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https://gitlab.com/Kwoth/nadekobot.git
synced 2025-09-10 17:28:27 -04:00
More common refactorings like renaming variables, removing empty statements and unused variables, etc
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@@ -13,8 +13,8 @@ public sealed class NunchiGame : IDisposable
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Ended
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}
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private const int _killTimeout = 20 * 1000;
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private const int _nextRoundTimeout = 5 * 1000;
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private const int KILL_TIMEOUT = 20 * 1000;
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private const int NEXT_ROUND_TIMEOUT = 5 * 1000;
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public event Func<NunchiGame, Task> OnGameStarted;
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public event Func<NunchiGame, int, Task> OnRoundStarted;
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@@ -26,19 +26,19 @@ public sealed class NunchiGame : IDisposable
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public Phase CurrentPhase { get; private set; } = Phase.Joining;
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public ImmutableArray<(ulong Id, string Name)> Participants
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=> _participants.ToImmutableArray();
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=> participants.ToImmutableArray();
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public int ParticipantCount
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=> _participants.Count;
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=> participants.Count;
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private readonly SemaphoreSlim _locker = new(1, 1);
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private HashSet<(ulong Id, string Name)> _participants = new();
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private HashSet<(ulong Id, string Name)> participants = new();
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private readonly HashSet<(ulong Id, string Name)> _passed = new();
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private Timer _killTimer;
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private Timer killTimer;
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public NunchiGame(ulong creatorId, string creatorName)
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=> _participants.Add((creatorId, creatorName));
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=> participants.Add((creatorId, creatorName));
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public async Task<bool> Join(ulong userId, string userName)
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{
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@@ -48,7 +48,7 @@ public sealed class NunchiGame : IDisposable
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if (CurrentPhase != Phase.Joining)
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return false;
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return _participants.Add((userId, userName));
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return participants.Add((userId, userName));
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}
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finally { _locker.Release(); }
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}
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@@ -60,13 +60,13 @@ public sealed class NunchiGame : IDisposable
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await _locker.WaitAsync();
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try
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{
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if (_participants.Count < 3)
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if (participants.Count < 3)
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{
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CurrentPhase = Phase.Ended;
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return false;
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}
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_killTimer = new(async _ =>
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killTimer = new(async _ =>
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{
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await _locker.WaitAsync();
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try
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@@ -75,14 +75,14 @@ public sealed class NunchiGame : IDisposable
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return;
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//if some players took too long to type a number, boot them all out and start a new round
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_participants = new HashSet<(ulong, string)>(_passed);
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participants = new HashSet<(ulong, string)>(_passed);
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EndRound();
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}
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finally { _locker.Release(); }
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},
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null,
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_killTimeout,
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_killTimeout);
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KILL_TIMEOUT,
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KILL_TIMEOUT);
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CurrentPhase = Phase.Playing;
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_= OnGameStarted?.Invoke(this);
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@@ -105,7 +105,7 @@ public sealed class NunchiGame : IDisposable
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// if the user is not a member of the race,
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// or he already successfully typed the number
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// ignore the input
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if (!_participants.Contains(userTuple) || !_passed.Add(userTuple))
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if (!participants.Contains(userTuple) || !_passed.Add(userTuple))
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return;
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//if the number is correct
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@@ -113,20 +113,20 @@ public sealed class NunchiGame : IDisposable
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{
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//increment current number
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++CurrentNumber;
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if (_passed.Count == _participants.Count - 1)
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if (_passed.Count == participants.Count - 1)
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{
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// if only n players are left, and n - 1 type the correct number, round is over
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// if only 2 players are left, game is over
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if (_participants.Count == 2)
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if (participants.Count == 2)
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{
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_killTimer.Change(Timeout.Infinite, Timeout.Infinite);
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killTimer.Change(Timeout.Infinite, Timeout.Infinite);
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CurrentPhase = Phase.Ended;
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_= OnGameEnded?.Invoke(this, userTuple.Name);
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}
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else // else just start the new round without the user who was the last
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{
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var failure = _participants.Except(_passed).First();
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var failure = participants.Except(_passed).First();
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OnUserGuessed?.Invoke(this);
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EndRound(failure);
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@@ -148,25 +148,25 @@ public sealed class NunchiGame : IDisposable
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private void EndRound((ulong, string)? failure = null)
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{
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_killTimer.Change(_killTimeout, _killTimeout);
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killTimer.Change(KILL_TIMEOUT, KILL_TIMEOUT);
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CurrentNumber = new NadekoRandom().Next(0, 100); // reset the counter
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_passed.Clear(); // reset all users who passed (new round starts)
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if (failure is not null)
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_participants.Remove(failure.Value); // remove the dude who failed from the list of players
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participants.Remove(failure.Value); // remove the dude who failed from the list of players
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var __ = OnRoundEnded?.Invoke(this, failure);
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if (_participants.Count <= 1) // means we have a winner or everyone was booted out
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if (participants.Count <= 1) // means we have a winner or everyone was booted out
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{
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_killTimer.Change(Timeout.Infinite, Timeout.Infinite);
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killTimer.Change(Timeout.Infinite, Timeout.Infinite);
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CurrentPhase = Phase.Ended;
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_= OnGameEnded?.Invoke(this, _participants.Count > 0 ? _participants.First().Name : null);
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_= OnGameEnded?.Invoke(this, participants.Count > 0 ? participants.First().Name : null);
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return;
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}
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CurrentPhase = Phase.WaitingForNextRound;
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var throwawayDelay = Task.Run(async () =>
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{
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await Task.Delay(_nextRoundTimeout);
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await Task.Delay(NEXT_ROUND_TIMEOUT);
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CurrentPhase = Phase.Playing;
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var ___ = OnRoundStarted?.Invoke(this, CurrentNumber);
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});
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