mirror of
https://gitlab.com/Kwoth/nadekobot.git
synced 2025-09-10 17:28:27 -04:00
310 lines
11 KiB
C#
310 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using Cloneable;
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using NadekoBot.Common;
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using NadekoBot.Common.Yml;
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using YamlDotNet.Serialization;
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namespace NadekoBot.Modules.Gambling.Common
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{
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[Cloneable]
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public sealed partial class GamblingConfig : ICloneable<GamblingConfig>
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{
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public GamblingConfig()
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{
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BetRoll = new BetRollConfig();
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WheelOfFortune = new WheelOfFortuneSettings();
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Waifu = new WaifuConfig();
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Currency = new CurrencyConfig();
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BetFlip = new BetFlipConfig();
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Generation = new GenerationConfig();
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Timely = new TimelyConfig();
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Decay = new DecayConfig();
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}
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[Comment(@"DO NOT CHANGE")]
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public int Version { get; set; } = 2;
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[Comment(@"Currency settings")]
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public CurrencyConfig Currency { get; set; }
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[Comment(@"Minimum amount users can bet (>=0)")]
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public int MinBet { get; set; } = 0;
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[Comment(@"Maximum amount users can bet
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Set 0 for unlimited")]
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public int MaxBet { get; set; } = 0;
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[Comment(@"Settings for betflip command")]
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public BetFlipConfig BetFlip { get; set; }
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[Comment(@"Settings for betroll command")]
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public BetRollConfig BetRoll { get; set; }
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[Comment(@"Automatic currency generation settings.")]
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public GenerationConfig Generation { get; set; }
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[Comment(@"Settings for timely command
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(letting people claim X amount of currency every Y hours)")]
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public TimelyConfig Timely { get; set; }
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[Comment(@"How much will each user's owned currency decay over time.")]
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public DecayConfig Decay { get; set; }
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[Comment(@"Settings for Wheel Of Fortune command.")]
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public WheelOfFortuneSettings WheelOfFortune { get; set; }
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[Comment(@"Settings related to waifus")]
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public WaifuConfig Waifu { get; set; }
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[Comment(@"Amount of currency selfhosters will get PER pledged dollar CENT.
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1 = 100 currency per $. Used almost exclusively on public nadeko.")]
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public decimal PatreonCurrencyPerCent { get; set; } = 1;
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[Comment(@"Currency reward per vote.
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This will work only if you've set up VotesApi and correct credentials for topgg and/or discords voting")]
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public long VoteReward { get; set; } = 100;
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}
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public class CurrencyConfig
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{
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[Comment(@"What is the emoji/character which represents the currency")]
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public string Sign { get; set; } = "🌸";
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[Comment(@"What is the name of the currency")]
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public string Name { get; set; } = "Nadeko Flower";
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}
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[Cloneable]
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public partial class TimelyConfig
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{
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[Comment(@"How much currency will the users get every time they run .timely command
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setting to 0 or less will disable this feature")]
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public int Amount { get; set; } = 0;
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[Comment(@"How often (in hours) can users claim currency with .timely command
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setting to 0 or less will disable this feature")]
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public int Cooldown { get; set; } = 24;
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}
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[Cloneable]
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public partial class BetFlipConfig
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{
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[Comment(@"Bet multiplier if user guesses correctly")]
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public decimal Multiplier { get; set; } = 1.95M;
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}
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[Cloneable]
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public partial class BetRollConfig
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{
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[Comment(@"When betroll is played, user will roll a number 0-100.
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This setting will describe which multiplier is used for when the roll is higher than the given number.
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Doesn't have to be ordered.")]
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public BetRollPair[] Pairs { get; set; } = Array.Empty<BetRollPair>();
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public BetRollConfig()
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{
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Pairs = new BetRollPair[]
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{
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new BetRollPair { WhenAbove = 99, MultiplyBy = 10 },
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new BetRollPair { WhenAbove = 90, MultiplyBy = 4 },
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new BetRollPair { WhenAbove = 66, MultiplyBy = 2 }
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};
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}
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}
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[Cloneable]
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public partial class GenerationConfig
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{
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[Comment(@"when currency is generated, should it also have a random password
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associated with it which users have to type after the .pick command
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in order to get it")]
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public bool HasPassword { get; set; } = true;
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[Comment(@"Every message sent has a certain % chance to generate the currency
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specify the percentage here (1 being 100%, 0 being 0% - for example
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default is 0.02, which is 2%")]
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public decimal Chance { get; set; } = 0.02M;
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[Comment(@"How many seconds have to pass for the next message to have a chance to spawn currency")]
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public int GenCooldown { get; set; } = 10;
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[Comment(@"Minimum amount of currency that can spawn")]
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public int MinAmount { get; set; } = 1;
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[Comment(@"Maximum amount of currency that can spawn.
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Set to the same value as MinAmount to always spawn the same amount")]
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public int MaxAmount { get; set; } = 1;
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}
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[Cloneable]
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public partial class DecayConfig
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{
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[Comment(@"Percentage of user's current currency which will be deducted every 24h.
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0 - 1 (1 is 100%, 0.5 50%, 0 disabled)")]
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public decimal Percent { get; set; } = 0;
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[Comment(@"Maximum amount of user's currency that can decay at each interval. 0 for unlimited.")]
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public int MaxDecay { get; set; } = 0;
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[Comment(@"Only users who have more than this amount will have their currency decay.")]
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public int MinThreshold { get; set; } = 99;
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[Comment(@"How often, in hours, does the decay run. Default is 24 hours")]
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public int HourInterval { get; set; } = 24;
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}
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[Cloneable]
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public partial class WheelOfFortuneSettings
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{
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[Comment(@"Self-Explanatory. Has to have 8 values, otherwise the command won't work.")]
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public decimal[] Multipliers { get; set; }
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public WheelOfFortuneSettings()
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{
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Multipliers = new decimal[]
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{
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1.7M,
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1.5M,
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0.2M,
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0.1M,
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0.3M,
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0.5M,
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1.2M,
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2.4M,
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};
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}
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}
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[Cloneable]
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public sealed partial class WaifuConfig
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{
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[Comment(@"Minimum price a waifu can have")]
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public int MinPrice { get; set; } = 50;
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public MultipliersData Multipliers { get; set; } = new MultipliersData();
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[Comment(@"List of items available for gifting.
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If negative is true, gift will instead reduce waifu value.")]
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public List<WaifuItemModel> Items { get; set; } = new List<WaifuItemModel>();
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public WaifuConfig()
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{
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Items = new()
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{
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new("🥔", 5, "Potato"),
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new("🍪", 10, "Cookie"),
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new("🥖", 20, "Bread"),
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new("🍭", 30, "Lollipop"),
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new("🌹", 50, "Rose"),
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new("🍺", 70, "Beer"),
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new("🌮", 85, "Taco"),
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new("💌", 100, "LoveLetter"),
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new("🥛", 125, "Milk"),
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new("🍕", 150, "Pizza"),
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new("🍫", 200, "Chocolate"),
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new("🍦", 250, "Icecream"),
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new("🍣", 300, "Sushi"),
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new("🍚", 400, "Rice"),
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new("🍉", 500, "Watermelon"),
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new("🍱", 600, "Bento"),
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new("🎟", 800, "MovieTicket"),
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new("🍰", 1000, "Cake"),
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new("📔", 1500, "Book"),
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new("🐱", 2000, "Cat"),
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new("🐶", 2001, "Dog"),
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new("🐼", 2500, "Panda"),
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new("💄", 3000, "Lipstick"),
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new("👛", 3500, "Purse"),
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new("📱", 4000, "iPhone"),
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new("👗", 4500, "Dress"),
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new("💻", 5000, "Laptop"),
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new("🎻", 7500, "Violin"),
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new("🎹", 8000, "Piano"),
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new("🚗", 9000, "Car"),
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new("💍", 10000, "Ring"),
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new("🛳", 12000, "Ship"),
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new("🏠", 15000, "House"),
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new("🚁", 20000, "Helicopter"),
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new("🚀", 30000, "Spaceship"),
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new("🌕", 50000, "Moon")
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};
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}
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}
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[Cloneable]
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public sealed partial class MultipliersData
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{
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[Comment(@"Multiplier for waifureset. Default 150.
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Formula (at the time of writing this):
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price = (waifu_price * 1.25f) + ((number_of_divorces + changes_of_heart + 2) * WaifuReset) rounded up")]
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public int WaifuReset { get; set; } = 150;
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[Comment(@"The minimum amount of currency that you have to pay
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in order to buy a waifu who doesn't have a crush on you.
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Default is 1.1
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Example: If a waifu is worth 100, you will have to pay at least 100 * NormalClaim currency to claim her.
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(100 * 1.1 = 110)")]
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public decimal NormalClaim { get; set; } = 1.1m;
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[Comment(@"The minimum amount of currency that you have to pay
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in order to buy a waifu that has a crush on you.
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Default is 0.88
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Example: If a waifu is worth 100, you will have to pay at least 100 * CrushClaim currency to claim her.
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(100 * 0.88 = 88)")]
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public decimal CrushClaim { get; set; } = 0.88M;
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[Comment(@"When divorcing a waifu, her new value will be her current value multiplied by this number.
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Default 0.75 (meaning will lose 25% of her value)")]
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public decimal DivorceNewValue { get; set; } = 0.75M;
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[Comment(@"All gift prices will be multiplied by this number.
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Default 1 (meaning no effect)")]
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public decimal AllGiftPrices { get; set; } = 1.0M;
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[Comment(@"What percentage of the value of the gift will a waifu gain when she's gifted.
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Default 0.95 (meaning 95%)
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Example: If a waifu is worth 1000, and she receives a gift worth 100, her new value will be 1095)")]
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public decimal GiftEffect { get; set; } = 0.95M;
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[Comment(@"What percentage of the value of the gift will a waifu lose when she's gifted a gift marked as 'negative'.
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Default 0.5 (meaning 50%)
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Example: If a waifu is worth 1000, and she receives a negative gift worth 100, her new value will be 950)")]
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public decimal NegativeGiftEffect { get; set; } = 0.50M;
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}
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[Cloneable]
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public sealed partial class WaifuItemModel
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{
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public string ItemEmoji { get; set; }
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public int Price { get; set; }
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public string Name { get; set; }
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[YamlMember(DefaultValuesHandling = DefaultValuesHandling.OmitDefaults)]
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public bool Negative { get; set; }
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public WaifuItemModel()
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{
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}
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public WaifuItemModel(string itemEmoji, int price, string name, bool negative = false)
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{
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ItemEmoji = itemEmoji;
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Price = price;
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Name = name;
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Negative = negative;
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}
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public override string ToString() => Name;
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}
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[Cloneable]
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public sealed partial class BetRollPair
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{
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public int WhenAbove { get; set; }
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public float MultiplyBy { get; set; }
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}
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} |