vars and target-typed new

This commit is contained in:
Kwoth
2021-12-20 00:15:39 +01:00
parent ee33313519
commit cd379fd308
75 changed files with 198 additions and 198 deletions

View File

@@ -58,7 +58,7 @@ public class Deck
{
get
{
var str = "";
var str = string.Empty;
if (Number <= 10 && Number > 1)
{
@@ -106,7 +106,7 @@ public class Deck
public string GetEmojiString()
{
var str = "";
var str = string.Empty;
str += _regIndicators[this.Number - 1];
str += _suitToSuitChar[this.Suit];

View File

@@ -71,7 +71,7 @@ public class GameStatusEvent : ICurrencyEvent
private async void OnTimerTick(object state)
{
var potEmpty = PotEmptied;
List<ulong> toAward = new List<ulong>();
var toAward = new List<ulong>();
while (_toAward.TryDequeue(out var x))
{
toAward.Add(x);

View File

@@ -67,7 +67,7 @@ public class ReactionEvent : ICurrencyEvent
private async void OnTimerTick(object state)
{
var potEmpty = PotEmptied;
List<ulong> toAward = new List<ulong>();
var toAward = new List<ulong>();
while (_toAward.TryDequeue(out var x))
{
toAward.Add(x);

View File

@@ -79,7 +79,7 @@ public sealed class Connect4Game : IDisposable
_cs = cs;
_rng = new NadekoRandom();
for (int i = 0; i < NumberOfColumns * NumberOfRows; i++)
for (var i = 0; i < NumberOfColumns * NumberOfRows; i++)
{
_gameState[i] = Field.Empty;
}
@@ -169,7 +169,7 @@ public sealed class Connect4Game : IDisposable
return false;
var start = NumberOfRows * inputCol;
for (int i = start; i < start + NumberOfRows; i++)
for (var i = start; i < start + NumberOfRows; i++)
{
if (_gameState[i] == Field.Empty)
{
@@ -181,12 +181,12 @@ 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 (int i = 0; i < NumberOfRows - 3; i++)
for (var i = 0; i < NumberOfRows - 3; i++)
{
if (CurrentPhase == Phase.Ended)
break;
for (int j = 0; j < NumberOfColumns; j++)
for (var j = 0; j < NumberOfColumns; j++)
{
if (CurrentPhase == Phase.Ended)
break;
@@ -194,7 +194,7 @@ public sealed class Connect4Game : IDisposable
var first = _gameState[i + j * NumberOfRows];
if (first != Field.Empty)
{
for (int k = 1; k < 4; k++)
for (var k = 1; k < 4; k++)
{
var next = _gameState[i + k + j * NumberOfRows];
if (next == first)
@@ -211,12 +211,12 @@ 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 (int i = 0; i < NumberOfColumns - 3; i++)
for (var i = 0; i < NumberOfColumns - 3; i++)
{
if (CurrentPhase == Phase.Ended)
break;
for (int j = 0; j < NumberOfRows; j++)
for (var j = 0; j < NumberOfRows; j++)
{
if (CurrentPhase == Phase.Ended)
break;
@@ -224,7 +224,7 @@ public sealed class Connect4Game : IDisposable
var first = _gameState[j + i * NumberOfRows];
if (first != Field.Empty)
{
for (int k = 1; k < 4; k++)
for (var k = 1; k < 4; k++)
{
var next = _gameState[j + (i + k) * NumberOfRows];
if (next == first)
@@ -239,12 +239,12 @@ public sealed class Connect4Game : IDisposable
}
//need to check diagonal now
for (int col = 0; col < NumberOfColumns; col++)
for (var col = 0; col < NumberOfColumns; col++)
{
if (CurrentPhase == Phase.Ended)
break;
for (int row = 0; row < NumberOfRows; row++)
for (var row = 0; row < NumberOfRows; row++)
{
if (CurrentPhase == Phase.Ended)
break;
@@ -256,7 +256,7 @@ public sealed class Connect4Game : IDisposable
var same = 1;
//top left
for (int i = 1; i < 4; i++)
for (var i = 1; i < 4; i++)
{
//while going top left, rows are increasing, columns are decreasing
var curRow = row + i;
@@ -283,7 +283,7 @@ public sealed class Connect4Game : IDisposable
same = 1;
//top right
for (int i = 1; i < 4; i++)
for (var i = 1; i < 4; i++)
{
//while going top right, rows are increasing, columns are increasing
var curRow = row + i;
@@ -361,7 +361,7 @@ public sealed class Connect4Game : IDisposable
private bool IsColumnFull(int column)
{
var start = NumberOfRows * column;
for (int i = start; i < start + NumberOfRows; i++)
for (var i = start; i < start + NumberOfRows; i++)
{
if (_gameState[i] == Field.Empty)
return false;

View File

@@ -84,7 +84,7 @@ public partial class Gambling
var _ = Task.Run(async () =>
{
bool success = false;
var success = false;
if (int.TryParse(arg.Content, out var col))
{
success = await game.Input(arg.Author.Id, col).ConfigureAwait(false);
@@ -181,9 +181,9 @@ public partial class Gambling
game.CurrentPhase == Connect4Game.Phase.P2Move)
sb.AppendLine(GetText(strs.connect4_player_to_move(Format.Bold(game.CurrentPlayer.Username))));
for (int i = Connect4Game.NumberOfRows; i > 0; i--)
for (var i = Connect4Game.NumberOfRows; i > 0; i--)
{
for (int j = 0; j < Connect4Game.NumberOfColumns; j++)
for (var j = 0; j < Connect4Game.NumberOfColumns; j++)
{
var cur = game.GameState[i + (j * Connect4Game.NumberOfRows) - 1];
@@ -197,7 +197,7 @@ public partial class Gambling
sb.AppendLine();
}
for (int i = 0; i < Connect4Game.NumberOfColumns; i++)
for (var i = 0; i < Connect4Game.NumberOfColumns; i++)
{
sb.Append(numbers[i]);
}

View File

@@ -136,14 +136,14 @@ public partial class Gambling
{
Match match;
if ((match = fudgeRegex.Match(arg)).Length != 0 &&
int.TryParse(match.Groups["n1"].ToString(), out int n1) &&
int.TryParse(match.Groups["n1"].ToString(), out var n1) &&
n1 > 0 && n1 < 500)
{
var rng = new NadekoRandom();
var rolls = new List<char>();
for (int i = 0; i < n1; i++)
for (var i = 0; i < n1; i++)
{
rolls.Add(_fateRolls[rng.Next(0, _fateRolls.Length)]);
}
@@ -158,16 +158,16 @@ public partial class Gambling
{
var rng = new NadekoRandom();
if (int.TryParse(match.Groups["n1"].ToString(), out n1) &&
int.TryParse(match.Groups["n2"].ToString(), out int n2) &&
int.TryParse(match.Groups["n2"].ToString(), out var n2) &&
n1 <= 50 && n2 <= 100000 && n1 > 0 && n2 > 0)
{
if (!int.TryParse(match.Groups["add"].Value, out int add))
if (!int.TryParse(match.Groups["add"].Value, out var add))
add = 0;
if (!int.TryParse(match.Groups["sub"].Value, out int sub))
if (!int.TryParse(match.Groups["sub"].Value, out var sub))
sub = 0;
var arr = new int[n1];
for (int i = 0; i < n1; i++)
for (var i = 0; i < n1; i++)
{
arr[i] = rng.Next(1, n2 + 1);
}

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@@ -31,7 +31,7 @@ public partial class Gambling
if (num < 1 || num > 10)
throw new ArgumentOutOfRangeException(nameof(num));
Deck cards = guildId is null ? new Deck() : _allDecks.GetOrAdd(ctx.Guild, (s) => new Deck());
var cards = guildId is null ? new Deck() : _allDecks.GetOrAdd(ctx.Guild, (s) => new Deck());
var images = new List<Image<Rgba32>>();
var cardObjects = new List<Deck.Card>();
for (var i = 0; i < num; i++)

View File

@@ -197,7 +197,7 @@ public partial class Gambling : GamblingModule<GamblingService>
((SocketGuild)ctx.Guild)?.GetUser(userId)?.ToString() ?? $"{userId}")))
.WithOkColor();
var desc = "";
var desc = string.Empty;
foreach (var tr in trs)
{
var type = tr.Amount > 0 ? "🔵" : "🔴";
@@ -517,7 +517,7 @@ public partial class Gambling : GamblingModule<GamblingService>
var (opts, _) = OptionsParser.ParseFrom(new LbOpts(), args);
List<DiscordUser> cleanRichest = new List<DiscordUser>();
var cleanRichest = new List<DiscordUser>();
// it's pointless to have clean on dm context
if (ctx.Guild is null)
{

View File

@@ -84,7 +84,7 @@ public partial class Gambling
#endif
public async Task GenCurrency()
{
bool enabled = _service.ToggleCurrencyGeneration(ctx.Guild.Id, ctx.Channel.Id);
var enabled = _service.ToggleCurrencyGeneration(ctx.Guild.Id, ctx.Channel.Id);
if (enabled)
{
await ReplyConfirmLocalizedAsync(strs.curgen_enabled).ConfigureAwait(false);

View File

@@ -31,8 +31,8 @@ public class CurrencyEventsService : INService
public async Task<bool> TryCreateEventAsync(ulong guildId, ulong channelId, CurrencyEvent.Type type,
EventOptions opts, Func<CurrencyEvent.Type, EventOptions, long, IEmbedBuilder> embed)
{
SocketGuild g = _client.GetGuild(guildId);
SocketTextChannel ch = g?.GetChannel(channelId) as SocketTextChannel;
var g = _client.GetGuild(guildId);
var ch = g?.GetChannel(channelId) as SocketTextChannel;
if (ch is null)
return false;

View File

@@ -59,7 +59,7 @@ public partial class Gambling
var embed = _eb.Create().WithOkColor()
.WithTitle(GetText(strs.shop));
for (int i = 0; i < theseEntries.Length; i++)
for (var i = 0; i < theseEntries.Length; i++)
{
var entry = theseEntries[i];
embed.AddField(
@@ -292,8 +292,8 @@ public partial class Gambling
Text = itemText
};
ShopEntry entry;
bool rightType = false;
bool added = false;
var rightType = false;
var added = false;
using (var uow = _db.GetDbContext())
{
var entries = new IndexedCollection<ShopEntry>(uow.GuildConfigsForId(ctx.Guild.Id,

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@@ -122,7 +122,7 @@ public partial class Gambling
return;
//multi vs how many times it occured
var dict = new Dictionary<int, int>();
for (int i = 0; i < tests; i++)
for (var i = 0; i < tests; i++)
{
var res = SlotMachine.Pull();
if (dict.ContainsKey(res.Multiplier))
@@ -133,7 +133,7 @@ public partial class Gambling
var sb = new StringBuilder();
const int bet = 1;
int payout = 0;
var payout = 0;
foreach (var key in dict.Keys.OrderByDescending(x => x))
{
sb.AppendLine($"x{key} occured {dict[key]} times. {dict[key] * 1.0f / tests * 100}%");