wrote a test, fixed royalflush/streight closes #79
This commit is contained in:
parent
9781606316
commit
61fe84bbbc
@ -13,6 +13,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Discord.Net.Modules", "disc
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EndProject
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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}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tests", "Tests\Tests.csproj", "{45B2545D-C612-4919-B34C-D65EA1371C51}"
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EndProject
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Global
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GlobalSection(SharedMSBuildProjectFiles) = preSolution
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discord.net\src\Discord.Net.Shared\Discord.Net.Shared.projitems*{7bfef748-b934-4621-9b11-6302e3a9f6b3}*SharedItemsImports = 4
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@ -67,6 +69,14 @@ Global
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{1B5603B4-6F8F-4289-B945-7BAAE523D740}.Release|Any CPU.Build.0 = Release|Any CPU
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{1B5603B4-6F8F-4289-B945-7BAAE523D740}.TestResponses|Any CPU.ActiveCfg = Release|Any CPU
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{1B5603B4-6F8F-4289-B945-7BAAE523D740}.TestResponses|Any CPU.Build.0 = Release|Any CPU
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{45B2545D-C612-4919-B34C-D65EA1371C51}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{45B2545D-C612-4919-B34C-D65EA1371C51}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{45B2545D-C612-4919-B34C-D65EA1371C51}.FullDebug|Any CPU.ActiveCfg = Debug|Any CPU
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{45B2545D-C612-4919-B34C-D65EA1371C51}.FullDebug|Any CPU.Build.0 = Debug|Any CPU
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{45B2545D-C612-4919-B34C-D65EA1371C51}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{45B2545D-C612-4919-B34C-D65EA1371C51}.Release|Any CPU.Build.0 = Release|Any CPU
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{45B2545D-C612-4919-B34C-D65EA1371C51}.TestResponses|Any CPU.ActiveCfg = Release|Any CPU
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{45B2545D-C612-4919-B34C-D65EA1371C51}.TestResponses|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -2,9 +2,9 @@
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using System.Linq;
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using System;
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public class Cards
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{
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private static readonly Dictionary<int, string> cardNames = new Dictionary<int, string>() {
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namespace NadekoBot.Classes {
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public class Cards {
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private static readonly Dictionary<int, string> cardNames = new Dictionary<int, string>() {
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{ 1, "Ace" },
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{ 2, "Two" },
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{ 3, "Three" },
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@ -19,198 +19,193 @@ public class Cards
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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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private static Dictionary<string, Func<List<Card>, bool>> handValues;
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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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public enum CardSuit {
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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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public class Card : IComparable
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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 class Card : IComparable {
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public CardSuit Suit { get; }
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public int Number { get; }
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public string Name
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{
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get
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{
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var str = "";
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public string Name {
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get {
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var str = "";
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if (Number <= 10 && Number > 1)
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{
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str += "_"+Number;
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if (Number <= 10 && Number > 1) {
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str += "_" + Number;
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} else {
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str += GetName().ToLower();
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}
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return str + "_of_" + Suit.ToString().ToLower();
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}
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else
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{
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str += GetName().ToLower();
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}
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return str + "_of_" + Suit.ToString().ToLower();
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}
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public Card(CardSuit s, int cardNum) {
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this.Suit = s;
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this.Number = cardNum;
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}
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public string GetName() => cardNames[Number];
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public override string ToString() => cardNames[Number] + " Of " + Suit;
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public int CompareTo(object obj) {
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if (!(obj is Card)) return 0;
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var c = (Card)obj;
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return this.Number - c.Number;
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}
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}
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public Card(CardSuit s, int cardNum) {
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this.Suit = s;
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this.Number = cardNum;
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private List<Card> cardPool;
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public List<Card> CardPool {
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get { return cardPool; }
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set { cardPool = value; }
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}
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public string GetName() => cardNames[Number];
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public override string ToString() => cardNames[Number] + " Of " + Suit;
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public int CompareTo(object obj)
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{
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if (!(obj is Card)) return 0;
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var c = (Card)obj;
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return this.Number - c.Number;
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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 Cards() {
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cardPool = new List<Card>(52);
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RefillPool();
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InitHandValues();
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}
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}
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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 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() => RefillPool();
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private List<Card> cardPool;
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public List<Card> CardPool
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{
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get { return cardPool; }
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set { cardPool = value; }
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}
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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 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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private void RefillPool() {
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cardPool.Clear();
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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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/// <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 Cards()
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{
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cardPool = new List<Card>(52);
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RefillPool();
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InitHandValues();
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}
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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 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() => 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 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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private void RefillPool()
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{
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cardPool.Clear();
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//foreach suit
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for (var j = 1; j < 14; j++)
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{
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// and number
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for (var i = 1; i < 5; i++)
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{
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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 Card((CardSuit)i, j));
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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 Card((CardSuit)i, j));
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}
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}
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}
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}
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private Random r = new Random();
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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 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 DrawACard()
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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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private Random r = new Random();
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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 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 DrawACard() {
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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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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 method.
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/// </summary>
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private void Shuffle() {
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if (cardPool.Count <= 1) return;
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var orderedPool = cardPool.OrderBy(x => r.Next());
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cardPool = cardPool as List<Card> ?? orderedPool.ToList();
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}
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public override string ToString() => string.Join("", cardPool.Select(c => c.ToString())) + Environment.NewLine;
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private void InitHandValues() {
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Func<List<Card>, bool> hasPair =
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cards => cards.GroupBy(card => card.Number)
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.Count(group => group.Count() == 2) == 1;
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Func<List<Card>, bool> isPair =
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cards => cards.GroupBy(card => card.Number)
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.Count(group => group.Count() == 3) == 0
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&& hasPair(cards);
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Func<List<Card>, bool> isTwoPair =
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cards => cards.GroupBy(card => card.Number)
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.Count(group => group.Count() == 2) == 2;
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Func<List<Card>, bool> isStraight =
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cards => cards.GroupBy(card => card.Number)
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.Count() == cards.Count()
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&& cards.Max(card => (int)card.Number)
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- cards.Min(card => (int)card.Number) == 4;
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Func<List<Card>, bool> hasThreeOfKind =
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cards => cards.GroupBy(card => card.Number)
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.Any(group => group.Count() == 3);
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Func<List<Card>, bool> isThreeOfKind =
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cards => hasThreeOfKind(cards) && !hasPair(cards);
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Func<List<Card>, bool> isFlush =
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cards => cards.GroupBy(card => card.Suit).Count() == 1;
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Func<List<Card>, bool> isFourOfKind =
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cards => cards.GroupBy(card => card.Number)
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.Any(group => group.Count() == 4);
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Func<List<Card>, bool> isFullHouse =
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cards => hasPair(cards) && hasThreeOfKind(cards);
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Func<List<Card>, bool> hasStraightFlush =
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cards => isFlush(cards) && isStraight(cards);
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Func<List<Card>, bool> isRoyalFlush =
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cards => cards.Min(card => card.Number) == 10
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&& hasStraightFlush(cards);
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Func<List<Card>, bool> isStraightFlush =
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cards => hasStraightFlush(cards) && !isRoyalFlush(cards);
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handValues = new Dictionary<string, Func<List<Card>, bool>>
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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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foreach (var kvp in handValues.Where(x => x.Value(cards))) {
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return kvp.Key;
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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 method.
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/// </summary>
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private void Shuffle() {
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if (cardPool.Count <= 1) return;
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var orderedPool = cardPool.OrderBy(x => r.Next());
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cardPool = cardPool as List<Card> ?? orderedPool.ToList();
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}
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public override string ToString() => string.Join("", cardPool.Select(c => c.ToString())) + Environment.NewLine;
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private static void InitHandValues() {
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Func<List<Card>, bool> hasPair =
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cards => cards.GroupBy(card => card.Number)
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.Count(group => group.Count() == 2) == 1;
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Func<List<Card>, bool> isPair =
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cards => cards.GroupBy(card => card.Number)
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.Count(group => group.Count() == 3) == 0
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&& hasPair(cards);
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Func<List<Card>, bool> isTwoPair =
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cards => cards.GroupBy(card => card.Number)
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.Count(group => group.Count() == 2) == 2;
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Func<List<Card>, bool> isStraight =
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cards => {
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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 => (int)card.Number)
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- cards.Min(card => (int)card.Number) == 4);
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if (toReturn || cards.All(c => c.Number != 1)) return toReturn;
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var newCards = cards.Select(c => c.Number == 1 ? new Card(c.Suit, 14) : c);
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return (newCards.Max(card => (int)card.Number)
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- newCards.Min(card => (int)card.Number) == 4);
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};
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Func<List<Card>, bool> hasThreeOfKind =
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cards => cards.GroupBy(card => card.Number)
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.Any(group => group.Count() == 3);
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Func<List<Card>, bool> isThreeOfKind =
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cards => hasThreeOfKind(cards) && !hasPair(cards);
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Func<List<Card>, bool> isFlush =
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cards => cards.GroupBy(card => card.Suit).Count() == 1;
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Func<List<Card>, bool> isFourOfKind =
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cards => cards.GroupBy(card => card.Number)
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.Any(group => group.Count() == 4);
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|
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Func<List<Card>, bool> isFullHouse =
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cards => hasPair(cards) && hasThreeOfKind(cards);
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Func<List<Card>, bool> hasStraightFlush =
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cards => isFlush(cards) && isStraight(cards);
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Func<List<Card>, bool> isRoyalFlush =
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cards => 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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Func<List<Card>, bool> isStraightFlush =
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cards => hasStraightFlush(cards) && !isRoyalFlush(cards);
|
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|
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handValues = new Dictionary<string, Func<List<Card>, bool>>
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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 },
|
||||
{ "Flush", isFlush },
|
||||
{ "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 }
|
||||
};
|
||||
}
|
||||
|
||||
public static string GetHandValue(List<Card> cards) {
|
||||
if (handValues == null)
|
||||
InitHandValues();
|
||||
foreach (var kvp in handValues.Where(x => x.Value(cards))) {
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||||
return kvp.Key;
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||||
}
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return "High card " + cards.Max().GetName();
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}
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return "High card "+cards.Max().GetName();
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||||
}
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||||
}
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||||
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|
@ -1,7 +1,7 @@
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||||
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."
|
||||
|
@ -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;
|
||||
|
||||
|
@ -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 => {
|
||||
|
@ -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; }
|
||||
|
Loading…
Reference in New Issue
Block a user