Fixed around 140 wrong namings and other refactorings which were marked as warnings

This commit is contained in:
Kwoth
2022-01-08 11:51:41 +01:00
parent a6330119e8
commit 2ce3262d59
109 changed files with 698 additions and 760 deletions

View File

@@ -28,8 +28,8 @@ public sealed class Connect4Game : IDisposable
OtherPlayerWon
}
public const int NumberOfColumns = 7;
public const int NumberOfRows = 6;
public const int NUMBER_OF_COLUMNS = 7;
public const int NUMBER_OF_ROWS = 6;
//public event Func<Connect4Game, Task> OnGameStarted;
public event Func<Connect4Game, Task> OnGameStateUpdated;
@@ -51,7 +51,7 @@ public sealed class Connect4Game : IDisposable
=> CurrentPhase == Phase.P2Move ? _players[0].Value : _players[1].Value;
//state is bottom to top, left to right
private readonly Field[] _gameState = new Field[NumberOfRows * NumberOfColumns];
private readonly Field[] _gameState = new Field[NUMBER_OF_ROWS * NUMBER_OF_COLUMNS];
private readonly (ulong UserId, string Username)?[] _players = new (ulong, string)?[2];
private readonly SemaphoreSlim _locker = new(1, 1);
@@ -81,14 +81,14 @@ public sealed class Connect4Game : IDisposable
_cs = cs;
_rng = new();
for (var i = 0; i < NumberOfColumns * NumberOfRows; i++) _gameState[i] = Field.Empty;
for (var i = 0; i < NUMBER_OF_COLUMNS * NUMBER_OF_ROWS; i++) _gameState[i] = Field.Empty;
}
public void Initialize()
{
if (CurrentPhase != Phase.Joining)
return;
var _ = Task.Run(async () =>
_= Task.Run(async () =>
{
await Task.Delay(15000);
await _locker.WaitAsync();
@@ -165,14 +165,14 @@ public sealed class Connect4Game : IDisposable
|| (_players[1].Value.UserId == userId && CurrentPhase == Phase.P2Move)))
return false;
if (inputCol is < 0 or > NumberOfColumns) //invalid input
if (inputCol is < 0 or > NUMBER_OF_COLUMNS) //invalid input
return false;
if (IsColumnFull(inputCol)) //can't play there event?
return false;
var start = NumberOfRows * inputCol;
for (var i = start; i < start + NumberOfRows; i++)
var start = NUMBER_OF_ROWS * inputCol;
for (var i = start; i < start + NUMBER_OF_ROWS; i++)
if (_gameState[i] == Field.Empty)
{
_gameState[i] = GetPlayerPiece(userId);
@@ -182,21 +182,21 @@ public sealed class Connect4Game : IDisposable
//check winnning condition
// ok, i'll go from [0-2] in rows (and through all columns) and check upward if 4 are connected
for (var i = 0; i < NumberOfRows - 3; i++)
for (var i = 0; i < NUMBER_OF_ROWS - 3; i++)
{
if (CurrentPhase == Phase.Ended)
break;
for (var j = 0; j < NumberOfColumns; j++)
for (var j = 0; j < NUMBER_OF_COLUMNS; j++)
{
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[i + (j * NumberOfRows)];
var first = _gameState[i + (j * NUMBER_OF_ROWS)];
if (first != Field.Empty)
for (var k = 1; k < 4; k++)
{
var next = _gameState[i + k + (j * NumberOfRows)];
var next = _gameState[i + k + (j * NUMBER_OF_ROWS)];
if (next == first)
{
if (k == 3)
@@ -213,21 +213,21 @@ public sealed class Connect4Game : IDisposable
}
// i'll go [0-1] in columns (and through all rows) and check to the right if 4 are connected
for (var i = 0; i < NumberOfColumns - 3; i++)
for (var i = 0; i < NUMBER_OF_COLUMNS - 3; i++)
{
if (CurrentPhase == Phase.Ended)
break;
for (var j = 0; j < NumberOfRows; j++)
for (var j = 0; j < NUMBER_OF_ROWS; j++)
{
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[j + (i * NumberOfRows)];
var first = _gameState[j + (i * NUMBER_OF_ROWS)];
if (first != Field.Empty)
for (var k = 1; k < 4; k++)
{
var next = _gameState[j + ((i + k) * NumberOfRows)];
var next = _gameState[j + ((i + k) * NUMBER_OF_ROWS)];
if (next == first)
if (k == 3)
EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
@@ -239,17 +239,17 @@ public sealed class Connect4Game : IDisposable
}
//need to check diagonal now
for (var col = 0; col < NumberOfColumns; col++)
for (var col = 0; col < NUMBER_OF_COLUMNS; col++)
{
if (CurrentPhase == Phase.Ended)
break;
for (var row = 0; row < NumberOfRows; row++)
for (var row = 0; row < NUMBER_OF_ROWS; row++)
{
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[row + (col * NumberOfRows)];
var first = _gameState[row + (col * NUMBER_OF_ROWS)];
if (first != Field.Empty)
{
@@ -263,12 +263,12 @@ public sealed class Connect4Game : IDisposable
var curCol = col - i;
//check if current values are in range
if (curRow is >= NumberOfRows or < 0)
if (curRow is >= NUMBER_OF_ROWS or < 0)
break;
if (curCol is < 0 or >= NumberOfColumns)
if (curCol is < 0 or >= NUMBER_OF_COLUMNS)
break;
var cur = _gameState[curRow + (curCol * NumberOfRows)];
var cur = _gameState[curRow + (curCol * NUMBER_OF_ROWS)];
if (cur == first)
same++;
else break;
@@ -290,12 +290,12 @@ public sealed class Connect4Game : IDisposable
var curCol = col + i;
//check if current values are in range
if (curRow is >= NumberOfRows or < 0)
if (curRow is >= NUMBER_OF_ROWS or < 0)
break;
if (curCol is < 0 or >= NumberOfColumns)
if (curCol is < 0 or >= NUMBER_OF_COLUMNS)
break;
var cur = _gameState[curRow + (curCol * NumberOfRows)];
var cur = _gameState[curRow + (curCol * NUMBER_OF_ROWS)];
if (cur == first)
same++;
else break;
@@ -323,7 +323,7 @@ public sealed class Connect4Game : IDisposable
ResetTimer();
}
var _ = OnGameStateUpdated?.Invoke(this);
_= OnGameStateUpdated?.Invoke(this);
return true;
}
finally { _locker.Release(); }
@@ -337,7 +337,7 @@ public sealed class Connect4Game : IDisposable
{
if (CurrentPhase == Phase.Ended)
return;
var _ = OnGameEnded?.Invoke(this, result);
_= OnGameEnded?.Invoke(this, result);
CurrentPhase = Phase.Ended;
if (result == Result.Draw)
@@ -357,8 +357,8 @@ public sealed class Connect4Game : IDisposable
//column is full if there are no empty fields
private bool IsColumnFull(int column)
{
var start = NumberOfRows * column;
for (var i = start; i < start + NumberOfRows; i++)
var start = NUMBER_OF_ROWS * column;
for (var i = start; i < start + NUMBER_OF_ROWS; i++)
if (_gameState[i] == Field.Empty)
return false;
return true;

View File

@@ -88,7 +88,7 @@ public partial class Gambling
if (ctx.Channel.Id != arg.Channel.Id)
return Task.CompletedTask;
var _ = Task.Run(async () =>
_= Task.Run(async () =>
{
var success = false;
if (int.TryParse(arg.Content, out var col)) success = await game.Input(arg.Author.Id, col);
@@ -168,11 +168,11 @@ public partial class Gambling
if (game.CurrentPhase is Connect4Game.Phase.P1Move or Connect4Game.Phase.P2Move)
sb.AppendLine(GetText(strs.connect4_player_to_move(Format.Bold(game.CurrentPlayer.Username))));
for (var i = Connect4Game.NumberOfRows; i > 0; i--)
for (var i = Connect4Game.NUMBER_OF_ROWS; i > 0; i--)
{
for (var j = 0; j < Connect4Game.NumberOfColumns; j++)
for (var j = 0; j < Connect4Game.NUMBER_OF_COLUMNS; j++)
{
var cur = game.GameState[i + (j * Connect4Game.NumberOfRows) - 1];
var cur = game.GameState[i + (j * Connect4Game.NUMBER_OF_ROWS) - 1];
if (cur == Connect4Game.Field.Empty)
sb.Append("⚫"); //black circle
@@ -185,7 +185,7 @@ public partial class Gambling
sb.AppendLine();
}
for (var i = 0; i < Connect4Game.NumberOfColumns; i++) sb.Append(numbers[i]);
for (var i = 0; i < Connect4Game.NUMBER_OF_COLUMNS; i++) sb.Append(numbers[i]);
return sb.ToString();
}
}