wrote a test, fixed royalflush/streight closes #79

This commit is contained in:
Master Kwoth 2016-03-15 23:47:10 +01:00
parent 9781606316
commit 61fe84bbbc
6 changed files with 186 additions and 180 deletions

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@ -13,6 +13,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Discord.Net.Modules", "disc
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Discord.Net.Commands", "discord.net\src\Discord.Net.Commands.Net45\Discord.Net.Commands.csproj", "{1B5603B4-6F8F-4289-B945-7BAAE523D740}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tests", "Tests\Tests.csproj", "{45B2545D-C612-4919-B34C-D65EA1371C51}"
EndProject
Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution
discord.net\src\Discord.Net.Shared\Discord.Net.Shared.projitems*{7bfef748-b934-4621-9b11-6302e3a9f6b3}*SharedItemsImports = 4
@ -67,6 +69,14 @@ Global
{1B5603B4-6F8F-4289-B945-7BAAE523D740}.Release|Any CPU.Build.0 = Release|Any CPU
{1B5603B4-6F8F-4289-B945-7BAAE523D740}.TestResponses|Any CPU.ActiveCfg = Release|Any CPU
{1B5603B4-6F8F-4289-B945-7BAAE523D740}.TestResponses|Any CPU.Build.0 = Release|Any CPU
{45B2545D-C612-4919-B34C-D65EA1371C51}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{45B2545D-C612-4919-B34C-D65EA1371C51}.Debug|Any CPU.Build.0 = Debug|Any CPU
{45B2545D-C612-4919-B34C-D65EA1371C51}.FullDebug|Any CPU.ActiveCfg = Debug|Any CPU
{45B2545D-C612-4919-B34C-D65EA1371C51}.FullDebug|Any CPU.Build.0 = Debug|Any CPU
{45B2545D-C612-4919-B34C-D65EA1371C51}.Release|Any CPU.ActiveCfg = Release|Any CPU
{45B2545D-C612-4919-B34C-D65EA1371C51}.Release|Any CPU.Build.0 = Release|Any CPU
{45B2545D-C612-4919-B34C-D65EA1371C51}.TestResponses|Any CPU.ActiveCfg = Release|Any CPU
{45B2545D-C612-4919-B34C-D65EA1371C51}.TestResponses|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -2,9 +2,9 @@
using System.Linq;
using System;
public class Cards
{
private static readonly Dictionary<int, string> cardNames = new Dictionary<int, string>() {
namespace NadekoBot.Classes {
public class Cards {
private static readonly Dictionary<int, string> cardNames = new Dictionary<int, string>() {
{ 1, "Ace" },
{ 2, "Two" },
{ 3, "Three" },
@ -19,198 +19,193 @@ public class Cards
{ 12, "Queen" },
{ 13, "King" }
};
private static Dictionary<string, Func<List<Card>, bool>> handValues;
private static Dictionary<string, Func<List<Card>, bool>> handValues;
public enum CardSuit
{
Spades = 1,
Hearts = 2,
Diamonds = 3,
Clubs = 4
}
public enum CardSuit {
Spades = 1,
Hearts = 2,
Diamonds = 3,
Clubs = 4
}
public class Card : IComparable
{
public CardSuit Suit { get; }
public int Number { get; }
public class Card : IComparable {
public CardSuit Suit { get; }
public int Number { get; }
public string Name
{
get
{
var str = "";
public string Name {
get {
var str = "";
if (Number <= 10 && Number > 1)
{
str += "_"+Number;
if (Number <= 10 && Number > 1) {
str += "_" + Number;
} else {
str += GetName().ToLower();
}
return str + "_of_" + Suit.ToString().ToLower();
}
else
{
str += GetName().ToLower();
}
return str + "_of_" + Suit.ToString().ToLower();
}
public Card(CardSuit s, int cardNum) {
this.Suit = s;
this.Number = cardNum;
}
public string GetName() => cardNames[Number];
public override string ToString() => cardNames[Number] + " Of " + Suit;
public int CompareTo(object obj) {
if (!(obj is Card)) return 0;
var c = (Card)obj;
return this.Number - c.Number;
}
}
public Card(CardSuit s, int cardNum) {
this.Suit = s;
this.Number = cardNum;
private List<Card> cardPool;
public List<Card> CardPool {
get { return cardPool; }
set { cardPool = value; }
}
public string GetName() => cardNames[Number];
public override string ToString() => cardNames[Number] + " Of " + Suit;
public int CompareTo(object obj)
{
if (!(obj is Card)) return 0;
var c = (Card)obj;
return this.Number - c.Number;
/// <summary>
/// Creates a new instance of the BlackJackGame, this allows you to create multiple games running at one time.
/// </summary>
public Cards() {
cardPool = new List<Card>(52);
RefillPool();
InitHandValues();
}
}
/// <summary>
/// Restart the game of blackjack. It will only refill the pool for now. Probably wont be used, unless you want to have only 1 bjg running at one time,
/// then you will restart the same game every time.
/// </summary>
public void Restart() => RefillPool();
private List<Card> cardPool;
public List<Card> CardPool
{
get { return cardPool; }
set { cardPool = value; }
}
/// <summary>
/// Removes all cards from the pool and refills the pool with all of the possible cards. NOTE: I think this is too expensive.
/// We should probably make it so it copies another premade list with all the cards, or something.
/// </summary>
private void RefillPool() {
cardPool.Clear();
//foreach suit
for (var j = 1; j < 14; j++) {
// and number
for (var i = 1; i < 5; i++) {
//generate a card of that suit and number and add it to the pool
/// <summary>
/// Creates a new instance of the BlackJackGame, this allows you to create multiple games running at one time.
/// </summary>
public Cards()
{
cardPool = new List<Card>(52);
RefillPool();
InitHandValues();
}
/// <summary>
/// Restart the game of blackjack. It will only refill the pool for now. Probably wont be used, unless you want to have only 1 bjg running at one time,
/// then you will restart the same game every time.
/// </summary>
public void Restart() => RefillPool();
/// <summary>
/// Removes all cards from the pool and refills the pool with all of the possible cards. NOTE: I think this is too expensive.
/// We should probably make it so it copies another premade list with all the cards, or something.
/// </summary>
private void RefillPool()
{
cardPool.Clear();
//foreach suit
for (var j = 1; j < 14; j++)
{
// and number
for (var i = 1; i < 5; i++)
{
//generate a card of that suit and number and add it to the pool
// the pool will go from ace of spades,hears,diamonds,clubs all the way to the king of spades. hearts, ...
cardPool.Add(new Card((CardSuit)i, j));
// the pool will go from ace of spades,hears,diamonds,clubs all the way to the king of spades. hearts, ...
cardPool.Add(new Card((CardSuit)i, j));
}
}
}
}
private Random r = new Random();
/// <summary>
/// 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 deck is in the default order.
/// </summary>
/// <returns>A card from the pool</returns>
public Card DrawACard()
{
if (CardPool.Count == 0)
Restart();
//you can either do this if your deck is not shuffled
private Random r = new Random();
/// <summary>
/// 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 deck is in the default order.
/// </summary>
/// <returns>A card from the pool</returns>
public Card DrawACard() {
if (CardPool.Count == 0)
Restart();
//you can either do this if your deck is not shuffled
var num = r.Next(0, cardPool.Count);
var c = cardPool[num];
cardPool.RemoveAt(num);
return c;
var num = r.Next(0, cardPool.Count);
var c = cardPool[num];
cardPool.RemoveAt(num);
return c;
// if you want to shuffle when you fill, then take the first one
/*
Card c = cardPool[0];
cardPool.RemoveAt(0);
return c;
*/
}
/// <summary>
/// Shuffles the deck. Use this if you want to take cards from the top of the deck, instead of randomly. See DrawACard method.
/// </summary>
private void Shuffle() {
if (cardPool.Count <= 1) return;
var orderedPool = cardPool.OrderBy(x => r.Next());
cardPool = cardPool as List<Card> ?? orderedPool.ToList();
}
public override string ToString() => string.Join("", cardPool.Select(c => c.ToString())) + Environment.NewLine;
private void InitHandValues() {
Func<List<Card>, bool> hasPair =
cards => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 2) == 1;
Func<List<Card>, bool> isPair =
cards => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 3) == 0
&& hasPair(cards);
Func<List<Card>, bool> isTwoPair =
cards => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 2) == 2;
Func<List<Card>, bool> isStraight =
cards => cards.GroupBy(card => card.Number)
.Count() == cards.Count()
&& cards.Max(card => (int)card.Number)
- cards.Min(card => (int)card.Number) == 4;
Func<List<Card>, bool> hasThreeOfKind =
cards => cards.GroupBy(card => card.Number)
.Any(group => group.Count() == 3);
Func<List<Card>, bool> isThreeOfKind =
cards => hasThreeOfKind(cards) && !hasPair(cards);
Func<List<Card>, bool> isFlush =
cards => cards.GroupBy(card => card.Suit).Count() == 1;
Func<List<Card>, bool> isFourOfKind =
cards => cards.GroupBy(card => card.Number)
.Any(group => group.Count() == 4);
Func<List<Card>, bool> isFullHouse =
cards => hasPair(cards) && hasThreeOfKind(cards);
Func<List<Card>, bool> hasStraightFlush =
cards => isFlush(cards) && isStraight(cards);
Func<List<Card>, bool> isRoyalFlush =
cards => cards.Min(card => card.Number) == 10
&& hasStraightFlush(cards);
Func<List<Card>, bool> isStraightFlush =
cards => hasStraightFlush(cards) && !isRoyalFlush(cards);
handValues = new Dictionary<string, Func<List<Card>, bool>>
{
{ "Royal Flush", isRoyalFlush },
{ "Straight Flush", isStraightFlush },
{ "Four Of A Kind", isFourOfKind },
{ "Full House", isFullHouse },
{ "Flush", isFlush },
{ "Straight", isStraight },
{ "Three Of A Kind", isThreeOfKind },
{ "Two Pairs", isTwoPair },
{ "A Pair", isPair }
};
}
public static string GetHandValue(List<Card> cards) {
foreach (var kvp in handValues.Where(x => x.Value(cards))) {
return kvp.Key;
// if you want to shuffle when you fill, then take the first one
/*
Card c = cardPool[0];
cardPool.RemoveAt(0);
return c;
*/
}
/// <summary>
/// Shuffles the deck. Use this if you want to take cards from the top of the deck, instead of randomly. See DrawACard method.
/// </summary>
private void Shuffle() {
if (cardPool.Count <= 1) return;
var orderedPool = cardPool.OrderBy(x => r.Next());
cardPool = cardPool as List<Card> ?? orderedPool.ToList();
}
public override string ToString() => string.Join("", cardPool.Select(c => c.ToString())) + Environment.NewLine;
private static void InitHandValues() {
Func<List<Card>, bool> hasPair =
cards => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 2) == 1;
Func<List<Card>, bool> isPair =
cards => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 3) == 0
&& hasPair(cards);
Func<List<Card>, bool> isTwoPair =
cards => cards.GroupBy(card => card.Number)
.Count(group => group.Count() == 2) == 2;
Func<List<Card>, bool> isStraight =
cards => {
if (cards.GroupBy(card => card.Number).Count() != cards.Count())
return false;
var toReturn = (cards.Max(card => (int)card.Number)
- cards.Min(card => (int)card.Number) == 4);
if (toReturn || cards.All(c => c.Number != 1)) return toReturn;
var newCards = cards.Select(c => c.Number == 1 ? new Card(c.Suit, 14) : c);
return (newCards.Max(card => (int)card.Number)
- newCards.Min(card => (int)card.Number) == 4);
};
Func<List<Card>, bool> hasThreeOfKind =
cards => cards.GroupBy(card => card.Number)
.Any(group => group.Count() == 3);
Func<List<Card>, bool> isThreeOfKind =
cards => hasThreeOfKind(cards) && !hasPair(cards);
Func<List<Card>, bool> isFlush =
cards => cards.GroupBy(card => card.Suit).Count() == 1;
Func<List<Card>, bool> isFourOfKind =
cards => cards.GroupBy(card => card.Number)
.Any(group => group.Count() == 4);
Func<List<Card>, bool> isFullHouse =
cards => hasPair(cards) && hasThreeOfKind(cards);
Func<List<Card>, bool> hasStraightFlush =
cards => isFlush(cards) && isStraight(cards);
Func<List<Card>, bool> isRoyalFlush =
cards => cards.Min(card => card.Number) == 1 &&
cards.Max(card => card.Number) == 13
&& hasStraightFlush(cards);
Func<List<Card>, bool> isStraightFlush =
cards => hasStraightFlush(cards) && !isRoyalFlush(cards);
handValues = new Dictionary<string, Func<List<Card>, bool>>
{
{ "Royal Flush", isRoyalFlush },
{ "Straight Flush", isStraightFlush },
{ "Four Of A Kind", isFourOfKind },
{ "Full House", isFullHouse },
{ "Flush", isFlush },
{ "Straight", isStraight },
{ "Three Of A Kind", isThreeOfKind },
{ "Two Pairs", isTwoPair },
{ "A Pair", isPair }
};
}
public static string GetHandValue(List<Card> cards) {
if (handValues == null)
InitHandValues();
foreach (var kvp in handValues.Where(x => x.Value(cards))) {
return kvp.Key;
}
return "High card " + cards.Max().GetName();
}
return "High card "+cards.Max().GetName();
}
}

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@ -1,7 +1,7 @@
using System.IO;
namespace NadekoBot.Classes.JSONModels {
internal class LocalizedStrings {
public class LocalizedStrings {
public string[] Insults { get; set; } = {
" You are a poop.", " You're a jerk.",
" I will eat you when I get my powers back."

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@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.Threading.Tasks;
using Discord.Commands;
using NadekoBot.Classes;
using NadekoBot.Extensions;
using NadekoBot.Modules;

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@ -52,7 +52,7 @@ namespace NadekoBot.Commands {
public static string HelpString => $"You can use `{NadekoBot.Config.CommandPrefixes.Help}modules` command to see a list of all modules.\n" +
$"You can use `{NadekoBot.Config.CommandPrefixes.Help}commands ModuleName`" +
$" (for example `{NadekoBot.Config.CommandPrefixes.Help}commands Administration`) to see a list of all of the commands in that module.\n" +
$"For a specific command help, use `{NadekoBot.Config.CommandPrefixes.Help}h \"Command name\"` (for example `-h \"!m q\"`)" +
$"For a specific command help, use `{NadekoBot.Config.CommandPrefixes.Help}h \"Command name\"` (for example `-h \"!m q\"`)\n" +
"**LIST OF COMMANDS CAN BE FOUND ON THIS LINK**\n\n <https://github.com/Kwoth/NadekoBot/blob/master/commandlist.md>";
public Action<CommandEventArgs> DoGitFunc() => e => {

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@ -17,7 +17,7 @@ using NadekoBot.Classes.JSONModels;
using NadekoBot.Commands;
namespace NadekoBot {
internal class NadekoBot {
public class NadekoBot {
public static DiscordClient Client;
public static Credentials Creds { get; set; }
public static Configuration Config { get; set; }