Removed Ellie.Econ
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25 changed files with 0 additions and 963 deletions
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@ -1,309 +0,0 @@
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#nullable disable
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namespace Ellie.Econ;
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public class Deck
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{
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public enum CardSuit
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{
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Spades = 1,
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Hearts = 2,
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Diamonds = 3,
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Clubs = 4
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}
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private static readonly Dictionary<int, string> _cardNames = new()
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{
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{ 1, "Ace" },
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{ 2, "Two" },
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{ 3, "Three" },
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{ 4, "Four" },
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{ 5, "Five" },
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{ 6, "Six" },
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{ 7, "Seven" },
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{ 8, "Eight" },
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{ 9, "Nine" },
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{ 10, "Ten" },
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{ 11, "Jack" },
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{ 12, "Queen" },
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{ 13, "King" }
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};
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private static Dictionary<string, Func<List<Card>, bool>> handValues;
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public List<Card> CardPool { get; set; }
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private readonly Random _r = new EllieRandom();
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static Deck()
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=> InitHandValues();
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/// <summary>
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/// Creates a new instance of the BlackJackGame, this allows you to create multiple games running at one time.
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/// </summary>
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public Deck()
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=> RefillPool();
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/// <summary>
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/// Restart the game of blackjack. It will only refill the pool for now. Probably wont be used, unless you want to have
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/// only 1 bjg running at one time,
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/// then you will restart the same game every time.
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/// </summary>
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public void Restart()
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=> RefillPool();
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/// <summary>
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/// Removes all cards from the pool and refills the pool with all of the possible cards. NOTE: I think this is too
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/// expensive.
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/// We should probably make it so it copies another premade list with all the cards, or something.
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/// </summary>
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protected virtual void RefillPool()
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{
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CardPool = new(52);
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//foreach suit
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for (var j = 1; j < 14; j++)
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// and number
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for (var i = 1; i < 5; i++)
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//generate a card of that suit and number and add it to the pool
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// the pool will go from ace of spades,hears,diamonds,clubs all the way to the king of spades. hearts, ...
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CardPool.Add(new((CardSuit)i, j));
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}
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/// <summary>
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/// 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
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/// deck is in the default order.
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/// </summary>
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/// <returns>A card from the pool</returns>
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public Card Draw()
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{
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if (CardPool.Count == 0)
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Restart();
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//you can either do this if your deck is not shuffled
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var num = _r.Next(0, CardPool.Count);
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var c = CardPool[num];
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CardPool.RemoveAt(num);
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return c;
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// if you want to shuffle when you fill, then take the first one
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/*
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Card c = cardPool[0];
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cardPool.RemoveAt(0);
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return c;
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*/
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}
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/// <summary>
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/// Shuffles the deck. Use this if you want to take cards from the top of the deck, instead of randomly. See DrawACard
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/// method.
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/// </summary>
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private void Shuffle()
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{
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if (CardPool.Count <= 1)
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return;
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var orderedPool = CardPool.Shuffle();
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CardPool ??= orderedPool.ToList();
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}
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public override string ToString()
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=> string.Concat(CardPool.Select(c => c.ToString())) + Environment.NewLine;
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private static void InitHandValues()
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{
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bool HasPair(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Count(group => group.Count() == 2) == 1;
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}
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bool IsPair(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Count(group => group.Count() == 3) == 0 && HasPair(cards);
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}
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bool IsTwoPair(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Count(group => group.Count() == 2) == 2;
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}
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bool IsStraight(List<Card> cards)
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{
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if (cards.GroupBy(card => card.Number).Count() != cards.Count())
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return false;
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var toReturn = cards.Max(card => card.Number) - cards.Min(card => card.Number) == 4;
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if (toReturn || cards.All(c => c.Number != 1))
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return toReturn;
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var newCards = cards.Select(c => c.Number == 1 ? new(c.Suit, 14) : c).ToArray();
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return newCards.Max(card => card.Number) - newCards.Min(card => card.Number) == 4;
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}
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bool HasThreeOfKind(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Any(group => group.Count() == 3);
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}
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bool IsThreeOfKind(List<Card> cards)
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{
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return HasThreeOfKind(cards) && !HasPair(cards);
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}
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bool IsFlush(List<Card> cards)
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{
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return cards.GroupBy(card => card.Suit).Count() == 1;
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}
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bool IsFourOfKind(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Any(group => group.Count() == 4);
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}
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bool IsFullHouse(List<Card> cards)
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{
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return HasPair(cards) && HasThreeOfKind(cards);
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}
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bool HasStraightFlush(List<Card> cards)
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{
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return IsFlush(cards) && IsStraight(cards);
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}
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bool IsRoyalFlush(List<Card> cards)
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{
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return cards.Min(card => card.Number) == 1
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&& cards.Max(card => card.Number) == 13
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&& HasStraightFlush(cards);
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}
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bool IsStraightFlush(List<Card> cards)
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{
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return HasStraightFlush(cards) && !IsRoyalFlush(cards);
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}
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handValues = new()
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{
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{ "Royal Flush", IsRoyalFlush },
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{ "Straight Flush", IsStraightFlush },
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{ "Four Of A Kind", IsFourOfKind },
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{ "Full House", IsFullHouse },
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{ "Flush", IsFlush },
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{ "Straight", IsStraight },
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{ "Three Of A Kind", IsThreeOfKind },
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{ "Two Pairs", IsTwoPair },
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{ "A Pair", IsPair }
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};
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}
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public static string GetHandValue(List<Card> cards)
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{
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if (handValues is null)
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InitHandValues();
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foreach (var kvp in handValues.Where(x => x.Value(cards)))
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return kvp.Key;
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return "High card " + (cards.FirstOrDefault(c => c.Number == 1)?.GetValueText() ?? cards.Max().GetValueText());
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}
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public class Card : IComparable
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{
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private static readonly IReadOnlyDictionary<CardSuit, string> _suitToSuitChar = new Dictionary<CardSuit, string>
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{
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{ CardSuit.Diamonds, "♦" },
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{ CardSuit.Clubs, "♣" },
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{ CardSuit.Spades, "♠" },
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{ CardSuit.Hearts, "♥" }
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};
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private static readonly IReadOnlyDictionary<string, CardSuit> _suitCharToSuit = new Dictionary<string, CardSuit>
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{
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{ "♦", CardSuit.Diamonds },
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{ "d", CardSuit.Diamonds },
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{ "♣", CardSuit.Clubs },
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{ "c", CardSuit.Clubs },
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{ "♠", CardSuit.Spades },
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{ "s", CardSuit.Spades },
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{ "♥", CardSuit.Hearts },
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{ "h", CardSuit.Hearts }
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};
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private static readonly IReadOnlyDictionary<char, int> _numberCharToNumber = new Dictionary<char, int>
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{
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{ 'a', 1 },
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{ '2', 2 },
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{ '3', 3 },
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{ '4', 4 },
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{ '5', 5 },
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{ '6', 6 },
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{ '7', 7 },
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{ '8', 8 },
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{ '9', 9 },
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{ 't', 10 },
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{ 'j', 11 },
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{ 'q', 12 },
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{ 'k', 13 }
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};
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public CardSuit Suit { get; }
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public int Number { get; }
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public string FullName
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{
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get
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{
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var str = string.Empty;
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if (Number is <= 10 and > 1)
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str += "_" + Number;
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else
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str += GetValueText().ToLowerInvariant();
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return str + "_of_" + Suit.ToString().ToLowerInvariant();
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}
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}
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private readonly string[] _regIndicators =
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{
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"🇦", ":two:", ":three:", ":four:", ":five:", ":six:", ":seven:", ":eight:", ":nine:", ":keycap_ten:",
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"🇯", "🇶", "🇰"
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};
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public Card(CardSuit s, int cardNum)
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{
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Suit = s;
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Number = cardNum;
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}
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public string GetValueText()
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=> _cardNames[Number];
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public override string ToString()
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=> _cardNames[Number] + " Of " + Suit;
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public int CompareTo(object obj)
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{
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if (obj is not Card card)
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return 0;
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return Number - card.Number;
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}
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public static Card Parse(string input)
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{
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if (string.IsNullOrWhiteSpace(input))
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throw new ArgumentNullException(nameof(input));
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if (input.Length != 2
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|| !_numberCharToNumber.TryGetValue(input[0], out var n)
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|| !_suitCharToSuit.TryGetValue(input[1].ToString(), out var s))
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throw new ArgumentException("Invalid input", nameof(input));
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return new(s, n);
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}
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public string GetEmojiString()
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{
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var str = string.Empty;
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str += _regIndicators[Number - 1];
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str += _suitToSuitChar[Suit];
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return str;
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}
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}
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}
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@ -1,5 +0,0 @@
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namespace Ellie.Econ;
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public abstract record class NewCard<TSuit, TValue>(TSuit Suit, TValue Value)
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where TSuit : struct, Enum
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where TValue : struct, Enum;
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@ -1,54 +0,0 @@
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namespace Ellie.Econ;
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public abstract class NewDeck<TCard, TSuit, TValue>
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where TCard: NewCard<TSuit, TValue>
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where TSuit : struct, Enum
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where TValue : struct, Enum
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{
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protected static readonly TSuit[] _suits = Enum.GetValues<TSuit>();
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protected static readonly TValue[] _values = Enum.GetValues<TValue>();
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public virtual int CurrentCount
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=> _cards.Count;
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public virtual int TotalCount { get; }
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protected readonly LinkedList<TCard> _cards = new();
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public NewDeck()
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{
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TotalCount = _suits.Length * _values.Length;
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}
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public virtual TCard? Draw()
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{
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var first = _cards.First;
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if (first is not null)
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{
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_cards.RemoveFirst();
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return first.Value;
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}
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return null;
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}
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public virtual TCard? Peek(int x = 0)
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{
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var card = _cards.First;
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for (var i = 0; i < x; i++)
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{
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card = card?.Next;
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}
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return card?.Value;
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}
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public virtual void Shuffle()
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{
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var cards = _cards.ToList();
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var newCards = cards.Shuffle();
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_cards.Clear();
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foreach (var card in newCards)
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_cards.AddFirst(card);
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}
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}
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namespace Ellie.Econ;
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public class MultipleRegularDeck : NewDeck<RegularCard, RegularSuit, RegularValue>
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{
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private int Decks { get; }
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public override int TotalCount { get; }
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public MultipleRegularDeck(int decks = 1)
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{
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if (decks < 1)
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throw new ArgumentOutOfRangeException(nameof(decks), "Has to be more than 0");
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Decks = decks;
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TotalCount = base.TotalCount * decks;
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for (var i = 0; i < Decks; i++)
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{
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foreach (var suit in _suits)
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{
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foreach (var val in _values)
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{
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_cards.AddLast((RegularCard)Activator.CreateInstance(typeof(RegularCard), suit, val)!);
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}
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}
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}
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}
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}
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namespace Ellie.Econ;
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public sealed record class RegularCard(RegularSuit Suit, RegularValue Value)
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: NewCard<RegularSuit, RegularValue>(Suit, Value);
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namespace Ellie.Econ;
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public sealed class RegularDeck : NewDeck<RegularCard, RegularSuit, RegularValue>
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{
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public RegularDeck()
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{
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foreach (var suit in _suits)
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{
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foreach (var val in _values)
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{
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_cards.AddLast((RegularCard)Activator.CreateInstance(typeof(RegularCard), suit, val)!);
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}
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}
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}
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}
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namespace Ellie.Econ;
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public static class RegularDeckExtensions
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{
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public static string GetEmoji(this RegularSuit suit)
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=> suit switch
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{
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RegularSuit.Hearts => "♥️",
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RegularSuit.Spades => "♠️",
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RegularSuit.Diamonds => "♦️",
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_ => "♣️",
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};
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public static string GetEmoji(this RegularValue value)
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=> value switch
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{
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RegularValue.Ace => "🇦",
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RegularValue.Two => "2️⃣",
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RegularValue.Three => "3️⃣",
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RegularValue.Four => "4️⃣",
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RegularValue.Five => "5️⃣",
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RegularValue.Six => "6️⃣",
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RegularValue.Seven => "7️⃣",
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RegularValue.Eight => "8️⃣",
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RegularValue.Nine => "9️⃣",
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RegularValue.Ten => "🔟",
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RegularValue.Jack => "🇯",
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RegularValue.Queen => "🇶",
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_ => "🇰",
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};
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public static string GetEmoji(this RegularCard card)
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=> $"{card.Value.GetEmoji()} {card.Suit.GetEmoji()}";
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public static string GetName(this RegularValue value)
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=> value.ToString();
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public static string GetName(this RegularSuit suit)
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=> suit.ToString();
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public static string GetName(this RegularCard card)
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=> $"{card.Value.ToString()} of {card.Suit.GetName()}";
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}
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namespace Ellie.Econ;
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public enum RegularSuit
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{
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Hearts,
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Diamonds,
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Clubs,
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Spades
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}
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namespace Ellie.Econ;
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public enum RegularValue
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{
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Ace = 1,
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Two = 2,
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Three = 3,
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Four = 4,
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Five = 5,
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Six = 6,
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Seven = 7,
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Eight = 8,
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Nine = 9,
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Ten = 10,
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Jack = 12,
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Queen = 13,
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King = 14,
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}
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\Ellie.Common\Ellie.Common.csproj" />
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</ItemGroup>
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</Project>
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@ -1,7 +0,0 @@
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namespace Ellie.Econ.Gambling.Betdraw;
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public enum BetdrawColorGuess
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{
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Red,
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Black
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}
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@ -1,86 +0,0 @@
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using Serilog;
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namespace Ellie.Econ.Gambling.Betdraw;
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public sealed class BetdrawGame
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{
|
||||
private static readonly EllieRandom _rng = new();
|
||||
private readonly RegularDeck _deck;
|
||||
|
||||
private const decimal SINGLE_GUESS_MULTI = 2.075M;
|
||||
private const decimal DOUBLE_GUESS_MULTI = 4.15M;
|
||||
|
||||
public BetdrawGame()
|
||||
{
|
||||
_deck = new RegularDeck();
|
||||
}
|
||||
|
||||
public BetdrawResult Draw(BetdrawValueGuess? val, BetdrawColorGuess? col, decimal amount)
|
||||
{
|
||||
if (val is null && col is null)
|
||||
throw new ArgumentNullException(nameof(val));
|
||||
|
||||
var card = _deck.Peek(_rng.Next(0, 52))!;
|
||||
|
||||
var realVal = (int)card.Value < 7
|
||||
? BetdrawValueGuess.Low
|
||||
: BetdrawValueGuess.High;
|
||||
|
||||
var realCol = card.Suit is RegularSuit.Diamonds or RegularSuit.Hearts
|
||||
? BetdrawColorGuess.Red
|
||||
: BetdrawColorGuess.Black;
|
||||
|
||||
// if card is 7, autoloss
|
||||
if (card.Value == RegularValue.Seven)
|
||||
{
|
||||
return new()
|
||||
{
|
||||
Won = 0M,
|
||||
Multiplier = 0M,
|
||||
ResultType = BetdrawResultType.Lose,
|
||||
Card = card,
|
||||
};
|
||||
}
|
||||
|
||||
byte win = 0;
|
||||
if (val is BetdrawValueGuess valGuess)
|
||||
{
|
||||
if (realVal != valGuess)
|
||||
return new()
|
||||
{
|
||||
Won = 0M,
|
||||
Multiplier = 0M,
|
||||
ResultType = BetdrawResultType.Lose,
|
||||
Card = card
|
||||
};
|
||||
|
||||
++win;
|
||||
}
|
||||
|
||||
if (col is BetdrawColorGuess colGuess)
|
||||
{
|
||||
if (realCol != colGuess)
|
||||
return new()
|
||||
{
|
||||
Won = 0M,
|
||||
Multiplier = 0M,
|
||||
ResultType = BetdrawResultType.Lose,
|
||||
Card = card
|
||||
};
|
||||
|
||||
++win;
|
||||
}
|
||||
|
||||
var multi = win == 1
|
||||
? SINGLE_GUESS_MULTI
|
||||
: DOUBLE_GUESS_MULTI;
|
||||
|
||||
return new()
|
||||
{
|
||||
Won = amount * multi,
|
||||
Multiplier = multi,
|
||||
ResultType = BetdrawResultType.Win,
|
||||
Card = card
|
||||
};
|
||||
}
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling.Betdraw;
|
||||
|
||||
public readonly struct BetdrawResult
|
||||
{
|
||||
public decimal Won { get; init; }
|
||||
public decimal Multiplier { get; init; }
|
||||
public BetdrawResultType ResultType { get; init; }
|
||||
public RegularCard Card { get; init; }
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling.Betdraw;
|
||||
|
||||
public enum BetdrawResultType
|
||||
{
|
||||
Win,
|
||||
Lose
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling.Betdraw;
|
||||
|
||||
public enum BetdrawValueGuess
|
||||
{
|
||||
High,
|
||||
Low,
|
||||
}
|
|
@ -1,33 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling;
|
||||
|
||||
public sealed class BetflipGame
|
||||
{
|
||||
private readonly decimal _winMulti;
|
||||
private static readonly EllieRandom _rng = new EllieRandom();
|
||||
|
||||
public BetflipGame(decimal winMulti)
|
||||
{
|
||||
_winMulti = winMulti;
|
||||
}
|
||||
|
||||
public BetflipResult Flip(byte guess, decimal amount)
|
||||
{
|
||||
var side = (byte)_rng.Next(0, 2);
|
||||
if (side == guess)
|
||||
{
|
||||
return new BetflipResult()
|
||||
{
|
||||
Side = side,
|
||||
Won = amount * _winMulti,
|
||||
Multiplier = _winMulti
|
||||
};
|
||||
}
|
||||
|
||||
return new BetflipResult()
|
||||
{
|
||||
Side = side,
|
||||
Won = 0,
|
||||
Multiplier = 0,
|
||||
};
|
||||
}
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling;
|
||||
|
||||
public readonly struct BetflipResult
|
||||
{
|
||||
public decimal Won { get; init; }
|
||||
public byte Side { get; init; }
|
||||
public decimal Multiplier { get; init; }
|
||||
}
|
|
@ -1,42 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling;
|
||||
|
||||
public sealed class BetrollGame
|
||||
{
|
||||
private readonly (int WhenAbove, decimal MultiplyBy)[] _thresholdPairs;
|
||||
private readonly EllieRandom _rng;
|
||||
|
||||
public BetrollGame(IReadOnlyList<(int WhenAbove, decimal MultiplyBy)> pairs)
|
||||
{
|
||||
_thresholdPairs = pairs.OrderByDescending(x => x.WhenAbove).ToArray();
|
||||
_rng = new();
|
||||
}
|
||||
|
||||
public BetrollResult Roll(decimal amount = 0)
|
||||
{
|
||||
var roll = _rng.Next(1, 101);
|
||||
|
||||
for (var i = 0; i < _thresholdPairs.Length; i++)
|
||||
{
|
||||
ref var pair = ref _thresholdPairs[i];
|
||||
|
||||
if (pair.WhenAbove < roll)
|
||||
{
|
||||
return new()
|
||||
{
|
||||
Multiplier = pair.MultiplyBy,
|
||||
Roll = roll,
|
||||
Threshold = pair.WhenAbove,
|
||||
Won = amount * pair.MultiplyBy
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
return new()
|
||||
{
|
||||
Multiplier = 0,
|
||||
Roll = roll,
|
||||
Threshold = -1,
|
||||
Won = 0,
|
||||
};
|
||||
}
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling;
|
||||
|
||||
public readonly struct BetrollResult
|
||||
{
|
||||
public int Roll { get; init; }
|
||||
public decimal Multiplier { get; init; }
|
||||
public decimal Threshold { get; init; }
|
||||
public decimal Won { get; init; }
|
||||
}
|
|
@ -1,75 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling.Rps;
|
||||
|
||||
public sealed class RpsGame
|
||||
{
|
||||
private static readonly EllieRandom _rng = new EllieRandom();
|
||||
|
||||
const decimal WIN_MULTI = 1.95m;
|
||||
const decimal DRAW_MULTI = 1m;
|
||||
const decimal LOSE_MULTI = 0m;
|
||||
|
||||
public RpsGame()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public RpsResult Play(RpsPick pick, decimal amount)
|
||||
{
|
||||
var compPick = (RpsPick)_rng.Next(0, 3);
|
||||
if (compPick == pick)
|
||||
{
|
||||
return new()
|
||||
{
|
||||
Won = amount * DRAW_MULTI,
|
||||
Multiplier = DRAW_MULTI,
|
||||
ComputerPick = compPick,
|
||||
Result = RpsResultType.Draw,
|
||||
};
|
||||
}
|
||||
|
||||
if ((compPick == RpsPick.Paper && pick == RpsPick.Rock)
|
||||
|| (compPick == RpsPick.Rock && pick == RpsPick.Scissors)
|
||||
|| (compPick == RpsPick.Scissors && pick == RpsPick.Paper))
|
||||
{
|
||||
return new()
|
||||
{
|
||||
Won = amount * LOSE_MULTI,
|
||||
Multiplier = LOSE_MULTI,
|
||||
Result = RpsResultType.Lose,
|
||||
ComputerPick = compPick,
|
||||
};
|
||||
}
|
||||
|
||||
return new()
|
||||
{
|
||||
Won = amount * WIN_MULTI,
|
||||
Multiplier = WIN_MULTI,
|
||||
Result = RpsResultType.Win,
|
||||
ComputerPick = compPick,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public enum RpsPick : byte
|
||||
{
|
||||
Rock = 0,
|
||||
Paper = 1,
|
||||
Scissors = 2,
|
||||
}
|
||||
|
||||
public enum RpsResultType : byte
|
||||
{
|
||||
Win,
|
||||
Draw,
|
||||
Lose
|
||||
}
|
||||
|
||||
|
||||
|
||||
public readonly struct RpsResult
|
||||
{
|
||||
public decimal Won { get; init; }
|
||||
public decimal Multiplier { get; init; }
|
||||
public RpsResultType Result { get; init; }
|
||||
public RpsPick ComputerPick { get; init; }
|
||||
}
|
|
@ -1,116 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling;
|
||||
|
||||
//here is a payout chart
|
||||
//https://lh6.googleusercontent.com/-i1hjAJy_kN4/UswKxmhrbPI/AAAAAAAAB1U/82wq_4ZZc-Y/DE6B0895-6FC1-48BE-AC4F-14D1B91AB75B.jpg
|
||||
//thanks to judge for helping me with this
|
||||
public class SlotGame
|
||||
{
|
||||
private static readonly EllieRandom _rng = new EllieRandom();
|
||||
|
||||
public SlotResult Spin(decimal bet)
|
||||
{
|
||||
var rolls = new[]
|
||||
{
|
||||
(byte)_rng.Next(0, 6),
|
||||
(byte)_rng.Next(0, 6),
|
||||
(byte)_rng.Next(0, 6)
|
||||
};
|
||||
|
||||
ref var a = ref rolls[0];
|
||||
ref var b = ref rolls[1];
|
||||
ref var c = ref rolls[2];
|
||||
|
||||
var multi = 0;
|
||||
var winType = SlotWinType.None;
|
||||
if (a == b && b == c)
|
||||
{
|
||||
if (a == 5)
|
||||
{
|
||||
winType = SlotWinType.TrippleJoker;
|
||||
multi = 30;
|
||||
}
|
||||
else
|
||||
{
|
||||
winType = SlotWinType.TrippleNormal;
|
||||
multi = 10;
|
||||
}
|
||||
}
|
||||
else if (a == 5 && (b == 5 || c == 5)
|
||||
|| (b == 5 && c == 5))
|
||||
{
|
||||
winType = SlotWinType.DoubleJoker;
|
||||
multi = 4;
|
||||
}
|
||||
else if (a == 5 || b == 5 || c == 5)
|
||||
{
|
||||
winType = SlotWinType.SingleJoker;
|
||||
multi = 1;
|
||||
}
|
||||
|
||||
return new()
|
||||
{
|
||||
Won = bet * multi,
|
||||
WinType = winType,
|
||||
Multiplier = multi,
|
||||
Rolls = rolls,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public enum SlotWinType : byte
|
||||
{
|
||||
None,
|
||||
SingleJoker,
|
||||
DoubleJoker,
|
||||
TrippleNormal,
|
||||
TrippleJoker,
|
||||
}
|
||||
|
||||
/*
|
||||
var rolls = new[]
|
||||
{
|
||||
_rng.Next(default(byte), 6),
|
||||
_rng.Next(default(byte), 6),
|
||||
_rng.Next(default(byte), 6)
|
||||
};
|
||||
|
||||
var multi = 0;
|
||||
var winType = SlotWinType.None;
|
||||
|
||||
ref var a = ref rolls[0];
|
||||
ref var b = ref rolls[1];
|
||||
ref var c = ref rolls[2];
|
||||
if (a == b && b == c)
|
||||
{
|
||||
if (a == 5)
|
||||
{
|
||||
winType = SlotWinType.TrippleJoker;
|
||||
multi = 30;
|
||||
}
|
||||
else
|
||||
{
|
||||
winType = SlotWinType.TrippleNormal;
|
||||
multi = 10;
|
||||
}
|
||||
}
|
||||
else if (a == 5 && (b == 5 || c == 5)
|
||||
|| (b == 5 && c == 5))
|
||||
{
|
||||
winType = SlotWinType.DoubleJoker;
|
||||
multi = 4;
|
||||
}
|
||||
else if (rolls.Any(x => x == 5))
|
||||
{
|
||||
winType = SlotWinType.SingleJoker;
|
||||
multi = 1;
|
||||
}
|
||||
|
||||
return new()
|
||||
{
|
||||
Won = bet * multi,
|
||||
WinType = winType,
|
||||
Multiplier = multi,
|
||||
Rolls = rolls,
|
||||
};
|
||||
}
|
||||
*/
|
|
@ -1,9 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling;
|
||||
|
||||
public readonly struct SlotResult
|
||||
{
|
||||
public decimal Multiplier { get; init; }
|
||||
public byte[] Rolls { get; init; }
|
||||
public decimal Won { get; init; }
|
||||
public SlotWinType WinType { get; init; }
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling;
|
||||
|
||||
public readonly struct LuLaResult
|
||||
{
|
||||
public int Index { get; init; }
|
||||
public decimal Multiplier { get; init; }
|
||||
public decimal Won { get; init; }
|
||||
public IReadOnlyList<decimal> Multipliers { get; init; }
|
||||
}
|
|
@ -1,34 +0,0 @@
|
|||
namespace Ellie.Econ.Gambling;
|
||||
|
||||
public sealed class LulaGame
|
||||
{
|
||||
private static readonly IReadOnlyList<decimal> DEFAULT_MULTIPLIERS = new[] { 1.7M, 1.5M, 0.2M, 0.1M, 0.3M, 0.5M, 1.2M, 2.4M };
|
||||
|
||||
private readonly IReadOnlyList<decimal> _multipliers;
|
||||
private static readonly EllieRandom _rng = new();
|
||||
|
||||
public LulaGame(IReadOnlyList<decimal> multipliers)
|
||||
{
|
||||
_multipliers = multipliers;
|
||||
}
|
||||
|
||||
public LulaGame() : this(DEFAULT_MULTIPLIERS)
|
||||
{
|
||||
}
|
||||
|
||||
public LuLaResult Spin(long bet)
|
||||
{
|
||||
var result = _rng.Next(0, _multipliers.Count);
|
||||
|
||||
var multi = _multipliers[result];
|
||||
var amount = bet * multi;
|
||||
|
||||
return new()
|
||||
{
|
||||
Index = result,
|
||||
Multiplier = multi,
|
||||
Won = amount,
|
||||
Multipliers = _multipliers.ToArray(),
|
||||
};
|
||||
}
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
global using Ellie.Common;
|
Loading…
Reference in a new issue