added $rolluo (unordered roll) for games where order of dice matters

This commit is contained in:
Kwoth 2016-07-17 16:41:46 +02:00
parent c005d6c006
commit 5c36a90408

View File

@ -24,6 +24,13 @@ namespace NadekoBot.Modules.Gambling
" If you split 2 numbers with letter d (xdy) it will roll x dice from 1 to y. | $roll or $roll 7 or $roll 3d5")
.Parameter("num", ParameterType.Optional)
.Do(RollFunc());
cgb.CreateCommand(Module.Prefix + "rolluo")
.Description("Rolls 0-100. If you supply a number [x] it rolls up to 30 normal dice (unordered)." +
" If you split 2 numbers with letter d (xdy) it will roll x dice from 1 to y. | $roll or $roll 7 or $roll 3d5")
.Parameter("num", ParameterType.Optional)
.Do(RollFunc(false));
cgb.CreateCommand(Module.Prefix + "nroll")
.Description("Rolls in a given range. | `$nroll 5` (rolls 0-5) or `$nroll 5-15`")
.Parameter("range", ParameterType.Required)
@ -40,7 +47,7 @@ namespace NadekoBot.Modules.Gambling
Regex dndRegex = new Regex(@"(?<n1>\d+)d(?<n2>\d+)", RegexOptions.Compiled);
private Func<CommandEventArgs, Task> RollFunc()
private Func<CommandEventArgs, Task> RollFunc(bool ordered = true)
{
var r = new Random();
return async e =>
@ -73,7 +80,7 @@ namespace NadekoBot.Modules.Gambling
arr[i] = r.Next(1, n2 + 1);
}
var elemCnt = 0;
await e.Channel.SendMessage($"`Rolled {n1} {(n1 == 1 ? "die" : "dice")} 1-{n2}.`\n`Result:` " + string.Join(", ", arr.OrderBy(x => x).Select(x => elemCnt++ % 2 == 0 ? $"**{x}**" : x.ToString()))).ConfigureAwait(false);
await e.Channel.SendMessage($"`Rolled {n1} {(n1 == 1 ? "die" : "dice")} 1-{n2}.`\n`Result:` " + string.Join(", ", (ordered ? arr.OrderBy(x => x).AsEnumerable() : arr).Select(x => elemCnt++ % 2 == 0 ? $"**{x}**" : x.ToString()))).ConfigureAwait(false);
}
return;
}
@ -92,6 +99,8 @@ namespace NadekoBot.Modules.Gambling
{
var randomNumber = r.Next(1, 7);
var toInsert = dices.Count;
if (ordered)
{
if (randomNumber == 6 || dices.Count == 0)
toInsert = 0;
else if (randomNumber != 1)
@ -103,6 +112,10 @@ namespace NadekoBot.Modules.Gambling
break;
}
}
}
else {
toInsert = dices.Count;
}
dices.Insert(toInsert, GetDice(randomNumber));
values.Insert(toInsert, randomNumber);
}