(BID_SUIT(bidState.nLHOBid)) ) { // status << "NEGDR2! Partner has bid a negative double, indicating 4+ cards in the unbid majors " & ((nMajorSuits[0] && nMajorSuits[1])? "(Hearts and Spades)" : nMajorSuits[0]? "(Hearts)" : "(Spades)") & ".\n"; } else { return FALSE; } // // estimate partner's strength // if (bidState.nLHOBidLevel == 1) { // 6-9 pts for a neg dbl the 1-level (NCR TryConvention uses 19 max???) bidState.m_fPartnersMin = OPEN_PTS(6); bidState.m_fPartnersMax = Min(OPEN_PTS(19),40 - bidState.fCardPts); // NCR changed 9 to 19 bidState.m_fMinTPPoints = bidState.fPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = bidState.fPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = bidState.fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = bidState.fCardPts + bidState.m_fPartnersMax; status << "2NEGDR8! Partner's negative double indicates " & bidState.m_fPartnersMin & "-" & bidState.m_fPartnersMax & " points, for a total in the partnership of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " points.\n"; } else { // 11-18 pts for a neg double at the 2 level bidState.m_fPartnersMin = OPEN_PTS(11); bidState.m_fPartnersMax = Min(OPEN_PTS(18),40 - bidState.fCardPts); bidState.m_fMinTPPoints = bidState.fPts + bidState.m_fPartnersMin; bidState.m_fMaxTPPoints = bidState.fPts + bidState.m_fPartnersMax; bidState.m_fMinTPCPoints = bidState.fCardPts + bidState.m_fPartnersMin; bidState.m_fMaxTPCPoints = bidState.fCardPts + bidState.m_fPartnersMax; status << "2NEGDRT8! Partner's negative double indicates 11+ pts, for a total in the partnership of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " points.\n"; } // // and respond to the bid // int nSuit; double fCardPts = bidState.fCardPts; double fPts = bidState.fPts; int nLHOBid = bidState.nLHOBid; int nRHOBid = bidState.nRHOBid; // // with support for one or the other major, raise // but discount the majors already bid by us or LHO // int numHearts = hand.GetNumCardsInSuit(HEARTS); int numSpades = hand.GetNumCardsInSuit(SPADES); // gotta beat RHO's bid if possible int nTopBid = nLHOBid; if ((nRHOBid > BID_PASS) && (nRHOBid != BID_REDOUBLE)) nTopBid = nRHOBid; // see if the majors are available if ( (nMajorSuits[0] && nMajorSuits[1]) && ((numHearts >= 3) || (numSpades >= 3)) ) { // both majors are available, so pick the better one int nSuit = bidState.PickSuperiorSuit(HEARTS,SPADES); nBid = bidState.GetCheapestShiftBid(nSuit, nTopBid); // see if the bid is affordable if (bidState.IsBidSafe(nBid)) { status << "NEGDTR20! With " & bidState.m_fMinTPPoints & " pts in the partnership and " & " both majors available in response to the negative double, go with the " & hand.GetNumCardsInSuit(nSuit) & "-card " & STSS(nSuit) & " suit and bid " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); } else { status << "NEGDTR21! We have both majors avaialblem but with " & bidState.m_fMinTPPoints & " pts in the partnership, we do not have enough points to bid either suit and have to pass.\n"; bidState.SetBid(BID_PASS); } bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } else if ( ((nMajorSuits[0]) && (numHearts >= 3)) || ((nMajorSuits[1]) && (numSpades >= 3)) ) { // bid the suit if ((nMajorSuits[0]) && (numHearts >= 3)) nSuit = HEARTS; else nSuit = SPADES; nBid = bidState.GetCheapestShiftBid(nSuit, nTopBid); // see if the bid is affordable double fAdj = bidState.fAdjPts; // NCR-717 theApp.GetBiddingAgressiveness()*1.5; // NCR change test amt? if (bidState.IsBidSafe(nBid, fAdj)) // NCR adjust??? { status << "NEGDTR30! With " & bidState.m_fMinTPPoints & " pts in the partnership and " & hand.GetNumCardsInSuit(nSuit) & " cards available in " & STS(nSuit) &", bid " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); } else { status << "NEGDTR31! We have " & hand.GetNumCardsInSuit(nSuit) & " cards in the " & STSS(nSuit) & " suit, but with only " & bidState.m_fMinTPPoints & " pts in the partnership, we can't go any higher.\n"; bidState.SetBid(BID_PASS); } bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } // // we have no majors available, so bid NT if possible // if (bidState.BidNoTrumpAsAppropriate(FALSE)) { bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } // else bid something, anything nSuit = bidState.GetRebidSuit(bidState.nPreviousSuit); if(nSuit == NONE) { //NCR test for no rebidable suit return nBid = BID_1NT; // NCR Hardcoded ??? vs get cheapest }else{ nBid = bidState.GetCheapestShiftBid(nSuit, nTopBid); } // NCR-415 Test if safe bid if (!bidState.IsBidSafe(nBid, bidState.fDistPts) // NCR-592 set adj to dist pts && (bidState.nRHOBid > BID_PASS) ) // NCR-637 Only if RHO bid { nBid = BID_PASS; status << "NEGDTR36! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, we cannot safely bid further, so pass.\n"; } // end NCR-415 else { if (!ISMAJOR(nSuit)) status << "NEGDTR40! Unfortunately we don't have a major to respond with, so bid " & BTS(nBid) & ".\n"; else status << "NEGDTR41! Our best response is " & BTS(nBid) & ".\n"; } bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; }
// //================================================================== // // BOOL C4thSuitForcingConvention::TryConvention(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { // // if (!pCurrConvSet->IsConventionEnabled(tid4thSuitForcing)) // return FALSE; // // see if the conditions are right to apply this convention // int nPartnersSuit = bidState.nPartnersSuit; int nPartnersPrevSuit = bidState.nPartnersPrevSuit; int nFirstRoundSuit = bidState.nFirstRoundSuit; int nPreviousSuit = bidState.nPreviousSuit; // NCR-342 Quick test if 4 suits were bid if ((bidState.m_numBidsMade != 2) || (bidState.m_numPartnerBidsMade != 2) || !ISSUIT(nPartnersSuit) || !ISSUIT(nPartnersPrevSuit) || !ISSUIT(nFirstRoundSuit) || !ISSUIT(nPreviousSuit) ) { return FALSE; // NCR-342 Not possible without these } /* //NCR NB- Following logic is weak??? if ((bidState.m_numBidsMade == 2) && // NCR-334 changed to 2 (was 1) (bidState.m_numPartnerBidsMade == 2) && (nPartnersSuit != nPartnersPrevSuit) && (nPartnersPrevSuit != NONE) && (nFirstRoundSuit != nPreviousSuit) && (nFirstRoundSuit != NONE) && (nFirstRoundSuit != NOTRUMP) && // NCR-338 NT not a suit (nPartnersSuit != NOTRUMP)) \ */ // NCR-342 Now test 4 suits bid bool suitBid[4] = {false, false, false, false}; suitBid[nPartnersSuit] = true; suitBid[nPartnersPrevSuit] = true; suitBid[nFirstRoundSuit] = true; suitBid[nPreviousSuit] = true; if(suitBid[CLUBS] && suitBid[DIAMONDS] && suitBid[HEARTS] && suitBid[SPADES]) { // // since we're playing 4th suit forcing, we can't pass // partner's bid, no matter what // status << "SF0! Since we're playing fourth-suit forcing, we are required to respond to partner's bid of the 4th suit.\n"; int nPartnersBid = bidState.nPartnersBid; int nPartnersBidLevel = bidState.nPartnersBidLevel; int nPrefSuit = bidState.nPrefSuit; int nPrefSuitStrength = bidState.nPrefSuitStrength; double fMinTPPoints = bidState.m_fMinTPPoints; double fMaxTPPoints = bidState.m_fMaxTPPoints; double fMinTPCPoints = bidState.m_fMinTPCPoints; double fMaxTPCPoints = bidState.m_fMaxTPCPoints; int nBid; // // choice 1: rebid a strong major, if it's our preferred suit, with 22+ pts // if ((ISMAJOR(nPrefSuit)) && (nPrefSuitStrength >= SS_STRONG) && (fMinTPPoints >= 22)) { nBid = bidState.GetCheapestShiftBid(nPrefSuit); status << "SF2! With no agreement in suits, along with " & fMinTPPoints & "-" & fMaxTPPoints & " partnership points, return to our preferred " & bidState.szPrefSS & " suit at " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // // bid 3NT with no voids and 26+ HCPs // if ((bidState.numVoids == 0) && (nPartnersBidLevel <= 3) && (fMinTPCPoints >= PTS_NT_GAME)) { nBid = BID_3NT; status << "SF4! With no agreement in suits, but with " & fMinTPCPoints & "-" & fMaxTPCPoints & " high card points in the partnership and no void suits, bid " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // // raise one of partner's suits with 23+ points and 2-card support // int nSuit; if (bidState.nPPrevSuitSupport > bidState.nPartnersSuitSupport) nSuit = SUIT_PREV; else nSuit = SUIT_ANY; // raise to game level with 26+ total pts if (bidState.RaisePartnersSuit(SUIT_PREV,RAISE_TO_NO_MORE_THAN_GAME,PTS_GAME,99,SUPLEN_2)) { // the bid (m_nBid) is set automatically return TRUE; } // raise to 3-level with 23 pts if (bidState.RaisePartnersSuit(SUIT_PREV,RAISE_TO_3,PTS_GAME-3,99,SUPLEN_2)) { return TRUE; } // // bid 2NT with no voids // if ((bidState.numVoids == 0) && (nPartnersBidLevel <= 2)) { nBid = BID_2NT; status << "SF10! With no agreement in suits, but with " & // NCR changed from 4 to 10 fMinTPCPoints & "-" & fMaxTPCPoints & " high card points in the partnership and no void suits, bid " & BTS(nBid) & ".\n"; bidState.SetBid(nBid); return TRUE; } // // else we've run out of other options, so // raise partner's first or second suit with single-card support // if (bidState.numCardsInSuit[nPartnersPrevSuit] >= 1) { nBid = bidState.GetCheapestShiftBid(nPartnersPrevSuit); status << "SF20! With no better options, raise partner's first suit to " & BTS(nBid) & ".\n"; } else { nBid = MAKEBID(nPartnersSuit, nPartnersBidLevel+1); status << "SF24! With no better options, raise partner's second suit to " & BTS(nBid) & ".\n"; } // done bidState.SetBid(nBid); return TRUE; } else { // the 4th suit forcing convention didn't apply here return FALSE; } }
// // PlayBestCard() // // called on the third and fourth hand plays to try to win the trick // CCard* CPlayEngine::PlayBestCard(int nPosition) { CPlayerStatusDialog& status = *m_pStatusDlg; // status << "2PLAY3! Playing best card.\n"; // get play info CCard* pCurrentCard = pDOC->GetCurrentTrickCardLed(); int nSuitLed = pCurrentCard->GetSuit(); int nTopPos; CCard* pCurrTopCard = pDOC->GetCurrentTrickHighCard(&nTopPos); CString strTopCardPos = PositionToString(nTopPos); BOOL bPartnerHigh = FALSE; int nCurrentRound = pDOC->GetPlayRound(); int nCurrentSeat = pDOC->GetNumCardsPlayedInRound() + 1; CCard* pPartnersCard = pDOC->GetCurrentTrickCard(m_pPartner->GetPosition()); if (pPartnersCard == pCurrTopCard) bPartnerHigh = TRUE; // int nTrumpSuit = pDOC->GetTrumpSuit(); int numCardsInSuitLed = m_pHand->GetNumCardsInSuit(nSuitLed); // card to play CCard* pCard = NULL; // // first see if somebody trumped in this hand // if ((pDOC->WasTrumpPlayed()) && (nTrumpSuit != nSuitLed)) { // a trump has been played // see whether it was played by partner or by an opponent if (bPartnerHigh) { // partner trumped -- leave it alone for now pCard = GetDiscard(); status << "PLAYB10! We let partner's " & pCurrTopCard->GetName() & " trump ride and discard the " & pCard->GetName() & ".\n"; } else { // it was an opponent that did the trumping // see if we can overtrump CSuitHoldings& trumpSuit = m_pHand->GetSuit(nTrumpSuit); CCard* pTopTrump = NULL; if (trumpSuit.GetNumCards() > 0) pTopTrump = trumpSuit.GetTopCard(); if ((numCardsInSuitLed == 0) && (pTopTrump) && (*pTopTrump > *pCurrTopCard)) { // get the lowest trump that wil top the current top trump int numTopCards = trumpSuit.GetNumCardsAbove(pCurrTopCard); pCard = trumpSuit[numTopCards-1]; status << "PLAYB20! We can overtrump " & strTopCardPos & "'s " & pCurrTopCard->GetName() & " with the " & pCard->GetFaceName() & ".\n"; } else { // no chance to win, so discard pCard = GetDiscard(); if ((numCardsInSuitLed == 0) && (trumpSuit.GetNumCards() > 0)) status << "PLAYB22! We can't overtrump " & strTopCardPos & "'s " & pCurrTopCard->GetFaceName() & ", so discard the " & pCard->GetName() & ".\n"; else status << "PLAYB23! We can't beat the opponent's " & pCurrTopCard->GetFaceName() & " of trumps, so discard the " & pCard->GetName() & ".\n"; } } } else { // else nobody has played a trump this round, _or_ a trump was led // see if we can play trumps if (numCardsInSuitLed > 0) { // nope, gotta follow the suit that was led, trumps or otherwise // if we can beat the current top card, do so with the cheapest card CSuitHoldings& suit = m_pHand->GetSuit(nSuitLed); if (*(suit.GetTopCard()) > *pCurrTopCard) { // but see if the top card is partner's if (bPartnerHigh) { // see if we should unblock here if (ISSUIT(nTrumpSuit) && (nCurrentRound == 0) && (suit.GetNumHonors() == 1)) { // first round in an NT contract, with one honor // in the suit -- unblock pCard = suit.GetTopCard(); if (suit.GetNumCards() > 1) status << "PLAYB30! Drop the " & pCard->GetFaceName() & " here to unblock the suit for partner.\n"; } else { // else this is not an unblocking situation if (nCurrentSeat == 4) { // playing in 4th seat, high card is partner, so discard pCard = GetDiscard(); status << "PLAYB34! Partner's " & pCurrTopCard->GetFaceName() & " is high, so discard the " & pCard->GetName() & ".\n"; } else { // playing in third position -- decide whether to // let partner's card ride // do so if if partner's card beats all outstanding cards CCard* pTopOutstandingCard = GetHighestOutstandingCard(nSuitLed); if ((pTopOutstandingCard == NULL) || (*pCurrTopCard > *pTopOutstandingCard)) { // let partner's card ride pCard = GetDiscard(); status << "PLAYB36! Partner's " & pCurrTopCard->GetFaceName() & " is higher than any outstanding card, so discard the " & pCard->GetName() & ".\n"; } else { // partner's card is not necessarily highest, so top it pCard = suit.GetTopSequence().GetBottomCard(); status << "PLAYB37! Partner's " & pCurrTopCard->GetFaceName() & " might not win the round, so top it with the " & pCard->GetFaceName() & ".\n"; } } } } else { // else high card is opponent's, so beat it w/ highest card affordable // although, if playing in 3rd pos ahead of dummy, just play // high enuff to beat dummy if ((nCurrentSeat == 3) && (m_bLHDefender)) { CSuitHoldings& dummySuit = GetDummySuit(nSuitLed); int nDummyTopCard = 0; if (dummySuit.GetNumCards() > 0) nDummyTopCard = dummySuit[0]->GetFaceValue(); int nTopVal = Max(nDummyTopCard, pCurrTopCard->GetFaceValue()); pCard = suit.GetLowestCardAbove(nTopVal); // see if we can beat the top card or dummy's top card if (pCard) { if (nTopVal == nDummyTopCard) { // dummy has the top card and we can beat it status << "PLAYB38A! Playing third ahead of dummy, need to beat dummy's " & CardValToString(nDummyTopCard) & ".\n"; } else { // the top card is declarer's status << "PLAYB38B! Play high to win with the " & pCard->GetFaceName() & ".\n"; } } else { // else we can't beat dummy's top card, but play // high anyway to force out his winner pCard = suit.GetLowestCardAbove(pCurrTopCard); status << "PLAYB38C! We top declarer's " & pCurrTopCard->GetFaceName() & " to force a winner from dummy.\n"; } } else if (nCurrentSeat == 3) { // else we're playing 3rd, so play the lowest card from the top sequence pCard = suit.GetTopSequence().GetBottomCard(); status << "PLAYB40! Play high to win with the " & pCard->GetFaceName() & ".\n"; } else { // else we're playing last (4th) // play the cheapest card that will beat the top card pCard = suit.GetLowestCardAbove(pCurrTopCard); status << "PLAYB41! Play the " & pCard->GetFaceName() & " to win the trick.\n"; } } } else { // we don't have a card to top the current high card if (bPartnerHigh) { // but partner's card is high, so we're OK pCard = GetDiscard(); status << "PLAYB47! Partner's " & pCurrTopCard->GetFaceName() & " can win the trick, so discard the " & pCard->GetName() & ".\n"; } else { // else we're screwed pCard = GetDiscard(); status << "PLAYB48! We can't beat " & strTopCardPos & "'s " & pCurrTopCard->GetFaceName() & ", so discard the " & pCard->GetName() & ".\n"; } } } else if (ISSUIT(nTrumpSuit) && (nSuitLed != nTrumpSuit) && (m_pHand->GetNumCardsInSuit(nTrumpSuit) > 0)) { // here, we can play a trump, so do so if appropriate // see who has the top card in this round if (bPartnerHigh) { // let partner's card ride pCard = GetDiscard(); status << "PLAYB52! Although we could trump this hand, partner's " & pCurrTopCard->GetName() & " is high, so discard the " & pCard->GetName() & ".\n"; } else { // opponents have the high card (non-trump) -- so slam 'em pCard = m_pHand->GetSuit(nTrumpSuit).GetBottomCard(); status << "PLAYB55! With no cards in " & SuitToString(nSuitLed) & ", trump with the " & pCard->GetName() & ".\n"; } } else { // here we have zero cards in the suit and in trumps, so we're hosed pCard = GetDiscard(); status << "PLAYB52! With no cards in the suit led and no trumps, we discard the " & pCard->GetName() & ".\n"; } } // ASSERT(pCard->IsValid()); ASSERT(m_pHand->HasCard(pCard)); // return pCard; }
// //=============================================================================== // // TryConvention() // // check if we can use an Gambling 3NT Bid here // BOOL CGambling3NTConvention::TryConvention(const CPlayer& player, const CConventionSet& conventions, CHandHoldings& hand, CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands, CBidEngine& bidState, CPlayerStatusDialog& status) { // // the requirements for opening a STANDARD Gambling 3NT Bid are: // 1: a solid 7+ card minor suit, // 2: 10-12 HCPs, // 3: no voids or small singletons, and // 4: no outside stoppers // // the requirements for opening an ACOL Gambling 3NT Bid are: // 1: a solid 7+ card minor suit, // 2: 16-21 HCPs, // 3: no voids or small singletons, and // 4: stoppers in at least 2 of the remaining 3 suits // see which version we're playing int bStandardGambling3NT = (pCurrConvSet->GetValue(tnGambling3NTVersion) == 0); // see if we have any small singletons bool bSmallSingletons = false; if (bidState.numSingletons > 0) { for(int i=0; i<4; i++) { CSuitHoldings& suit = hand.GetSuit(i); if ((suit.GetNumCards() == 1) && (suit[0]->GetFaceValue() < TEN)) { bSmallSingletons = true; break; } } } // see if we have a solid suit int nSuit = NONE; if (hand.GetSuit(CLUBS).IsSolid() && (bidState.numCardsInSuit[CLUBS] >= 7)) nSuit = CLUBS; else if (hand.GetSuit(DIAMONDS).IsSolid() && (bidState.numCardsInSuit[DIAMONDS] >= 7)) nSuit = DIAMONDS; // test for std and ACOL Gambling 3NT conditions int numValidBidsMade = pDOC->GetNumValidBidsMade(); if ( bStandardGambling3NT && (numValidBidsMade == 0) && (ISSUIT(nSuit)) && (bidState.fCardPts >= OPEN_PTS(10)) && (bidState.fCardPts <= OPEN_PTS(12)) && (bidState.numVoids == 0) && !bSmallSingletons && (bidState.numSuitsStopped == 1) ) { // passed the test for standard gambling 3NT status << "G3NT1! With a solid " & bidState.numCardsInSuit[nSuit] & "-card " & STSS(nSuit) & " suit, " & bidState.fCardPts & " HCPs, no voids, no small singletons, and no outside stoppers, " " go ahead and bid a Gambling 3NT.\n"; } else if ( !bStandardGambling3NT && (numValidBidsMade == 0) && (ISSUIT(nSuit)) && (bidState.fCardPts >= OPEN_PTS(16)) && (bidState.fCardPts <= OPEN_PTS(21)) && (bidState.numVoids == 0) && !bSmallSingletons && (bidState.numSuitsStopped >= 3) ) { // passed the test for ACOL gambling 3NT status << "G3NT2! With a solid " & bidState.numCardsInSuit[nSuit] & "-card " & STSS(nSuit) & " suit, " & bidState.fCardPts & " HCPs, no voids, no small singletons, and stoppers in " & ((bidState.numSuitsStopped == 4)? "all four suits" : "two outside suits") & ", go ahead and bid an ACOL Gambling 3NT.\n"; } else { return FALSE; } // OK, go ahead and bid 3NT bidState.SetBid(BID_3NT); bidState.SetConventionStatus(this, CONV_INVOKED); return TRUE; }
// // GetNumCardsPlayedInSuit() // int CPlayEngine::GetNumCardsPlayedInSuit(int nPlayer, int nSuit) const { VERIFY((nPlayer >= 0) && (nPlayer <= 3) && ISSUIT(nSuit)); return m_ppGuessedHands[nPlayer]->GetSuit(nSuit).GetNumCardsPlayed(); }
// //----------------------------------------------------- // // 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
// //----------------------------------------------------- // // respond to partner's Michaels Cue Bid // BOOL CMichaelsCueBidConvention::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() != NULL) && (bidState.GetActiveConvention() != this)) return FALSE; // // make a responding bid // int nPartnersBid = bidState.nPartnersBid; int nPartnersBidLevel = bidState.nPartnersBidLevel; int nPartnersSuit = bidState.nPartnersSuit; int nPartnersPrevSuit = bidState.nPartnersPrevSuit; // int nBid, nSuit; double fPts = bidState.fPts; double fCardPts = bidState.fCardPts; // // see what round this is // int nStatus = bidState.GetConventionStatus(this); if (nStatus == CONV_INACTIVE) { // // Bidding in response to partner's Michael's bid? check requirements // // the identifying marks of a Michaels bid are: // 1: we must not have bid yet // 2: LHO must have bid a suit at the 1 level, and // 3: partner overcalled LHO's suit at the 2 level int nLastValidBid = pDOC->GetLastValidBid(); // apply tests #1, 2, and 3 int nOpeningBid = pDOC->GetOpeningBid(); int nOpeningBidder = pDOC->GetOpeningBidder(); BOOL bLHOMajor = ISMAJOR(nOpeningBid); if (ISBID(nOpeningBid) && (GetPlayerTeam(nOpeningBidder) != player.GetTeam()) && ((nOpeningBid >= BID_1C) && (nOpeningBid <= BID_1S)) && (nPartnersSuit == bidState.nLHOSuit) && (nPartnersBidLevel == 2) && (bidState.m_numBidsMade == 0) ) { // status << "MCLR10! Partner has made a Michaels Cue bid of " & BTS(nPartnersBid) & ", indicating 5/5 length in " & (bLHOMajor? ((bidState.nLHOSuit == HEARTS)? "Spades and a minor" : "Hearts and a minor") : "the majors") & ".\n"; } else { return FALSE; } // did partner bid a minor, indicating both majors? if (ISMINOR(nPartnersSuit)) { // Pard has both majors -- pick the preferred one nSuit = bidState.PickSuperiorSuit(HEARTS, SPADES); if (hand.GetNumCardsInSuit(nSuit) < 3) { // should have at least 3 trumps int nOtherSuit = (nSuit == HEARTS)? SPADES : HEARTS; if (hand.GetNumCardsInSuit(nOtherSuit) >= 3) nSuit = nOtherSuit; } } else if (nPartnersSuit == HEARTS) { // pard has Spades + a minor // see if Spades are decent (3-card support) // if ((hand.GetNumCardsInSuit(SPADES) >= 3) && (hand.GetSuitStrength(SPADES) >= SS_MODERATE_SUPPORT)) if (hand.GetNumCardsInSuit(SPADES) >= 3) { // fine, go with Spades nSuit = SPADES; } else { // Spades are too weak; look for a minor if ((hand.GetSuitStrength(CLUBS) >= SS_MODERATE_SUPPORT) || (hand.GetSuitStrength(DIAMONDS) >= SS_MODERATE_SUPPORT)) nSuit = NOTRUMP; else nSuit = SPADES; // minors are no good either, so go with Spades } } else { // pard has Hearts + a minor // see if Hearts are decent (3-card support) // if ((hand.GetNumCardsInSuit(HEARTS) >= 3) && (hand.GetSuitStrength(HEARTS) >= SS_MODERATE_SUPPORT)) if (hand.GetNumCardsInSuit(HEARTS) >= 3) { // fine, go with Hearts nSuit = HEARTS; } else { // Spades are too weak; look for a minor if ((hand.GetSuitStrength(CLUBS) >= SS_MODERATE_SUPPORT) || (hand.GetSuitStrength(DIAMONDS) >= SS_MODERATE_SUPPORT)) nSuit = NOTRUMP; else nSuit = HEARTS; // minors are no good either, so go with Hearts } } // now adjust point count if (ISSUIT(nSuit)) { bidState.SetAgreedSuit(nSuit); fPts = bidState.fAdjPts = hand.RevalueHand(REVALUE_DECLARER, nSuit, TRUE); } // partner may have 6-11 OR 17+ pts; assume it's a weak hand bidState.AdjustPartnershipPoints(6, 11); // and make a responding bid CString strChoices = ISMINOR(nPartnersSuit)? "the two majors" : (nPartnersSuit == HEARTS)? "Spades and a minor" : "Hearts and an unknown minor"; int numTrumps = ISSUIT(nSuit)? hand.GetNumCardsInSuit(nSuit) : 0; // set initial convention status to finished bidState.SetConventionStatus(this, CONV_FINISHED); // see if we need to look at the minor if (nSuit == NOTRUMP) { // bid 2NT to ask for the minor nBid = BID_2NT; if (nBid > nLastValidBid) { if (nPartnersSuit == HEARTS) status << "MCLR12! Given a choice between a " & hand.GetNumCardsInSuit(SPADES) & "-card Spade suit and an unknown minor, we're forced to ask for the minor by bidding " & BTS(nBid) & ".\n"; else status << "MCLR12! Given a choice between a " & hand.GetNumCardsInSuit(HEARTS) & "-card Heart suit and an unknown minor, we're forced to ask for the minor by bidding " & BTS(nBid) & ".\n"; // this convention will go another round bidState.SetConventionStatus(this, CONV_RESPONDED_ROUND1); } else { nBid = BID_PASS; status << "MCLR13! We'd like to bid 2NT to ask for partner's minor, but we can't do so after RHO's interference, so we have to pass.\n"; } } else if ((numTrumps >= 5) && (bidState.m_fMinTPPoints <= PT_COUNT(20)) && ISMAJOR(nSuit) && (MAKEBID(nSuit, 4) > nLastValidBid)) { // make a preemptive bid if possible nBid = MAKEBID(nSuit, 4); status << "MCLR15! With " & numTrumps & " " & STS(nSuit) & " and a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, make a shutout bid in " & STS(nSuit) & " by jumping to " & BTS(nBid) & ".\n"; } else if (bidState.m_fMinTPPoints <= PT_COUNT(21)) { // respond at the 2-level nBid = bidState.GetCheapestShiftBid(nSuit, nLastValidBid); if (BID_LEVEL(nBid) == 2) { status << "MCLR20! Given a choice between " & strChoices & ", respond to partner's Michaels with the preferred " & STSS(nSuit) & " suit with a bid of " & BTS(nBid) & ".\n"; } else { nBid = BID_PASS; status << "MCLR21! After RHO interference, we don't have the points to go to the 3-level in response to partner's Michaels, so pass.\n"; } } else if (bidState.m_fMinTPPoints <= PT_COUNT(24)) { // bid at the 3-level nBid = MAKEBID(nSuit, 3); if (nBid > nLastValidBid) { status << "MCLR24! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership and a choice between " & strChoices & ", invite game in " & STS(nSuit) & " by jumping to " & BTS(nBid) & ".\n"; } else { nBid = BID_PASS; status << "MCLR25! After RHO interference, we don't have the points to go to the 4-level in response to partner's Michaels, so pass.\n"; } } else if (ISMINOR(nSuit) && (bidState.m_fMinTPPoints <= PT_COUNT(27))) { // with 25+ pts, bid game nBid = bidState.GetGameBid(nSuit); if (nBid > nLastValidBid) { status << "MCLR27! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership and a choice between " & strChoices & ", jump to the 4-level in " & STS(nSuit) & " with a bid of " & BTS(nBid) & ".\n"; } else { nBid = BID_PASS; status << "MCLR28! After RHO interference, we don't have the points to go to the 5-level in response to partner's Michaels, so pass.\n"; } } else { // with 25+ pts in a major, or 28+ pts in a minor, bid game nBid = bidState.GetGameBid(nSuit); if (nBid > nLastValidBid) { status << "MCLR30! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership and a choice between " & strChoices & ", jump to game in " & STS(nSuit) & " at " & BTS(nBid) & ".\n"; } else { nBid = BID_PASS; status << "MCLR31! After RHO interference, we don't want to bid past game, so pass.\n"; } } // done! bidState.SetBid(nBid); return TRUE; } else if (nStatus == CONV_RESPONDED_ROUND1) { // // round 2 -- we must've bid 2NT last time to ask for partner's minor // // see if partner cue bid the enemy suit again if (nPartnersSuit == nPartnersPrevSuit) { // partner has 17+ pts bidState.AdjustPartnershipPoints(OPEN_PTS(17), MIN(17,40 - bidState.fCardPts)); // bid 4NT to ask for the minor again if (fPts >= PT_COUNT(15)) { // else make a natural game bid nBid = BID_4NT; status << "MCLR35! Partner cue bid the enemy suit again, indicating a strong Michaels opening hand with " & OPEN_PTS(17) & "+ pts; so with " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, ask for the other minor by bidding " & BTS(nBid) & ".\n"; bidState.SetConventionStatus(this, CONV_RESPONDED_ROUND2); } else { // else make a natural 3NT game bid nBid = BID_3NT; status << "MCLR36! Partner cue bid the enemy suit again, indicating a strong Michaels opening hand with " & OPEN_PTS(17) & "+ pts; but with " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, stop at game with a natural bid of " & BTS(nBid) & ".\n"; bidState.SetConventionStatus(this, CONV_FINISHED); } // done bidState.SetBid(nBid); return TRUE; } // see if partner's bid is valid if (!ISMINOR(nPartnersSuit)) { status << "MCLR40! After his opening Michaels Cue Bid, partner did not respond properly to our 2NT minor suit inquiry, so michaels is off.\n"; bidState.SetConventionStatus(this, CONV_ERROR); return FALSE; } // see if we can live with partner's minor int nAgreedSuit; if (hand.GetNumCardsInSuit(nPartnersSuit) >= 3) { // stick with the minor status << "4MCLR41! Since we have " & hand.GetNumCardsInSuit(nPartnersSuit) & " cards in the " & STSS(nPartnersSuit) & " suit, choose that suit for our response.\n"; nAgreedSuit = nPartnersSuit; } else { // minor's not so great; select the better of the minor or the major nAgreedSuit = bidState.PickSuperiorSuit(nPartnersSuit, bidState.nPartnersPrevSuit); if (nAgreedSuit == nPartnersSuit) status << "4MCLR42! The " & STSS(nPartnersSuit) & " suit isn't great, but it's better than " & STS(bidState.nPartnersPrevSuit) & ", so choose that suit for our response.\n"; else status << "4MCLR43! The " & STSS(nPartnersSuit) & " suit is poor, so pick the major suit ("& STS(bidState.nPartnersPrevSuit) & ") for our response.\n"; bidState.SetAgreedSuit(bidState.PickSuperiorSuit(nPartnersSuit, bidState.nPartnersPrevSuit)); } // recalc points as dummy bidState.SetAgreedSuit(nAgreedSuit); fPts = bidState.fAdjPts = hand.RevalueHand(REVALUE_DECLARER, nAgreedSuit, TRUE); bidState.AdjustPartnershipPoints(); // select the bid level if (ISMINOR(nAgreedSuit)) { // Clubs or Diamonds if (bidState.m_fMinTPPoints <= PTS_MINOR_GAME-6) // <= 22 nBid = BID_PASS; else if (bidState.m_fMinTPPoints <= PTS_MINOR_GAME-4) // <= 24 nBid = MAKEBID(nPartnersBid, 4); else nBid = MAKEBID(nPartnersBid, 5); // go for game // if (nBid == BID_PASS) status << "MCLR45! Partner showed his minor to be " & STS(nPartnersSuit) & ", which we can support with " & hand.GetNumCardsInSuit(nPartnersSuit) & " trumps, but with only " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, we have to pass.\n"; else status << "MCLR46! Partner showed his minor to be " & STS(nPartnersSuit) & ", which we can support with " & hand.GetNumCardsInSuit(nPartnersSuit) & " trumps, so with " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, we bid " & BTS(nBid) & ".\n"; } else { // sticking with the major (though not a very good one!) // sign off at the 3-level or go to game if (bidState.m_fMinTPPoints < PTS_MAJOR_GAME) // < 25 nBid = MAKEBID(nPartnersBid, 3); else nBid = MAKEBID(nPartnersBid, 4); // if (BID_LEVEL(nBid) == 3) status << "MCLR47! With " & hand.GetNumCardsInSuit(nAgreedSuit) & "-card support for partner's " & STS(nAgreedSuit) & ", and with only " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, we have to pass.\n"; else status << "MCLR47! With " & hand.GetNumCardsInSuit(nAgreedSuit) & "-card support for partner's " & STS(nAgreedSuit) & ", and with " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & " pts in the partnership, we can go to game at " & BTS(nBid) & ".\n"; } // done! bidState.SetBid(nBid); bidState.SetConventionStatus(this, CONV_FINISHED); return TRUE; } else if (nStatus == CONV_RESPONDED_ROUND2) { // // round 3 -- we must've bid 4NT last time to ask for partner's minor // after partner's second Michaels cue bid // } // return FALSE; }