Restructured folders and project names, ci should be fixed

This commit is contained in:
Kwoth
2021-06-17 23:40:48 +02:00
parent 7aca29ae8a
commit 91ecf9ca41
788 changed files with 204 additions and 146 deletions

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using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NadekoBot.Common;
using NadekoBot.Core.Modules.Gambling.Common.AnimalRacing;
using NadekoBot.Core.Services;
using NadekoBot.Core.Services.Database.Models;
using NadekoBot.Extensions;
using NadekoBot.Modules.Gambling.Common.AnimalRacing.Exceptions;
using NadekoBot.Modules.Games.Common;
namespace NadekoBot.Modules.Gambling.Common.AnimalRacing
{
public sealed class AnimalRace : IDisposable
{
public enum Phase
{
WaitingForPlayers,
Running,
Ended,
}
public Phase CurrentPhase { get; private set; } = Phase.WaitingForPlayers;
public event Func<AnimalRace, Task> OnStarted = delegate { return Task.CompletedTask; };
public event Func<AnimalRace, Task> OnStartingFailed = delegate { return Task.CompletedTask; };
public event Func<AnimalRace, Task> OnStateUpdate = delegate { return Task.CompletedTask; };
public event Func<AnimalRace, Task> OnEnded = delegate { return Task.CompletedTask; };
public IReadOnlyCollection<AnimalRacingUser> Users => _users.ToList();
public List<AnimalRacingUser> FinishedUsers { get; } = new List<AnimalRacingUser>();
private readonly SemaphoreSlim _locker = new SemaphoreSlim(1, 1);
private readonly HashSet<AnimalRacingUser> _users = new HashSet<AnimalRacingUser>();
private readonly ICurrencyService _currency;
private readonly RaceOptions _options;
private readonly Queue<RaceAnimal> _animalsQueue;
public int MaxUsers { get; }
public AnimalRace(RaceOptions options, ICurrencyService currency, IEnumerable<RaceAnimal> availableAnimals)
{
this._currency = currency;
this._options = options;
this._animalsQueue = new Queue<RaceAnimal>(availableAnimals);
this.MaxUsers = _animalsQueue.Count;
if (this._animalsQueue.Count == 0)
CurrentPhase = Phase.Ended;
}
public void Initialize() //lame name
{
var _t = Task.Run(async () =>
{
await Task.Delay(_options.StartTime * 1000).ConfigureAwait(false);
await _locker.WaitAsync().ConfigureAwait(false);
try
{
if (CurrentPhase != Phase.WaitingForPlayers)
return;
await Start().ConfigureAwait(false);
}
finally { _locker.Release(); }
});
}
public async Task<AnimalRacingUser> JoinRace(ulong userId, string userName, long bet = 0)
{
if (bet < 0)
throw new ArgumentOutOfRangeException(nameof(bet));
var user = new AnimalRacingUser(userName, userId, bet);
await _locker.WaitAsync().ConfigureAwait(false);
try
{
if (_users.Count == MaxUsers)
throw new AnimalRaceFullException();
if (CurrentPhase != Phase.WaitingForPlayers)
throw new AlreadyStartedException();
if (!await _currency.RemoveAsync(userId, "BetRace", bet).ConfigureAwait(false))
throw new NotEnoughFundsException();
if (_users.Contains(user))
throw new AlreadyJoinedException();
var animal = _animalsQueue.Dequeue();
user.Animal = animal;
_users.Add(user);
if (_animalsQueue.Count == 0) //start if no more spots left
await Start().ConfigureAwait(false);
return user;
}
finally { _locker.Release(); }
}
private async Task Start()
{
CurrentPhase = Phase.Running;
if (_users.Count <= 1)
{
foreach (var user in _users)
{
if (user.Bet > 0)
await _currency.AddAsync(user.UserId, "Race refund", user.Bet).ConfigureAwait(false);
}
var _sf = OnStartingFailed?.Invoke(this);
CurrentPhase = Phase.Ended;
return;
}
var _ = OnStarted?.Invoke(this);
var _t = Task.Run(async () =>
{
var rng = new NadekoRandom();
while (!_users.All(x => x.Progress >= 60))
{
foreach (var user in _users)
{
user.Progress += rng.Next(1, 11);
if (user.Progress >= 60)
user.Progress = 60;
}
var finished = _users.Where(x => x.Progress >= 60 && !FinishedUsers.Contains(x))
.Shuffle();
FinishedUsers.AddRange(finished);
var _ignore = OnStateUpdate?.Invoke(this);
await Task.Delay(2500).ConfigureAwait(false);
}
if (FinishedUsers[0].Bet > 0)
await _currency.AddAsync(FinishedUsers[0].UserId, "Won a Race", FinishedUsers[0].Bet * (_users.Count - 1))
.ConfigureAwait(false);
var _ended = OnEnded?.Invoke(this);
});
}
public void Dispose()
{
CurrentPhase = Phase.Ended;
OnStarted = null;
OnEnded = null;
OnStartingFailed = null;
OnStateUpdate = null;
_locker.Dispose();
_users.Clear();
}
}
}

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using NadekoBot.Modules.Games.Common;
namespace NadekoBot.Modules.Gambling.Common.AnimalRacing
{
public class AnimalRacingUser
{
public long Bet { get; }
public string Username { get; }
public ulong UserId { get; }
public RaceAnimal Animal { get; set; }
public int Progress { get; set; }
public AnimalRacingUser(string username, ulong userId, long bet)
{
this.Bet = bet;
this.Username = username;
this.UserId = userId;
}
public override bool Equals(object obj)
{
return obj is AnimalRacingUser x
? x.UserId == this.UserId
: false;
}
public override int GetHashCode()
{
return this.UserId.GetHashCode();
}
}
}

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using System;
namespace NadekoBot.Modules.Gambling.Common.AnimalRacing.Exceptions
{
public class AlreadyJoinedException : Exception
{
public AlreadyJoinedException()
{
}
public AlreadyJoinedException(string message) : base(message)
{
}
public AlreadyJoinedException(string message, Exception innerException) : base(message, innerException)
{
}
}
}

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using System;
namespace NadekoBot.Modules.Gambling.Common.AnimalRacing.Exceptions
{
public class AlreadyStartedException : Exception
{
public AlreadyStartedException()
{
}
public AlreadyStartedException(string message) : base(message)
{
}
public AlreadyStartedException(string message, Exception innerException) : base(message, innerException)
{
}
}
}

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using System;
namespace NadekoBot.Modules.Gambling.Common.AnimalRacing.Exceptions
{
public class AnimalRaceFullException : Exception
{
public AnimalRaceFullException()
{
}
public AnimalRaceFullException(string message) : base(message)
{
}
public AnimalRaceFullException(string message, Exception innerException) : base(message, innerException)
{
}
}
}

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using System;
namespace NadekoBot.Modules.Gambling.Common.AnimalRacing.Exceptions
{
public class NotEnoughFundsException : Exception
{
public NotEnoughFundsException()
{
}
public NotEnoughFundsException(string message) : base(message)
{
}
public NotEnoughFundsException(string message, Exception innerException) : base(message, innerException)
{
}
}
}

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using CommandLine;
using NadekoBot.Core.Common;
namespace NadekoBot.Core.Modules.Gambling.Common.AnimalRacing
{
public class RaceOptions : INadekoCommandOptions
{
[Option('s', "start-time", Default = 20, Required = false)]
public int StartTime { get; set; } = 20;
public void NormalizeOptions()
{
if (this.StartTime < 10 || this.StartTime > 120)
this.StartTime = 20;
}
}
}

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using System;
using System.Linq;
namespace NadekoBot.Core.Modules.Gambling.Common
{
public class Betroll
{
public class Result
{
public int Roll { get; set; }
public float Multiplier { get; set; }
public int Threshold { get; set; }
}
private readonly IOrderedEnumerable<GamblingConfig.BetRollConfig.Pair> _thresholdPairs;
private readonly Random _rng;
public Betroll(GamblingConfig.BetRollConfig settings)
{
_thresholdPairs = settings.Pairs.OrderByDescending(x => x.WhenAbove);
_rng = new Random();
}
public Result Roll()
{
var roll = _rng.Next(0, 101);
var pair = _thresholdPairs.FirstOrDefault(x => x.WhenAbove < roll);
if (pair is null)
{
return new Result
{
Multiplier = 0,
Roll = roll,
};
}
return new Result
{
Multiplier = pair.MultiplyBy,
Roll = roll,
Threshold = pair.WhenAbove,
};
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Discord;
using NadekoBot.Core.Services;
using NadekoBot.Modules.Gambling.Common;
using Serilog;
namespace NadekoBot.Core.Modules.Gambling.Common.Blackjack
{
public class Blackjack
{
public enum GameState
{
Starting,
Playing,
Ended
}
private Deck Deck { get; set; } = new QuadDeck();
public Dealer Dealer { get; set; }
public List<User> Players { get; set; } = new List<User>();
public GameState State { get; set; } = GameState.Starting;
public User CurrentUser { get; private set; }
private TaskCompletionSource<bool> _currentUserMove;
private readonly ICurrencyService _cs;
private readonly DbService _db;
public event Func<Blackjack, Task> StateUpdated;
public event Func<Blackjack, Task> GameEnded;
private readonly SemaphoreSlim locker = new SemaphoreSlim(1, 1);
public Blackjack(ICurrencyService cs, DbService db)
{
_cs = cs;
_db = db;
Dealer = new Dealer();
}
public void Start()
{
var _ = GameLoop();
}
public async Task GameLoop()
{
try
{
//wait for players to join
await Task.Delay(20000).ConfigureAwait(false);
await locker.WaitAsync().ConfigureAwait(false);
try
{
State = GameState.Playing;
}
finally
{
locker.Release();
}
await PrintState().ConfigureAwait(false);
//if no users joined the game, end it
if (!Players.Any())
{
State = GameState.Ended;
var end = GameEnded?.Invoke(this);
return;
}
//give 1 card to the dealer and 2 to each player
Dealer.Cards.Add(Deck.Draw());
foreach (var usr in Players)
{
usr.Cards.Add(Deck.Draw());
usr.Cards.Add(Deck.Draw());
if (usr.GetHandValue() == 21)
usr.State = User.UserState.Blackjack;
}
//go through all users and ask them what they want to do
foreach (var usr in Players.Where(x => !x.Done))
{
while (!usr.Done)
{
Log.Information($"Waiting for {usr.DiscordUser}'s move");
await PromptUserMove(usr).ConfigureAwait(false);
}
}
await PrintState().ConfigureAwait(false);
State = GameState.Ended;
await Task.Delay(2500).ConfigureAwait(false);
Log.Information("Dealer moves");
await DealerMoves().ConfigureAwait(false);
await PrintState().ConfigureAwait(false);
var _ = GameEnded?.Invoke(this);
}
catch (Exception ex)
{
Log.Error(ex, "REPORT THE MESSAGE BELOW IN #NadekoLog SERVER PLEASE");
State = GameState.Ended;
var _ = GameEnded?.Invoke(this);
}
}
private async Task PromptUserMove(User usr)
{
var pause = Task.Delay(20000); //10 seconds to decide
CurrentUser = usr;
_currentUserMove = new TaskCompletionSource<bool>();
await PrintState().ConfigureAwait(false);
// either wait for the user to make an action and
// if he doesn't - stand
var finished = await Task.WhenAny(pause, _currentUserMove.Task).ConfigureAwait(false);
if (finished == pause)
{
await Stand(usr).ConfigureAwait(false);
}
CurrentUser = null;
_currentUserMove = null;
}
public async Task<bool> Join(IUser user, long bet)
{
await locker.WaitAsync().ConfigureAwait(false);
try
{
if (State != GameState.Starting)
return false;
if (Players.Count >= 5)
return false;
if (!await _cs.RemoveAsync(user, "BlackJack-gamble", bet, gamble: true).ConfigureAwait(false))
{
return false;
}
Players.Add(new User(user, bet));
var _ = PrintState();
return true;
}
finally
{
locker.Release();
}
}
public async Task<bool> Stand(IUser u)
{
var cu = CurrentUser;
if (cu != null && cu.DiscordUser == u)
return await Stand(cu).ConfigureAwait(false);
return false;
}
public async Task<bool> Stand(User u)
{
await locker.WaitAsync().ConfigureAwait(false);
try
{
if (State != GameState.Playing)
return false;
if (CurrentUser != u)
return false;
u.State = User.UserState.Stand;
_currentUserMove.TrySetResult(true);
return true;
}
finally
{
locker.Release();
}
}
private async Task DealerMoves()
{
var hw = Dealer.GetHandValue();
while (hw < 17
|| (hw == 17 && Dealer.Cards.Count(x => x.Number == 1) > (Dealer.GetRawHandValue() - 17) / 10))// hit on soft 17
{
/* Dealer has
A 6
That's 17, soft
hw == 17 => true
number of aces = 1
1 > 17-17 /10 => true
AA 5
That's 17, again soft, since one ace is worth 11, even though another one is 1
hw == 17 => true
number of aces = 2
2 > 27 - 17 / 10 => true
AA Q 5
That's 17, but not soft, since both aces are worth 1
hw == 17 => true
number of aces = 2
2 > 37 - 17 / 10 => false
* */
Dealer.Cards.Add(Deck.Draw());
hw = Dealer.GetHandValue();
}
if (hw > 21)
{
foreach (var usr in Players)
{
if (usr.State == User.UserState.Stand || usr.State == User.UserState.Blackjack)
usr.State = User.UserState.Won;
else
usr.State = User.UserState.Lost;
}
}
else
{
foreach (var usr in Players)
{
if (usr.State == User.UserState.Blackjack)
usr.State = User.UserState.Won;
else if (usr.State == User.UserState.Stand)
usr.State = hw < usr.GetHandValue()
? User.UserState.Won
: User.UserState.Lost;
else
usr.State = User.UserState.Lost;
}
}
foreach (var usr in Players)
{
if (usr.State == User.UserState.Won || usr.State == User.UserState.Blackjack)
{
await _cs.AddAsync(usr.DiscordUser.Id, "BlackJack-win", usr.Bet * 2, gamble: true).ConfigureAwait(false);
}
}
}
public async Task<bool> Double(IUser u)
{
var cu = CurrentUser;
if (cu != null && cu.DiscordUser == u)
return await Double(cu).ConfigureAwait(false);
return false;
}
public async Task<bool> Double(User u)
{
await locker.WaitAsync().ConfigureAwait(false);
try
{
if (State != GameState.Playing)
return false;
if (CurrentUser != u)
return false;
if (!await _cs.RemoveAsync(u.DiscordUser.Id, "Blackjack-double", u.Bet).ConfigureAwait(false))
return false;
u.Bet *= 2;
u.Cards.Add(Deck.Draw());
if (u.GetHandValue() == 21)
{
//blackjack
u.State = User.UserState.Blackjack;
}
else if (u.GetHandValue() > 21)
{
// user busted
u.State = User.UserState.Bust;
}
else
{
//with double you just get one card, and then you're done
u.State = User.UserState.Stand;
}
_currentUserMove.TrySetResult(true);
return true;
}
finally
{
locker.Release();
}
}
public async Task<bool> Hit(IUser u)
{
var cu = CurrentUser;
if (cu != null && cu.DiscordUser == u)
return await Hit(cu).ConfigureAwait(false);
return false;
}
public async Task<bool> Hit(User u)
{
await locker.WaitAsync().ConfigureAwait(false);
try
{
if (State != GameState.Playing)
return false;
if (CurrentUser != u)
return false;
u.Cards.Add(Deck.Draw());
if (u.GetHandValue() == 21)
{
//blackjack
u.State = User.UserState.Blackjack;
}
else if (u.GetHandValue() > 21)
{
// user busted
u.State = User.UserState.Bust;
}
else
{
//you can hit or stand again
}
_currentUserMove.TrySetResult(true);
return true;
}
finally
{
locker.Release();
}
}
public Task PrintState()
{
if (StateUpdated == null)
return Task.CompletedTask;
return StateUpdated.Invoke(this);
}
}
}

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using Discord;
using NadekoBot.Modules.Gambling.Common;
using System;
using System.Collections.Generic;
using System.Linq;
namespace NadekoBot.Core.Modules.Gambling.Common.Blackjack
{
public abstract class Player
{
public List<Deck.Card> Cards { get; } = new List<Deck.Card>();
public int GetHandValue()
{
var val = GetRawHandValue();
// while the hand value is greater than 21, for each ace you have in the deck
// reduce the value by 10 until it drops below 22
// (emulating the fact that ace is either a 1 or a 11)
var i = Cards.Count(x => x.Number == 1);
while (val > 21 && i-- > 0)
{
val -= 10;
}
return val;
}
public int GetRawHandValue()
{
return Cards.Sum(x => x.Number == 1 ? 11 : x.Number >= 10 ? 10 : x.Number);
}
}
public class Dealer : Player
{
}
public class User : Player
{
public enum UserState
{
Waiting,
Stand,
Bust,
Blackjack,
Won,
Lost
}
public User(IUser user, long bet)
{
if (bet <= 0)
throw new ArgumentOutOfRangeException(nameof(bet));
this.Bet = bet;
this.DiscordUser = user;
}
public UserState State { get; set; } = UserState.Waiting;
public long Bet { get; set; }
public IUser DiscordUser { get; }
public bool Done => State != UserState.Waiting;
}
}

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using Discord;
using NadekoBot.Common;
using System.Collections.Generic;
using System.Linq;
namespace NadekoBot.Core.Modules.Gambling.Common
{
public class CurrencyRaffleGame
{
public enum Type {
Mixed,
Normal
}
public class User
{
public IUser DiscordUser { get; set; }
public long Amount { get; set; }
public override int GetHashCode()
{
return DiscordUser.GetHashCode();
}
public override bool Equals(object obj)
{
return obj is User u
? u.DiscordUser == DiscordUser
: false;
}
}
private readonly HashSet<User> _users = new HashSet<User>();
public IEnumerable<User> Users => _users;
public Type GameType { get; }
public CurrencyRaffleGame(Type type)
{
GameType = type;
}
public bool AddUser(IUser usr, long amount)
{
// if game type is normal, and someone already joined the game
// (that's the user who created it)
if (GameType == Type.Normal && _users.Count > 0 &&
_users.First().Amount != amount)
return false;
if (!_users.Add(new User
{
DiscordUser = usr,
Amount = amount,
}))
{
return false;
}
return true;
}
public User GetWinner()
{
var rng = new NadekoRandom();
if (GameType == Type.Mixed)
{
var num = rng.NextLong(0L, Users.Sum(x => x.Amount));
var sum = 0L;
foreach (var u in Users)
{
sum += u.Amount;
if (sum > num)
return u;
}
}
var usrs = _users.ToArray();
return usrs[rng.Next(0, usrs.Length)];
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using NadekoBot.Common;
using NadekoBot.Extensions;
namespace NadekoBot.Modules.Gambling.Common
{
public class QuadDeck : Deck
{
protected override void RefillPool()
{
CardPool = new List<Card>(52 * 4);
for (var j = 1; j < 14; j++)
{
for (var i = 1; i < 5; i++)
{
CardPool.Add(new Card((CardSuit)i, j));
CardPool.Add(new Card((CardSuit)i, j));
CardPool.Add(new Card((CardSuit)i, j));
CardPool.Add(new Card((CardSuit)i, j));
}
}
}
}
public class Deck
{
private static readonly Dictionary<int, string> cardNames = new Dictionary<int, string>() {
{ 1, "Ace" },
{ 2, "Two" },
{ 3, "Three" },
{ 4, "Four" },
{ 5, "Five" },
{ 6, "Six" },
{ 7, "Seven" },
{ 8, "Eight" },
{ 9, "Nine" },
{ 10, "Ten" },
{ 11, "Jack" },
{ 12, "Queen" },
{ 13, "King" }
};
private static Dictionary<string, Func<List<Card>, bool>> handValues;
public enum CardSuit
{
Spades = 1,
Hearts = 2,
Diamonds = 3,
Clubs = 4
}
public class Card : IComparable
{
public CardSuit Suit { get; }
public int Number { get; }
public string FullName
{
get
{
var str = "";
if (Number <= 10 && Number > 1)
{
str += "_" + Number;
}
else
{
str += GetValueText().ToLowerInvariant();
}
return str + "_of_" + Suit.ToString().ToLowerInvariant();
}
}
public Card(CardSuit s, int cardNum)
{
this.Suit = s;
this.Number = cardNum;
}
public string GetValueText() => cardNames[Number];
public override string ToString() => cardNames[Number] + " Of " + Suit;
public int CompareTo(object obj)
{
if (!(obj is Card)) return 0;
var c = (Card)obj;
return this.Number - c.Number;
}
public static Card Parse(string input)
{
if (string.IsNullOrWhiteSpace(input))
throw new ArgumentNullException(nameof(input));
if (input.Length != 2
|| !_numberCharToNumber.TryGetValue(input[0], out var n)
|| !_suitCharToSuit.TryGetValue(input[1].ToString(), out var s))
{
throw new ArgumentException("Invalid input", nameof(input));
}
return new Card(s, n);
}
public string GetEmojiString()
{
var str = "";
str += _regIndicators[this.Number - 1];
str += _suitToSuitChar[this.Suit];
return str;
}
private readonly string[] _regIndicators = new[]
{
"🇦",
":two:",
":three:",
":four:",
":five:",
":six:",
":seven:",
":eight:",
":nine:",
":keycap_ten:",
"🇯",
"🇶",
"🇰"
};
private static readonly IReadOnlyDictionary<CardSuit, string> _suitToSuitChar = new Dictionary<CardSuit, string>
{
{CardSuit.Diamonds, "♦"},
{CardSuit.Clubs, "♣"},
{CardSuit.Spades, "♠"},
{CardSuit.Hearts, "♥"},
};
private static IReadOnlyDictionary<string, CardSuit> _suitCharToSuit = new Dictionary<string, CardSuit>
{
{"♦", CardSuit.Diamonds },
{"d", CardSuit.Diamonds },
{"♣", CardSuit.Clubs },
{"c", CardSuit.Clubs },
{"♠", CardSuit.Spades },
{"s", CardSuit.Spades },
{"♥", CardSuit.Hearts },
{"h", CardSuit.Hearts },
};
private static IReadOnlyDictionary<char, int> _numberCharToNumber = new Dictionary<char, int>()
{
{'a', 1 },
{'2', 2 },
{'3', 3 },
{'4', 4 },
{'5', 5 },
{'6', 6 },
{'7', 7 },
{'8', 8 },
{'9', 9 },
{'t', 10 },
{'j', 11 },
{'q', 12 },
{'k', 13 },
};
}
public List<Card> CardPool { get; set; }
/// <summary>
/// Creates a new instance of the BlackJackGame, this allows you to create multiple games running at one time.
/// </summary>
public Deck()
{
RefillPool();
}
static Deck()
{
InitHandValues();
}
/// <summary>
/// Restart the game of blackjack. It will only refill the pool for now. Probably wont be used, unless you want to have only 1 bjg running at one time,
/// then you will restart the same game every time.
/// </summary>
public void Restart() => RefillPool();
/// <summary>
/// Removes all cards from the pool and refills the pool with all of the possible cards. NOTE: I think this is too expensive.
/// We should probably make it so it copies another premade list with all the cards, or something.
/// </summary>
protected virtual void RefillPool()
{
CardPool = new List<Card>(52);
//foreach suit
for (var j = 1; j < 14; j++)
{
// and number
for (var i = 1; i < 5; i++)
{
//generate a card of that suit and number and add it to the pool
// the pool will go from ace of spades,hears,diamonds,clubs all the way to the king of spades. hearts, ...
CardPool.Add(new Card((CardSuit)i, j));
}
}
}
private Random r = new NadekoRandom();
/// <summary>
/// Take a card from the pool, you either take it from the top if the deck is shuffled, or from a random place if the deck is in the default order.
/// </summary>
/// <returns>A card from the pool</returns>
public Card Draw()
{
if (CardPool.Count == 0)
Restart();
//you can either do this if your deck is not shuffled
var num = r.Next(0, CardPool.Count);
var c = CardPool[num];
CardPool.RemoveAt(num);
return c;
// if you want to shuffle when you fill, then take the first one
/*
Card c = cardPool[0];
cardPool.RemoveAt(0);
return c;
*/
}
/// <summary>
/// Shuffles the deck. Use this if you want to take cards from the top of the deck, instead of randomly. See DrawACard method.
/// </summary>
private void Shuffle()
{
if (CardPool.Count <= 1) return;
var orderedPool = CardPool.Shuffle();
CardPool = CardPool as List<Card> ?? orderedPool.ToList();
}
public override string ToString() => string.Concat(CardPool.Select(c => c.ToString())) + Environment.NewLine;
private static void InitHandValues()
{
bool hasPair(List<Card> cards) => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 2) == 1;
bool isPair(List<Card> cards) => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 3) == 0
&& hasPair(cards);
bool isTwoPair(List<Card> cards) => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 2) == 2;
bool isStraight(List<Card> cards)
{
if (cards.GroupBy(card => card.Number).Count() != cards.Count())
return false;
var toReturn = (cards.Max(card => (int)card.Number)
- cards.Min(card => (int)card.Number) == 4);
if (toReturn || cards.All(c => c.Number != 1)) return toReturn;
var newCards = cards.Select(c => c.Number == 1 ? new Card(c.Suit, 14) : c);
return (newCards.Max(card => (int)card.Number)
- newCards.Min(card => (int)card.Number) == 4);
}
bool hasThreeOfKind(List<Card> cards) => cards.GroupBy(card => card.Number)
.Any(group => group.Count() == 3);
bool isThreeOfKind(List<Card> cards) => hasThreeOfKind(cards) && !hasPair(cards);
bool isFlush(List<Card> cards) => cards.GroupBy(card => card.Suit).Count() == 1;
bool isFourOfKind(List<Card> cards) => cards.GroupBy(card => card.Number)
.Any(group => group.Count() == 4);
bool isFullHouse(List<Card> cards) => hasPair(cards) && hasThreeOfKind(cards);
bool hasStraightFlush(List<Card> cards) => isFlush(cards) && isStraight(cards);
bool isRoyalFlush(List<Card> cards) => cards.Min(card => card.Number) == 1 &&
cards.Max(card => card.Number) == 13
&& hasStraightFlush(cards);
bool isStraightFlush(List<Card> cards) => hasStraightFlush(cards) && !isRoyalFlush(cards);
handValues = new Dictionary<string, Func<List<Card>, bool>>
{
{ "Royal Flush", isRoyalFlush },
{ "Straight Flush", isStraightFlush },
{ "Four Of A Kind", isFourOfKind },
{ "Full House", isFullHouse },
{ "Flush", isFlush },
{ "Straight", isStraight },
{ "Three Of A Kind", isThreeOfKind },
{ "Two Pairs", isTwoPair },
{ "A Pair", isPair }
};
}
public static string GetHandValue(List<Card> cards)
{
if (handValues == null)
InitHandValues();
foreach (var kvp in handValues.Where(x => x.Value(cards)))
{
return kvp.Key;
}
return "High card " + (cards.FirstOrDefault(c => c.Number == 1)?.GetValueText() ?? cards.Max().GetValueText());
}
}
}

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using CommandLine;
using NadekoBot.Core.Common;
namespace NadekoBot.Core.Modules.Gambling.Common.Events
{
public class EventOptions : INadekoCommandOptions
{
[Option('a', "amount", Required = false, Default = 100, HelpText = "Amount of currency each user receives.")]
public long Amount { get; set; } = 100;
[Option('p', "pot-size", Required = false, Default = 0, HelpText = "The maximum amount of currency that can be rewarded. 0 means no limit.")]
public long PotSize { get; set; } = 0;
//[Option('t', "type", Required = false, Default = "reaction", HelpText = "Type of the event. reaction, gamestatus or joinserver.")]
//public string TypeString { get; set; } = "reaction";
[Option('d', "duration", Required = false, Default = 24, HelpText = "Number of hours the event should run for. Default 24.")]
public int Hours { get; set; } = 24;
public void NormalizeOptions()
{
if (Amount < 0)
Amount = 100;
if (PotSize < 0)
PotSize = 0;
if (Hours <= 0)
Hours = 24;
if (PotSize != 0 && PotSize < Amount)
PotSize = 0;
}
}
}

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using Discord;
using Discord.WebSocket;
using NadekoBot.Common.Collections;
using NadekoBot.Core.Services;
using NadekoBot.Core.Services.Database.Models;
using NadekoBot.Extensions;
using NadekoBot.Modules.Gambling.Common;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Serilog;
namespace NadekoBot.Core.Modules.Gambling.Common.Events
{
public class GameStatusEvent : ICurrencyEvent
{
private readonly DiscordSocketClient _client;
private readonly IGuild _guild;
private IUserMessage _msg;
private readonly ICurrencyService _cs;
private readonly long _amount;
private long PotSize { get; set; }
public bool Stopped { get; private set; }
public bool PotEmptied { get; private set; } = false;
private readonly Func<CurrencyEvent.Type, EventOptions, long, EmbedBuilder> _embedFunc;
private readonly bool _isPotLimited;
private readonly ITextChannel _channel;
private readonly ConcurrentHashSet<ulong> _awardedUsers = new ConcurrentHashSet<ulong>();
private readonly ConcurrentQueue<ulong> _toAward = new ConcurrentQueue<ulong>();
private readonly Timer _t;
private readonly Timer _timeout = null;
private readonly EventOptions _opts;
private readonly string _code;
public event Func<ulong, Task> OnEnded;
private readonly char[] _sneakyGameStatusChars = Enumerable.Range(48, 10)
.Concat(Enumerable.Range(65, 26))
.Concat(Enumerable.Range(97, 26))
.Select(x => (char)x)
.ToArray();
public GameStatusEvent(DiscordSocketClient client, ICurrencyService cs,SocketGuild g, ITextChannel ch,
EventOptions opt, Func<CurrencyEvent.Type, EventOptions, long, EmbedBuilder> embedFunc)
{
_client = client;
_guild = g;
_cs = cs;
_amount = opt.Amount;
PotSize = opt.PotSize;
_embedFunc = embedFunc;
_isPotLimited = PotSize > 0;
_channel = ch;
_opts = opt;
// generate code
_code = new string(_sneakyGameStatusChars.Shuffle().Take(5).ToArray());
_t = new Timer(OnTimerTick, null, Timeout.InfiniteTimeSpan, TimeSpan.FromSeconds(2));
if (_opts.Hours > 0)
{
_timeout = new Timer(EventTimeout, null, TimeSpan.FromHours(_opts.Hours), Timeout.InfiniteTimeSpan);
}
}
private void EventTimeout(object state)
{
var _ = StopEvent();
}
private async void OnTimerTick(object state)
{
var potEmpty = PotEmptied;
List<ulong> toAward = new List<ulong>();
while (_toAward.TryDequeue(out var x))
{
toAward.Add(x);
}
if (!toAward.Any())
return;
try
{
await _cs.AddBulkAsync(toAward,
toAward.Select(x => "GameStatus Event"),
toAward.Select(x => _amount),
gamble: true).ConfigureAwait(false);
if (_isPotLimited)
{
await _msg.ModifyAsync(m =>
{
m.Embed = GetEmbed(PotSize).Build();
}, new RequestOptions() { RetryMode = RetryMode.AlwaysRetry }).ConfigureAwait(false);
}
Log.Information("Awarded {0} users {1} currency.{2}",
toAward.Count,
_amount,
_isPotLimited ? $" {PotSize} left." : "");
if (potEmpty)
{
var _ = StopEvent();
}
}
catch (Exception ex)
{
Log.Warning(ex, "Error in OnTimerTick in gamestatusevent");
}
}
public async Task StartEvent()
{
_msg = await _channel.EmbedAsync(GetEmbed(_opts.PotSize)).ConfigureAwait(false);
await _client.SetGameAsync(_code).ConfigureAwait(false);
_client.MessageDeleted += OnMessageDeleted;
_client.MessageReceived += HandleMessage;
_t.Change(TimeSpan.FromSeconds(2), TimeSpan.FromSeconds(2));
}
private EmbedBuilder GetEmbed(long pot)
{
return _embedFunc(CurrencyEvent.Type.GameStatus, _opts, pot);
}
private async Task OnMessageDeleted(Cacheable<IMessage, ulong> msg, ISocketMessageChannel _)
{
if (msg.Id == _msg.Id)
{
await StopEvent().ConfigureAwait(false);
}
}
private readonly object stopLock = new object();
public async Task StopEvent()
{
await Task.Yield();
lock (stopLock)
{
if (Stopped)
return;
Stopped = true;
_client.MessageDeleted -= OnMessageDeleted;
_client.MessageReceived -= HandleMessage;
_client.SetGameAsync(null);
_t.Change(Timeout.Infinite, Timeout.Infinite);
_timeout?.Change(Timeout.Infinite, Timeout.Infinite);
try { var _ = _msg.DeleteAsync(); } catch { }
var os = OnEnded(_guild.Id);
}
}
private Task HandleMessage(SocketMessage msg)
{
var _ = Task.Run(async () =>
{
if (!(msg.Author is IGuildUser gu) // no unknown users, as they could be bots, or alts
|| gu.IsBot // no bots
|| msg.Content != _code // code has to be the same
|| (DateTime.UtcNow - gu.CreatedAt).TotalDays <= 5) // no recently created accounts
{
return;
}
// there has to be money left in the pot
// and the user wasn't rewarded
if (_awardedUsers.Add(msg.Author.Id) && TryTakeFromPot())
{
_toAward.Enqueue(msg.Author.Id);
if (_isPotLimited && PotSize < _amount)
PotEmptied = true;
}
try
{
await msg.DeleteAsync(new RequestOptions()
{
RetryMode = RetryMode.AlwaysFail
});
}
catch { }
});
return Task.CompletedTask;
}
private readonly object potLock = new object();
private bool TryTakeFromPot()
{
if (_isPotLimited)
{
lock (potLock)
{
if (PotSize < _amount)
return false;
PotSize -= _amount;
return true;
}
}
return true;
}
}
}

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using System;
using System.Threading.Tasks;
namespace NadekoBot.Modules.Gambling.Common
{
public interface ICurrencyEvent
{
event Func<ulong, Task> OnEnded;
Task StopEvent();
Task StartEvent();
}
}

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using Discord;
using Discord.WebSocket;
using NadekoBot.Common.Collections;
using NadekoBot.Core.Services;
using NadekoBot.Core.Services.Database.Models;
using NadekoBot.Extensions;
using NadekoBot.Modules.Gambling.Common;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NadekoBot.Core.Modules.Gambling.Services;
using Serilog;
namespace NadekoBot.Core.Modules.Gambling.Common.Events
{
public class ReactionEvent : ICurrencyEvent
{
private readonly DiscordSocketClient _client;
private readonly IGuild _guild;
private IUserMessage _msg;
private IEmote _emote;
private readonly ICurrencyService _cs;
private readonly long _amount;
private long PotSize { get; set; }
public bool Stopped { get; private set; }
public bool PotEmptied { get; private set; } = false;
private readonly Func<CurrencyEvent.Type, EventOptions, long, EmbedBuilder> _embedFunc;
private readonly bool _isPotLimited;
private readonly ITextChannel _channel;
private readonly ConcurrentHashSet<ulong> _awardedUsers = new ConcurrentHashSet<ulong>();
private readonly ConcurrentQueue<ulong> _toAward = new ConcurrentQueue<ulong>();
private readonly Timer _t;
private readonly Timer _timeout = null;
private readonly bool _noRecentlyJoinedServer;
private readonly EventOptions _opts;
private readonly GamblingConfig _config;
public event Func<ulong, Task> OnEnded;
public ReactionEvent(DiscordSocketClient client, ICurrencyService cs,
SocketGuild g, ITextChannel ch, EventOptions opt, GamblingConfig config,
Func<CurrencyEvent.Type, EventOptions, long, EmbedBuilder> embedFunc)
{
_client = client;
_guild = g;
_cs = cs;
_amount = opt.Amount;
PotSize = opt.PotSize;
_embedFunc = embedFunc;
_isPotLimited = PotSize > 0;
_channel = ch;
_noRecentlyJoinedServer = false;
_opts = opt;
_config = config;
_t = new Timer(OnTimerTick, null, Timeout.InfiniteTimeSpan, TimeSpan.FromSeconds(2));
if (_opts.Hours > 0)
{
_timeout = new Timer(EventTimeout, null, TimeSpan.FromHours(_opts.Hours), Timeout.InfiniteTimeSpan);
}
}
private void EventTimeout(object state)
{
var _ = StopEvent();
}
private async void OnTimerTick(object state)
{
var potEmpty = PotEmptied;
List<ulong> toAward = new List<ulong>();
while (_toAward.TryDequeue(out var x))
{
toAward.Add(x);
}
if (!toAward.Any())
return;
try
{
await _cs.AddBulkAsync(toAward,
toAward.Select(x => "Reaction Event"),
toAward.Select(x => _amount),
gamble: true).ConfigureAwait(false);
if (_isPotLimited)
{
await _msg.ModifyAsync(m =>
{
m.Embed = GetEmbed(PotSize).Build();
}, new RequestOptions() { RetryMode = RetryMode.AlwaysRetry }).ConfigureAwait(false);
}
Log.Information("Awarded {0} users {1} currency.{2}",
toAward.Count,
_amount,
_isPotLimited ? $" {PotSize} left." : "");
if (potEmpty)
{
var _ = StopEvent();
}
}
catch (Exception ex)
{
Log.Warning(ex, "Error adding bulk currency to users");
}
}
public async Task StartEvent()
{
if (Emote.TryParse(_config.Currency.Sign, out var emote))
{
_emote = emote;
}
else
{
_emote = new Emoji(_config.Currency.Sign);
}
_msg = await _channel.EmbedAsync(GetEmbed(_opts.PotSize)).ConfigureAwait(false);
await _msg.AddReactionAsync(_emote).ConfigureAwait(false);
_client.MessageDeleted += OnMessageDeleted;
_client.ReactionAdded += HandleReaction;
_t.Change(TimeSpan.FromSeconds(2), TimeSpan.FromSeconds(2));
}
private EmbedBuilder GetEmbed(long pot)
{
return _embedFunc(CurrencyEvent.Type.Reaction, _opts, pot);
}
private async Task OnMessageDeleted(Cacheable<IMessage, ulong> msg, ISocketMessageChannel _)
{
if (msg.Id == _msg.Id)
{
await StopEvent().ConfigureAwait(false);
}
}
private readonly object stopLock = new object();
public async Task StopEvent()
{
await Task.Yield();
lock (stopLock)
{
if (Stopped)
return;
Stopped = true;
_client.MessageDeleted -= OnMessageDeleted;
_client.ReactionAdded -= HandleReaction;
_t.Change(Timeout.Infinite, Timeout.Infinite);
_timeout?.Change(Timeout.Infinite, Timeout.Infinite);
try { var _ = _msg.DeleteAsync(); } catch { }
var os = OnEnded(_guild.Id);
}
}
private Task HandleReaction(Cacheable<IUserMessage, ulong> msg,
ISocketMessageChannel ch, SocketReaction r)
{
var _ = Task.Run(() =>
{
if (_emote.Name != r.Emote.Name)
return;
var gu = (r.User.IsSpecified ? r.User.Value : null) as IGuildUser;
if (gu == null // no unknown users, as they could be bots, or alts
|| msg.Id != _msg.Id // same message
|| gu.IsBot // no bots
|| (DateTime.UtcNow - gu.CreatedAt).TotalDays <= 5 // no recently created accounts
|| (_noRecentlyJoinedServer && // if specified, no users who joined the server in the last 24h
(gu.JoinedAt == null || (DateTime.UtcNow - gu.JoinedAt.Value).TotalDays < 1))) // and no users for who we don't know when they joined
{
return;
}
// there has to be money left in the pot
// and the user wasn't rewarded
if (_awardedUsers.Add(r.UserId) && TryTakeFromPot())
{
_toAward.Enqueue(r.UserId);
if (_isPotLimited && PotSize < _amount)
PotEmptied = true;
}
});
return Task.CompletedTask;
}
private readonly object potLock = new object();
private bool TryTakeFromPot()
{
if (_isPotLimited)
{
lock (potLock)
{
if (PotSize < _amount)
return false;
PotSize -= _amount;
return true;
}
}
return true;
}
}
}

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using System;
using System.Collections.Generic;
using NadekoBot.Common.Yml;
namespace NadekoBot.Core.Modules.Gambling.Common
{
public sealed class GamblingConfig
{
public GamblingConfig()
{
BetRoll = new BetRollConfig();
WheelOfFortune = new WheelOfFortuneSettings();
Waifu = new WaifuConfig();
Currency = new CurrencyConfig();
BetFlip = new BetFlipConfig();
Generation = new GenerationConfig();
Timely = new TimelyConfig();
Decay = new DecayConfig();
}
[Comment(@"DO NOT CHANGE")]
public int Version { get; set; } = 1;
[Comment(@"Currency settings")]
public CurrencyConfig Currency { get; set; }
[Comment(@"Minimum amount users can bet (>=0)")]
public int MinBet { get; set; } = 0;
[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 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;
[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 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.
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 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
{
[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;
[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;
[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(@"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 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;
[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(@"How often, in hours, does the decay run. Default is 24 hours")]
public int HourInterval { get; set; } = 24;
}
public class 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[]
{
1.7M,
1.5M,
0.2M,
0.1M,
0.3M,
0.5M,
1.2M,
2.4M,
};
}
}
public 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()
{
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")
};
}
public 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;
[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;
[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;
[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;
[Comment(@"All gift prices will be multiplied by this number.
Default 1 (meaning no effect)")]
public decimal AllGiftPrices { get; set; } = 1.0M;
[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 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;
Price = price;
Name = name;
}
public override string ToString() => Name;
}
}

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using System;
using Discord;
using NadekoBot.Core.Services;
using NadekoBot.Modules;
using System.Threading.Tasks;
using NadekoBot.Core.Modules.Gambling.Services;
namespace NadekoBot.Core.Modules.Gambling.Common
{
public abstract class GamblingModule<TService> : NadekoModule<TService>
{
private readonly Lazy<GamblingConfig> _lazyConfig;
protected GamblingConfig _config => _lazyConfig.Value;
protected string CurrencySign => _config.Currency.Sign;
protected string CurrencyName => _config.Currency.Name;
protected GamblingModule(GamblingConfigService gambService)
{
_lazyConfig = new Lazy<GamblingConfig>(() => gambService.Data);
}
private async Task<bool> InternalCheckBet(long amount)
{
if (amount < 1)
{
return false;
}
if (amount < _config.MinBet)
{
await ReplyErrorLocalizedAsync("min_bet_limit",
Format.Bold(_config.MinBet.ToString()) + CurrencySign).ConfigureAwait(false);
return false;
}
if (_config.MaxBet > 0 && amount > _config.MaxBet)
{
await ReplyErrorLocalizedAsync("max_bet_limit",
Format.Bold(_config.MaxBet.ToString()) + CurrencySign).ConfigureAwait(false);
return false;
}
return true;
}
protected Task<bool> CheckBetMandatory(long amount)
{
if (amount < 1)
{
return Task.FromResult(false);
}
return InternalCheckBet(amount);
}
protected Task<bool> CheckBetOptional(long amount)
{
if (amount == 0)
{
return Task.FromResult(true);
}
return InternalCheckBet(amount);
}
}
public abstract class GamblingSubmodule<TService> : GamblingModule<TService>
{
protected GamblingSubmodule(GamblingConfigService gamblingConfService) : base(gamblingConfService)
{
}
}
}

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namespace NadekoBot.Core.Modules.Gambling.Common
{
public class Payout
{
public string User { get; set; }
public int Amount { get; set; }
}
}

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using NadekoBot.Common;
using NadekoBot.Core.Services;
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
namespace NadekoBot.Core.Modules.Gambling.Common
{
public class RollDuelGame
{
public ulong P1 { get; }
public ulong P2 { get; }
private readonly ulong _botId;
public long Amount { get; }
private readonly ICurrencyService _cs;
public enum State
{
Waiting,
Running,
Ended,
}
public enum Reason
{
Normal,
NoFunds,
Timeout,
}
private readonly Timer _timeoutTimer;
private readonly NadekoRandom _rng = new NadekoRandom();
private readonly SemaphoreSlim _locker = new SemaphoreSlim(1, 1);
public event Func<RollDuelGame, Task> OnGameTick;
public event Func<RollDuelGame, Reason, Task> OnEnded;
public List<(int, int)> Rolls { get; } = new List<(int, int)>();
public State CurrentState { get; private set; }
public ulong Winner { get; private set; }
public RollDuelGame(ICurrencyService cs, ulong botId, ulong p1, ulong p2, long amount)
{
this.P1 = p1;
this.P2 = p2;
this._botId = botId;
this.Amount = amount;
_cs = cs;
_timeoutTimer = new Timer(async delegate
{
await _locker.WaitAsync().ConfigureAwait(false);
try
{
if (CurrentState != State.Waiting)
return;
CurrentState = State.Ended;
await (OnEnded?.Invoke(this, Reason.Timeout)).ConfigureAwait(false);
}
catch { }
finally
{
_locker.Release();
}
}, null, TimeSpan.FromSeconds(15), TimeSpan.FromMilliseconds(-1));
}
public async Task StartGame()
{
await _locker.WaitAsync().ConfigureAwait(false);
try
{
if (CurrentState != State.Waiting)
return;
_timeoutTimer.Change(Timeout.Infinite, Timeout.Infinite);
CurrentState = State.Running;
}
finally
{
_locker.Release();
}
if(!await _cs.RemoveAsync(P1, "Roll Duel", Amount).ConfigureAwait(false))
{
await (OnEnded?.Invoke(this, Reason.NoFunds)).ConfigureAwait(false);
CurrentState = State.Ended;
return;
}
if(!await _cs.RemoveAsync(P2, "Roll Duel", Amount).ConfigureAwait(false))
{
await _cs.AddAsync(P1, "Roll Duel - refund", Amount).ConfigureAwait(false);
await (OnEnded?.Invoke(this, Reason.NoFunds)).ConfigureAwait(false);
CurrentState = State.Ended;
return;
}
int n1, n2;
do
{
n1 = _rng.Next(0, 5);
n2 = _rng.Next(0, 5);
Rolls.Add((n1, n2));
if (n1 != n2)
{
if (n1 > n2)
{
Winner = P1;
}
else
{
Winner = P2;
}
var won = (long)(Amount * 2 * 0.98f);
await _cs.AddAsync(Winner, "Roll Duel win", won)
.ConfigureAwait(false);
await _cs.AddAsync(_botId, "Roll Duel fee", Amount * 2 - won)
.ConfigureAwait(false);
}
try { await (OnGameTick?.Invoke(this)).ConfigureAwait(false); } catch { }
await Task.Delay(2500).ConfigureAwait(false);
if (n1 != n2)
break;
}
while (true);
CurrentState = State.Ended;
await (OnEnded?.Invoke(this, Reason.Normal)).ConfigureAwait(false);
}
}
public struct RollDuelChallenge
{
public ulong Player1 { get; set; }
public ulong Player2 { get; set; }
}
}

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namespace NadekoBot.Core.Modules.Gambling.Common.Waifu
{
public enum AffinityTitle
{
Pure,
Faithful,
Playful,
Cheater,
Tainted,
Corrupted,
Lewd,
Sloot,
Depraved,
Harlot
}
}

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namespace NadekoBot.Core.Modules.Gambling.Common.Waifu
{
public enum ClaimTitle
{
Lonely,
Devoted,
Rookie,
Schemer,
Dilettante,
Intermediate,
Seducer,
Expert,
Veteran,
Incubis,
Harem_King,
Harem_God,
}
}

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namespace NadekoBot.Core.Modules.Gambling.Common.Waifu
{
public enum DivorceResult
{
Success,
SucessWithPenalty,
NotYourWife,
Cooldown
}
}

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namespace NadekoBot.Core.Modules.Gambling.Common.Waifu
{
public enum WaifuClaimResult
{
Success,
NotEnoughFunds,
InsufficientAmount
}
}

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namespace NadekoBot.Core.Modules.Gambling.Common.Waifu
{
public struct WaifuProfileTitle
{
public int Count { get; }
public string Title { get; }
public WaifuProfileTitle(int count, string title)
{
Count = count;
Title = title;
}
}
}

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using System.Threading.Tasks;
using NadekoBot.Common;
using NadekoBot.Core.Modules.Gambling.Common;
using NadekoBot.Core.Services;
namespace NadekoBot.Modules.Gambling.Common.WheelOfFortune
{
public class WheelOfFortuneGame
{
public class Result
{
public int Index { get; set; }
public long Amount { get; set; }
}
private readonly NadekoRandom _rng;
private readonly ICurrencyService _cs;
private readonly long _bet;
private readonly GamblingConfig _config;
private readonly ulong _userId;
public WheelOfFortuneGame(ulong userId, long bet, GamblingConfig config, ICurrencyService cs)
{
_rng = new NadekoRandom();
_cs = cs;
_bet = bet;
_config = config;
_userId = userId;
}
public async Task<Result> SpinAsync()
{
var result = _rng.Next(0, _config.WheelOfFortune.Multipliers.Length);
var amount = (long)(_bet * _config.WheelOfFortune.Multipliers[result]);
if (amount > 0)
await _cs.AddAsync(_userId, "Wheel Of Fortune - won", amount, gamble: true).ConfigureAwait(false);
return new Result
{
Index = result,
Amount = amount,
};
}
}
}