- Added Cloneable deep clone source generator nuget package

- Configs are no cloned using generated clone, not by serializing/deserializing
- Arrays/Lists (collections in geneeral) are still not cloned properly
- Removed GetRawData from config as it is no longer needed, new clone is very fast
- Added ICloneable<T> which all configs implement
- Cleaned up config classes/code
This commit is contained in:
Kwoth
2021-07-06 17:08:16 +02:00
parent a8a4c9fb44
commit 0fc5f540d8
15 changed files with 237 additions and 236 deletions

View File

@@ -233,7 +233,7 @@ namespace NadekoBot.Modules.Administration.Services
public async Task LateExecute(IGuild guild, IUserMessage msg)
{
var bs = _bss.Data;
if (msg.Channel is IDMChannel && _bss.Data.ForwardMessages && ownerChannels.Any())
if (msg.Channel is IDMChannel && bs.ForwardMessages && ownerChannels.Any())
{
var title = _strings.GetText("dm_from") +
$" [{msg.Author}]({msg.Author.Id})";

View File

@@ -13,10 +13,10 @@ namespace NadekoBot.Modules.Gambling.Common
}
private readonly IOrderedEnumerable<GamblingConfig.BetRollConfig.Pair> _thresholdPairs;
private readonly IOrderedEnumerable<BetRollPair> _thresholdPairs;
private readonly Random _rng;
public Betroll(GamblingConfig.BetRollConfig settings)
public Betroll(BetRollConfig settings)
{
_thresholdPairs = settings.Pairs.OrderByDescending(x => x.WhenAbove);
_rng = new Random();

View File

@@ -1,10 +1,13 @@
using System;
using System.Collections.Generic;
using Cloneable;
using NadekoBot.Common;
using NadekoBot.Common.Yml;
namespace NadekoBot.Modules.Gambling.Common
{
public sealed class GamblingConfig
[Cloneable]
public sealed partial class GamblingConfig : ICloneable<GamblingConfig>
{
public GamblingConfig()
{
@@ -17,10 +20,10 @@ namespace NadekoBot.Modules.Gambling.Common
Timely = new TimelyConfig();
Decay = new DecayConfig();
}
[Comment(@"DO NOT CHANGE")]
public int Version { get; set; } = 1;
[Comment(@"Currency settings")]
public CurrencyConfig Currency { get; set; }
@@ -30,257 +33,247 @@ namespace NadekoBot.Modules.Gambling.Common
[Comment(@"Maximum amount users can bet
Set 0 for unlimited")]
public int MaxBet { get; set; } = 0;
[Comment(@"Settings for betflip command")]
public BetFlipConfig BetFlip { get; set; }
[Comment(@"Settings for betroll command")]
public BetRollConfig BetRoll { get; set; }
[Comment(@"Automatic currency generation settings.")]
public GenerationConfig Generation { get; set; }
[Comment(@"Settings for timely command
(letting people claim X amount of currency every Y hours)")]
public TimelyConfig Timely { get; set; }
[Comment(@"How much will each user's owned currency decay over time.")]
public DecayConfig Decay { get; set; }
[Comment(@"Settings for Wheel Of Fortune command.")]
public WheelOfFortuneSettings WheelOfFortune { get; set; }
[Comment(@"Settings related to waifus")]
public WaifuConfig Waifu { get; set; }
[Comment(@"Amount of currency selfhosters will get PER pledged dollar CENT.
1 = 100 currency per $. Used almost exclusively on public nadeko.")]
public decimal PatreonCurrencyPerCent { get; set; } = 1;
}
public class CurrencyConfig
{
[Comment(@"What is the emoji/character which represents the currency")]
public string Sign { get; set; } = "🌸";
[Comment(@"What is the name of the currency")]
public string Name { get; set; } = "Nadeko Flower";
}
public class CurrencyConfig
{
[Comment(@"What is the emoji/character which represents the currency")]
public string Sign { get; set; } = "🌸";
public class TimelyConfig
{
[Comment(@"How much currency will the users get every time they run .timely command
[Comment(@"What is the name of the currency")]
public string Name { get; set; } = "Nadeko Flower";
}
[Cloneable]
public partial class TimelyConfig
{
[Comment(@"How much currency will the users get every time they run .timely command
setting to 0 or less will disable this feature")]
public int Amount { get; set; } = 0;
public int Amount { get; set; } = 0;
[Comment(@"How often (in hours) can users claim currency with .timely command
[Comment(@"How often (in hours) can users claim currency with .timely command
setting to 0 or less will disable this feature")]
public int Cooldown { get; set; } = 24;
}
public int Cooldown { get; set; } = 24;
}
public class BetFlipConfig
{
[Comment(@"Bet multiplier if user guesses correctly")]
public decimal Multiplier { get; set; } = 1.95M;
}
[Cloneable]
public partial class BetFlipConfig
{
[Comment(@"Bet multiplier if user guesses correctly")]
public decimal Multiplier { get; set; } = 1.95M;
}
public class BetRollConfig
{
[Comment(@"When betroll is played, user will roll a number 0-100.
[Cloneable]
public partial class BetRollConfig
{
[Comment(@"When betroll is played, user will roll a number 0-100.
This setting will describe which multiplier is used for when the roll is higher than the given number.
Doesn't have to be ordered.")]
public Pair[] Pairs { get; set; } = Array.Empty<Pair>();
public BetRollPair[] Pairs { get; set; } = Array.Empty<BetRollPair>();
public BetRollConfig()
{
Pairs = new BetRollConfig.Pair[]
{
new BetRollConfig.Pair(99, 10),
new BetRollConfig.Pair(90, 4),
new BetRollConfig.Pair(66, 2)
};
}
public class Pair
{
public int WhenAbove { get; set; }
public float MultiplyBy { get; set; }
public Pair()
{
}
public Pair(int threshold, int multiplier)
{
WhenAbove = threshold;
MultiplyBy = multiplier;
}
}
}
public class GenerationConfig
public BetRollConfig()
{
[Comment(@"when currency is generated, should it also have a random password
Pairs = new BetRollPair[]
{
new BetRollPair { WhenAbove = 99, MultiplyBy = 10 },
new BetRollPair { WhenAbove = 90, MultiplyBy = 4 },
new BetRollPair { WhenAbove = 66, MultiplyBy = 2 }
};
}
}
[Cloneable]
public partial class GenerationConfig
{
[Comment(@"when currency is generated, should it also have a random password
associated with it which users have to type after the .pick command
in order to get it")]
public bool HasPassword { get; set; } = true;
public bool HasPassword { get; set; } = true;
[Comment(@"Every message sent has a certain % chance to generate the currency
[Comment(@"Every message sent has a certain % chance to generate the currency
specify the percentage here (1 being 100%, 0 being 0% - for example
default is 0.02, which is 2%")]
public decimal Chance { get; set; } = 0.02M;
public decimal Chance { get; set; } = 0.02M;
[Comment(@"How many seconds have to pass for the next message to have a chance to spawn currency")]
public int GenCooldown { get; set; } = 10;
[Comment(@"How many seconds have to pass for the next message to have a chance to spawn currency")]
public int GenCooldown { get; set; } = 10;
[Comment(@"Minimum amount of currency that can spawn")]
public int MinAmount { get; set; } = 1;
[Comment(@"Minimum amount of currency that can spawn")]
public int MinAmount { get; set; } = 1;
[Comment(@"Maximum amount of currency that can spawn.
[Comment(@"Maximum amount of currency that can spawn.
Set to the same value as MinAmount to always spawn the same amount")]
public int MaxAmount { get; set; } = 1;
}
public int MaxAmount { get; set; } = 1;
}
public class DecayConfig
{
[Comment(@"Percentage of user's current currency which will be deducted every 24h.
[Cloneable]
public partial class DecayConfig
{
[Comment(@"Percentage of user's current currency which will be deducted every 24h.
0 - 1 (1 is 100%, 0.5 50%, 0 disabled)")]
public decimal Percent { get; set; } = 0;
public decimal Percent { get; set; } = 0;
[Comment(@"Maximum amount of user's currency that can decay at each interval. 0 for unlimited.")]
public int MaxDecay { get; set; } = 0;
[Comment(@"Maximum amount of user's currency that can decay at each interval. 0 for unlimited.")]
public int MaxDecay { get; set; } = 0;
[Comment(@"Only users who have more than this amount will have their currency decay.")]
public int MinThreshold { get; set; } = 99;
[Comment(@"Only users who have more than this amount will have their currency decay.")]
public int MinThreshold { get; set; } = 99;
[Comment(@"How often, in hours, does the decay run. Default is 24 hours")]
public int HourInterval { get; set; } = 24;
}
[Comment(@"How often, in hours, does the decay run. Default is 24 hours")]
public int HourInterval { get; set; } = 24;
}
public class WheelOfFortuneSettings
[Cloneable]
public partial class WheelOfFortuneSettings
{
[Comment(@"Self-Explanatory. Has to have 8 values, otherwise the command won't work.")]
public decimal[] Multipliers { get; set; }
public WheelOfFortuneSettings()
{
[Comment(@"Self-Explanatory. Has to have 8 values, otherwise the command won't work.")]
public decimal[] Multipliers { get; set; }
public WheelOfFortuneSettings()
Multipliers = new decimal[]
{
Multipliers = new decimal[]
{
1.7M,
1.5M,
0.2M,
0.1M,
0.3M,
0.5M,
1.2M,
2.4M,
};
}
1.7M,
1.5M,
0.2M,
0.1M,
0.3M,
0.5M,
1.2M,
2.4M,
};
}
}
public class WaifuConfig
[Cloneable]
public sealed partial class WaifuConfig
{
[Comment(@"Minimum price a waifu can have")]
public int MinPrice { get; set; } = 50;
public MultipliersData Multipliers { get; set; } = new MultipliersData();
[Comment(@"List of items available for gifting.")]
public List<WaifuItemModel> Items { get; set; } = new List<WaifuItemModel>();
public WaifuConfig()
{
[Comment(@"Minimum price a waifu can have")]
public int MinPrice { get; set; } = 50;
public MultipliersData Multipliers { get; set; } = new MultipliersData();
[Comment(@"List of items available for gifting.")]
public List<WaifuItemModel> Items { get; set; } = new List<WaifuItemModel>();
public WaifuConfig()
Items = new()
{
Items = new List<WaifuItemModel>()
{
new WaifuItemModel("🥔", 5, "Potato"),
new WaifuItemModel("🍪", 10, "Cookie"),
new WaifuItemModel("🥖", 20, "Bread"),
new WaifuItemModel("🍭", 30, "Lollipop"),
new WaifuItemModel("🌹", 50, "Rose"),
new WaifuItemModel("🍺", 70, "Beer"),
new WaifuItemModel("🌮", 85, "Taco"),
new WaifuItemModel("💌", 100, "LoveLetter"),
new WaifuItemModel("🥛", 125, "Milk"),
new WaifuItemModel("🍕", 150, "Pizza"),
new WaifuItemModel("🍫", 200, "Chocolate"),
new WaifuItemModel("🍦", 250, "Icecream"),
new WaifuItemModel("🍣", 300, "Sushi"),
new WaifuItemModel("🍚", 400, "Rice"),
new WaifuItemModel("🍉", 500, "Watermelon"),
new WaifuItemModel("🍱", 600, "Bento"),
new WaifuItemModel("🎟", 800, "MovieTicket"),
new WaifuItemModel("🍰", 1000, "Cake"),
new WaifuItemModel("📔", 1500, "Book"),
new WaifuItemModel("🐱", 2000, "Cat"),
new WaifuItemModel("🐶", 2001, "Dog"),
new WaifuItemModel("🐼", 2500, "Panda"),
new WaifuItemModel("💄", 3000, "Lipstick"),
new WaifuItemModel("👛", 3500, "Purse"),
new WaifuItemModel("📱", 4000, "iPhone"),
new WaifuItemModel("👗", 4500, "Dress"),
new WaifuItemModel("💻", 5000, "Laptop"),
new WaifuItemModel("🎻", 7500, "Violin"),
new WaifuItemModel("🎹", 8000, "Piano"),
new WaifuItemModel("🚗", 9000, "Car"),
new WaifuItemModel("💍", 10000, "Ring"),
new WaifuItemModel("🛳", 12000, "Ship"),
new WaifuItemModel("🏠", 15000, "House"),
new WaifuItemModel("🚁", 20000, "Helicopter"),
new WaifuItemModel("🚀", 30000, "Spaceship"),
new WaifuItemModel("🌕", 50000, "Moon")
};
}
new("🥔", 5, "Potato"),
new("🍪", 10, "Cookie"),
new("🥖", 20, "Bread"),
new("🍭", 30, "Lollipop"),
new("🌹", 50, "Rose"),
new("🍺", 70, "Beer"),
new("🌮", 85, "Taco"),
new("💌", 100, "LoveLetter"),
new("🥛", 125, "Milk"),
new("🍕", 150, "Pizza"),
new("🍫", 200, "Chocolate"),
new("🍦", 250, "Icecream"),
new("🍣", 300, "Sushi"),
new("🍚", 400, "Rice"),
new("🍉", 500, "Watermelon"),
new("🍱", 600, "Bento"),
new("🎟", 800, "MovieTicket"),
new("🍰", 1000, "Cake"),
new("📔", 1500, "Book"),
new("🐱", 2000, "Cat"),
new("🐶", 2001, "Dog"),
new("🐼", 2500, "Panda"),
new("💄", 3000, "Lipstick"),
new("👛", 3500, "Purse"),
new("📱", 4000, "iPhone"),
new("👗", 4500, "Dress"),
new("💻", 5000, "Laptop"),
new("🎻", 7500, "Violin"),
new("🎹", 8000, "Piano"),
new("🚗", 9000, "Car"),
new("💍", 10000, "Ring"),
new("🛳", 12000, "Ship"),
new("🏠", 15000, "House"),
new("🚁", 20000, "Helicopter"),
new("🚀", 30000, "Spaceship"),
new("🌕", 50000, "Moon")
};
}
}
public class MultipliersData
{
[Comment(@"Multiplier for waifureset. Default 150.
[Cloneable]
public sealed partial class MultipliersData
{
[Comment(@"Multiplier for waifureset. Default 150.
Formula (at the time of writing this):
price = (waifu_price * 1.25f) + ((number_of_divorces + changes_of_heart + 2) * WaifuReset) rounded up")]
public int WaifuReset { get; set; } = 150;
public int WaifuReset { get; set; } = 150;
[Comment(@"The minimum amount of currency that you have to pay
[Comment(@"The minimum amount of currency that you have to pay
in order to buy a waifu who doesn't have a crush on you.
Default is 1.1
Example: If a waifu is worth 100, you will have to pay at least 100 * NormalClaim currency to claim her.
(100 * 1.1 = 110)")]
public decimal NormalClaim { get; set; } = 1.1m;
public decimal NormalClaim { get; set; } = 1.1m;
[Comment(@"The minimum amount of currency that you have to pay
[Comment(@"The minimum amount of currency that you have to pay
in order to buy a waifu that has a crush on you.
Default is 0.88
Example: If a waifu is worth 100, you will have to pay at least 100 * CrushClaim currency to claim her.
(100 * 0.88 = 88)")]
public decimal CrushClaim { get; set; } = 0.88M;
public decimal CrushClaim { get; set; } = 0.88M;
[Comment(@"When divorcing a waifu, her new value will be her current value multiplied by this number.
[Comment(@"When divorcing a waifu, her new value will be her current value multiplied by this number.
Default 0.75 (meaning will lose 25% of her value)")]
public decimal DivorceNewValue { get; set; } = 0.75M;
public decimal DivorceNewValue { get; set; } = 0.75M;
[Comment(@"All gift prices will be multiplied by this number.
[Comment(@"All gift prices will be multiplied by this number.
Default 1 (meaning no effect)")]
public decimal AllGiftPrices { get; set; } = 1.0M;
public decimal AllGiftPrices { get; set; } = 1.0M;
[Comment(@"What percentage of the value of the gift will a waifu gain when she's gifted.
[Comment(@"What percentage of the value of the gift will a waifu gain when she's gifted.
Default 0.95 (meaning 95%)
Example: If a waifu is worth 1000, and she receives a gift worth 100, her new value will be 1095)")]
public decimal GiftEffect { get; set; } = 0.95M;
}
}
public decimal GiftEffect { get; set; } = 0.95M;
}
public class WaifuItemModel
[Cloneable]
public sealed partial class WaifuItemModel
{
public string ItemEmoji { get; set; }
public int Price { get; set; }
public string Name { get; set; }
public WaifuItemModel()
{
}
public WaifuItemModel(string itemEmoji, int price, string name)
{
ItemEmoji = itemEmoji;
@@ -290,4 +283,12 @@ Example: If a waifu is worth 1000, and she receives a gift worth 100, her new va
public override string ToString() => Name;
}
[Cloneable]
public sealed partial class BetRollPair
{
public int WhenAbove { get; set; }
public float MultiplyBy { get; set; }
}
}

View File

@@ -511,7 +511,7 @@ namespace NadekoBot.Modules.Gambling.Services
public IReadOnlyList<WaifuItemModel> GetWaifuItems()
{
var conf = _gss.Data;
return _gss.Data.Waifu.Items
return conf.Waifu.Items
.Select(x => new WaifuItemModel(x.ItemEmoji, (int)(x.Price * conf.Waifu.Multipliers.AllGiftPrices), x.Name))
.ToList();
}

View File

@@ -1,9 +1,12 @@
using System.Collections.Generic;
using Cloneable;
using NadekoBot.Common;
using NadekoBot.Common.Yml;
namespace NadekoBot.Modules.Games.Common
{
public sealed class GamesConfig
[Cloneable]
public sealed partial class GamesConfig : ICloneable<GamesConfig>
{
[Comment("Trivia related settings (.t command)")]
public TriviaConfig Trivia { get; set; } = new TriviaConfig()
@@ -11,7 +14,7 @@ namespace NadekoBot.Modules.Games.Common
CurrencyReward = 0,
MinimumWinReq = 1,
};
[Comment("List of responses for the .8ball command. A random one will be selected every time")]
public List<string> EightBallResponses { get; set; } = new List<string>()
{
@@ -43,18 +46,19 @@ namespace NadekoBot.Modules.Games.Common
[Comment("List of animals which will be used for the animal race game (.race)")]
public List<RaceAnimal> RaceAnimals { get; set; } = new List<RaceAnimal>()
{
new RaceAnimal {Icon = "🐼", Name = "Panda"},
new RaceAnimal {Icon = "🐻", Name = "Bear"},
new RaceAnimal {Icon = "🐧", Name = "Pengu"},
new RaceAnimal {Icon = "🐨", Name = "Koala"},
new RaceAnimal {Icon = "🐬", Name = "Dolphin"},
new RaceAnimal {Icon = "🐞", Name = "Ladybird"},
new RaceAnimal {Icon = "🦀", Name = "Crab"},
new RaceAnimal {Icon = "🦄", Name = "Unicorn"}
new RaceAnimal { Icon = "🐼", Name = "Panda" },
new RaceAnimal { Icon = "🐻", Name = "Bear" },
new RaceAnimal { Icon = "🐧", Name = "Pengu" },
new RaceAnimal { Icon = "🐨", Name = "Koala" },
new RaceAnimal { Icon = "🐬", Name = "Dolphin" },
new RaceAnimal { Icon = "🐞", Name = "Ladybird" },
new RaceAnimal { Icon = "🦀", Name = "Crab" },
new RaceAnimal { Icon = "🦄", Name = "Unicorn" }
};
}
public sealed class TriviaConfig
[Cloneable]
public sealed partial class TriviaConfig
{
[Comment("The amount of currency awarded to the winner of the trivia game.")]
public long CurrencyReward { get; set; } = 0;
@@ -64,7 +68,8 @@ a smaller win requirement than the one specified by this setting.")]
public int MinimumWinReq { get; set; } = 1;
}
public sealed class RaceAnimal
[Cloneable]
public sealed partial class RaceAnimal
{
public string Icon { get; set; }
public string Name { get; set; }

View File

@@ -34,8 +34,8 @@ namespace NadekoBot.Modules.Help.Services
_rep = new ReplacementBuilder()
.WithOverride("%prefix%", () => _bss.GetRawData().Prefix)
.WithOverride("%bot.prefix%", () => _bss.GetRawData().Prefix)
.WithOverride("%prefix%", () => _bss.Data.Prefix)
.WithOverride("%bot.prefix%", () => _bss.Data.Prefix)
.Build();
}

View File

@@ -1,8 +1,11 @@
using NadekoBot.Common.Yml;
using Cloneable;
using NadekoBot.Common;
using NadekoBot.Common.Yml;
namespace NadekoBot.Modules.Xp
{
public sealed class XpConfig
[Cloneable]
public sealed partial class XpConfig : ICloneable<XpConfig>
{
[Comment(@"DO NOT CHANGE")]
public int Version { get; set; } = 2;

View File

@@ -623,15 +623,16 @@ namespace NadekoBot.Modules.Xp.Services
if (!ShouldTrackXp(user, arg.Channel.Id))
return;
var xpConf = _xpConfig.Data;
var xp = 0;
if (arg.Attachments.Any(a => a.Height >= 128 && a.Width >= 128))
{
xp = _xpConfig.GetRawData().XpFromImage;
xp = xpConf.XpFromImage;
}
if (arg.Content.Contains(' ') || arg.Content.Length >= 5)
{
xp = Math.Max(xp, _xpConfig.GetRawData().XpPerMessage);
xp = Math.Max(xp, xpConf.XpPerMessage);
}
if (xp <= 0)