connect4 game added.
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src/NadekoBot/Modules/Games/Common/Connect4/Connect4.cs
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356
src/NadekoBot/Modules/Games/Common/Connect4/Connect4.cs
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@ -0,0 +1,356 @@
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using NadekoBot.Common;
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using System;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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namespace NadekoBot.Modules.Games.Common.Connect4
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{
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//todo: diagonal checking
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public class Connect4Game : IDisposable
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{
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public enum Phase
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{
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Joining, // waiting for second player to join
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P1Move,
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P2Move,
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Ended,
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}
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public enum Field //temporary most likely
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{
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Empty,
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P1,
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P2,
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}
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public enum Result
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{
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Draw,
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CurrentPlayerWon,
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OtherPlayerWon,
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}
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public const int NumberOfColumns = 6;
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public const int NumberOfRows = 7;
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public Phase CurrentPhase { get; private set; } = Phase.Joining;
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//state is bottom to top, left to right
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private readonly Field[] _gameState = new Field[NumberOfRows * NumberOfColumns];
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private readonly (ulong UserId, string Username)?[] _players = new(ulong, string)?[2];
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public ImmutableArray<Field> GameState => _gameState.ToImmutableArray();
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public ImmutableArray<(ulong UserId, string Username)?> Players => _players.ToImmutableArray();
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public string CurrentPlayer => CurrentPhase == Phase.P1Move
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? _players[0].Value.Username
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: _players[1].Value.Username;
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public string OtherPlayer => CurrentPhase == Phase.P2Move
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? _players[0].Value.Username
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: _players[1].Value.Username;
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//public event Func<Connect4Game, Task> OnGameStarted;
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public event Func<Connect4Game, Task> OnGameStateUpdated;
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public event Func<Connect4Game, Task> OnGameFailedToStart;
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public event Func<Connect4Game, Result, Task> OnGameEnded;
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private readonly SemaphoreSlim _locker = new SemaphoreSlim(1, 1);
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private readonly NadekoRandom _rng;
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private Timer _playerTimeoutTimer;
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/* rows = 4, columns = 3, total = 12
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* [][][][][][]
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* [][][][][][]
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* [][][][][][]
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* [][][][][][]
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* [][][][][][]
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* [][][][][][]
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* [][][][][][]
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* */
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public Connect4Game(ulong userId, string userName)
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{
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_players[0] = (userId, userName);
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_rng = new NadekoRandom();
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for (int i = 0; i < NumberOfColumns * NumberOfRows; i++)
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{
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_gameState[i] = Field.Empty;
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}
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}
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public void Initialize()
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{
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var _ = Task.Run(async () =>
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{
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await Task.Delay(15000).ConfigureAwait(false);
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await _locker.WaitAsync().ConfigureAwait(false);
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try
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{
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if (_players[1] == null)
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{
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var __ = OnGameFailedToStart?.Invoke(this);
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CurrentPhase = Phase.Ended;
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return;
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}
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}
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finally { _locker.Release(); }
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});
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}
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public async Task<bool> Join(ulong userId, string userName)
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{
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await _locker.WaitAsync().ConfigureAwait(false);
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try
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{
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if (CurrentPhase != Phase.Joining) //can't join if its not a joining phase
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return false;
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if (_players[0].Value.UserId == userId) // same user can't join own game
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return false;
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if (_rng.Next(0, 2) == 0) //rolling from 0-1, if number is 0, join as first player
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{
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_players[1] = _players[0];
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_players[0] = (userId, userName);
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}
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else //else join as a second player
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_players[1] = (userId, userName);
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CurrentPhase = Phase.P1Move; //start the game
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_playerTimeoutTimer = new Timer(async state =>
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{
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await _locker.WaitAsync().ConfigureAwait(false);
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try
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{
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EndGame(Result.OtherPlayerWon);
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}
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finally { _locker.Release(); }
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}, null, TimeSpan.FromSeconds(30), TimeSpan.FromSeconds(30));
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var __ = OnGameStateUpdated?.Invoke(this);
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return true;
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}
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finally { _locker.Release(); }
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}
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public async Task<bool> Input(ulong userId, string userName, int inputCol)
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{
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await _locker.WaitAsync().ConfigureAwait(false);
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try
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{
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inputCol -= 1;
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if (CurrentPhase == Phase.Ended || CurrentPhase == Phase.Joining)
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return false;
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if (!((_players[0].Value.UserId == userId && CurrentPhase == Phase.P1Move)
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|| (_players[1].Value.UserId == userId && CurrentPhase == Phase.P2Move)))
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return false;
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if (inputCol < 0 || inputCol > NumberOfColumns) //invalid input
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return false;
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if (IsColumnFull(inputCol)) //can't play there event?
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return false;
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var start = NumberOfRows * inputCol;
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for (int i = start; i < start + NumberOfRows; i++)
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{
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if (_gameState[i] == Field.Empty)
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{
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_gameState[i] = GetPlayerPiece(userId);
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break;
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}
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}
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//check winnning condition
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// ok, i'll go from [0-2] in rows (and through all columns) and check upward if 4 are connected
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for (int i = 0; i < NumberOfRows - 3; i++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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for (int j = 0; j < NumberOfColumns; j++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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var first = _gameState[i + j * NumberOfRows];
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if (first != Field.Empty)
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{
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//Console.WriteLine(i + j * NumberOfRows);
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for (int k = 1; k < 4; k++)
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{
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var next = _gameState[i + k + j * NumberOfRows];
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if (next == first)
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{
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//Console.WriteLine(i + k + j * NumberOfRows);
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if (k == 3)
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EndGame(Result.CurrentPlayerWon);
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else
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continue;
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}
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else break;
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}
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}
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}
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}
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// i'll go [0-1] in columns (and through all rows) and check to the right if 4 are connected
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for (int i = 0; i < NumberOfColumns - 3; i++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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for (int j = 0; j < NumberOfRows; j++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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var first = _gameState[j + i * NumberOfRows];
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if (first != Field.Empty)
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{
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for (int k = 1; k < 4; k++)
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{
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var next = _gameState[j + (i + k) * NumberOfRows];
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if (next == first)
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if (k == 3)
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EndGame(Result.CurrentPlayerWon);
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else
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continue;
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else break;
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}
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}
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}
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}
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//need to check diagonal now
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for (int col = 0; col < NumberOfColumns; col++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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for (int row = 0; row < NumberOfRows; row++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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var first = _gameState[row + col * NumberOfRows];
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if (first != Field.Empty)
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{
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var same = 1;
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//top left
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for (int i = 1; i < 4; i++)
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{
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//while going top left, rows are increasing, columns are decreasing
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var curRow = row + i;
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var curCol = col - i;
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//check if current values are in range
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if (curRow >= NumberOfRows || curRow < 0)
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break;
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if (curCol < 0 || curCol >= NumberOfColumns)
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break;
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var cur = _gameState[curRow + curCol * NumberOfRows];
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if (cur == first)
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same++;
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else break;
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}
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if (same == 4)
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{
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EndGame(Result.CurrentPlayerWon);
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break;
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}
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//top right
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for (int i = 1; i < 4; i++)
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{
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//while going top right, rows are increasing, columns are increasing
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var curRow = row + i;
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var curCol = col + i;
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//check if current values are in range
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if (curRow >= NumberOfRows || curRow < 0)
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break;
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if (curCol < 0 || curCol >= NumberOfColumns)
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break;
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var cur = _gameState[curRow + curCol * NumberOfRows];
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if (cur == first)
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same++;
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else break;
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}
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if (same == 4)
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{
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EndGame(Result.CurrentPlayerWon);
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break;
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}
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}
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}
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}
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//check draw? if it's even possible
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if (_gameState.All(x => x != Field.Empty))
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{
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EndGame(Result.Draw);
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}
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if (CurrentPhase != Phase.Ended)
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{
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if (CurrentPhase == Phase.P1Move)
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CurrentPhase = Phase.P2Move;
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else
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CurrentPhase = Phase.P1Move;
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ResetTimer();
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}
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var _ = OnGameStateUpdated?.Invoke(this);
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return true;
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}
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finally { _locker.Release(); }
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}
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private void ResetTimer()
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{
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_playerTimeoutTimer.Change(TimeSpan.FromSeconds(30), TimeSpan.FromSeconds(30));
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}
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private void EndGame(Result result)
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{
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var _ = OnGameEnded?.Invoke(this, result);
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CurrentPhase = Phase.Ended;
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}
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private Field GetPlayerPiece(ulong userId) => _players[0].Value.UserId == userId
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? Field.P1
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: Field.P2;
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//column is full if there are no empty fields
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private bool IsColumnFull(int column)
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{
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var start = NumberOfRows * column;
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for (int i = start; i < start + NumberOfRows; i++)
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{
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if (_gameState[i] == Field.Empty)
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return false;
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}
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return true;
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}
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public void Dispose()
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{
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OnGameFailedToStart = null;
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OnGameStateUpdated = null;
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}
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}
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}
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180
src/NadekoBot/Modules/Games/Connect4Commands.cs
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180
src/NadekoBot/Modules/Games/Connect4Commands.cs
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using Discord;
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using Discord.Commands;
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using Discord.WebSocket;
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using NadekoBot.Common.Attributes;
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using NadekoBot.Extensions;
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using NadekoBot.Modules.Games.Common.Connect4;
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using System.Collections.Concurrent;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace NadekoBot.Modules.Games
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{
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public partial class Games
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{
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public class Connect4Commands : NadekoSubmodule
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{
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public static ConcurrentDictionary<ulong, Connect4Game> Games = new ConcurrentDictionary<ulong, Connect4Game>();
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private readonly DiscordSocketClient _client;
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//private readonly string[] numbers = new string[] { "⓪", " ①", "②", "③", "④", "⑤", "⑥", "⑦", "⑧", "⑨" };
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private readonly string[] numbers = new string[] { ":one:", ":two:", ":three:", ":four:", ":five:", ":six:", ":seven:", ":eight:"};
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public Connect4Commands(DiscordSocketClient client)
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{
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_client = client;
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}
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[NadekoCommand, Usage, Description, Aliases]
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[RequireContext(ContextType.Guild)]
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public async Task Connect4()
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{
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var newGame = new Connect4Game(Context.User.Id, Context.User.ToString());
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Connect4Game game;
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if ((game = Games.GetOrAdd(Context.Channel.Id, newGame)) != newGame)
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{
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//means game already exists, try to join
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var joined = await game.Join(Context.User.Id, Context.User.ToString()).ConfigureAwait(false);
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return;
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}
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game.OnGameStateUpdated += Game_OnGameStateUpdated;
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game.OnGameFailedToStart += Game_OnGameFailedToStart;
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game.OnGameEnded += Game_OnGameEnded;
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_client.MessageReceived += _client_MessageReceived;
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game.Initialize();
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await ReplyConfirmLocalized("connect4_created").ConfigureAwait(false);
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Task _client_MessageReceived(SocketMessage arg)
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{
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if (Context.Channel.Id != arg.Channel.Id)
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return Task.CompletedTask;
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var _ = Task.Run(async () =>
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{
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bool success = false;
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if (int.TryParse(arg.Content, out var col))
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{
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success = await game.Input(arg.Author.Id, arg.Author.ToString(), col).ConfigureAwait(false);
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}
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if (success)
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try { await arg.DeleteAsync().ConfigureAwait(false); } catch { }
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else
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{
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if (game.CurrentPhase == Connect4Game.Phase.Joining
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|| game.CurrentPhase == Connect4Game.Phase.Ended)
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{
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return;
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}
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RepostCounter++;
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if (RepostCounter == 0)
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try { msg = await Context.Channel.SendMessageAsync("", embed: (Embed)msg.Embeds.First()); } catch { }
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}
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});
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return Task.CompletedTask;
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}
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Task Game_OnGameFailedToStart(Connect4Game arg)
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{
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if (Games.TryRemove(Context.Channel.Id, out var toDispose))
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{
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_client.MessageReceived -= _client_MessageReceived;
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toDispose.Dispose();
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}
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return ErrorLocalized("connect4_failed_to_start");
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}
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Task Game_OnGameEnded(Connect4Game arg, Connect4Game.Result result)
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{
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if (Games.TryRemove(Context.Channel.Id, out var toDispose))
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{
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_client.MessageReceived -= _client_MessageReceived;
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toDispose.Dispose();
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}
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string title;
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if (result == Connect4Game.Result.CurrentPlayerWon)
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{
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title = GetText("connect4_won", Format.Bold(arg.CurrentPlayer), Format.Bold(arg.OtherPlayer));
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}
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else if (result == Connect4Game.Result.OtherPlayerWon)
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{
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title = GetText("connect4_won", Format.Bold(arg.OtherPlayer), Format.Bold(arg.CurrentPlayer));
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}
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else
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title = GetText("connect4_draw");
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return msg.ModifyAsync(x => x.Embed = new EmbedBuilder()
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.WithTitle(title)
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.WithDescription(GetGameStateText(game))
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.WithOkColor()
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.Build());
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}
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}
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private IUserMessage msg;
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private int _repostCounter = 0;
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private int RepostCounter
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{
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get => _repostCounter;
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set
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{
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if (value < 0 || value > 7)
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_repostCounter = 0;
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else _repostCounter = value;
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}
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}
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private async Task Game_OnGameStateUpdated(Connect4Game game)
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{
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var embed = new EmbedBuilder()
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.WithTitle($"{game.CurrentPlayer} vs {game.OtherPlayer}")
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.WithDescription(GetGameStateText(game))
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.WithOkColor();
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if (msg == null)
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msg = await Context.Channel.EmbedAsync(embed).ConfigureAwait(false);
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else
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await msg.ModifyAsync(x => x.Embed = embed.Build()).ConfigureAwait(false);
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}
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private string GetGameStateText(Connect4Game game)
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{
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var sb = new StringBuilder();
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if (game.CurrentPhase == Connect4Game.Phase.P1Move ||
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game.CurrentPhase == Connect4Game.Phase.P2Move)
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sb.AppendLine(GetText("connect4_player_to_move", Format.Bold(game.CurrentPlayer)));
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for (int i = Connect4Game.NumberOfRows; i > 0; i--)
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{
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for (int j = 0; j < Connect4Game.NumberOfColumns; j++)
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{
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//Console.WriteLine(i + (j * Connect4Game.NumberOfRows) - 1);
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var cur = game.GameState[i + (j * Connect4Game.NumberOfRows) - 1];
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|
||||
if (cur == Connect4Game.Field.Empty)
|
||||
sb.Append("⚫"); //black circle
|
||||
else if (cur == Connect4Game.Field.P1)
|
||||
sb.Append("🔴"); //red circle
|
||||
else
|
||||
sb.Append("🔵"); //blue circle
|
||||
}
|
||||
sb.AppendLine();
|
||||
}
|
||||
|
||||
for (int i = 0; i < Connect4Game.NumberOfColumns; i++)
|
||||
{
|
||||
sb.Append(/*new string(' ', 1 + ((i + 1) / 2)) + */numbers[i]);
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -64,7 +64,9 @@ namespace NadekoBot.Modules.Games
|
||||
await ConfirmLocalized("nunchi_failed_to_start").ConfigureAwait(false);
|
||||
}
|
||||
|
||||
async Task _client_MessageReceived(SocketMessage arg)
|
||||
Task _client_MessageReceived(SocketMessage arg)
|
||||
{
|
||||
var _ = Task.Run(async () =>
|
||||
{
|
||||
if (arg.Channel.Id != Context.Channel.Id)
|
||||
return;
|
||||
@ -79,6 +81,22 @@ namespace NadekoBot.Modules.Games
|
||||
{
|
||||
Console.WriteLine(ex);
|
||||
}
|
||||
});
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
|
||||
Task Nunchi_OnGameEnded(Nunchi arg1, string arg2)
|
||||
{
|
||||
if (Games.TryRemove(Context.Guild.Id, out var game))
|
||||
{
|
||||
_client.MessageReceived -= _client_MessageReceived;
|
||||
game.Dispose();
|
||||
}
|
||||
|
||||
if (arg2 == null)
|
||||
return ConfirmLocalized("nunchi_ended_no_winner", Format.Bold(arg2));
|
||||
else
|
||||
return ConfirmLocalized("nunchi_ended", Format.Bold(arg2));
|
||||
}
|
||||
}
|
||||
|
||||
@ -105,17 +123,6 @@ namespace NadekoBot.Modules.Games
|
||||
{
|
||||
return ConfirmLocalized("nunchi_started", Format.Bold(arg.ParticipantCount.ToString()));
|
||||
}
|
||||
|
||||
private Task Nunchi_OnGameEnded(Nunchi arg1, string arg2)
|
||||
{
|
||||
if (Games.TryRemove(Context.Guild.Id, out var game))
|
||||
game.Dispose();
|
||||
|
||||
if(arg2 == null)
|
||||
return ConfirmLocalized("nunchi_ended_no_winner", Format.Bold(arg2));
|
||||
else
|
||||
return ConfirmLocalized("nunchi_ended", Format.Bold(arg2));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -101,19 +101,19 @@ namespace NadekoBot.Modules.Searches.Common
|
||||
website = $"https://e621.net/post/index.json?limit=1000&tags={tag}";
|
||||
break;
|
||||
case DapiSearchType.Danbooru:
|
||||
website = $"http://danbooru.donmai.us/posts.json?limit=200&tags={tag}";
|
||||
website = $"http://danbooru.donmai.us/posts.json?limit=100&tags={tag}";
|
||||
break;
|
||||
case DapiSearchType.Gelbooru:
|
||||
website = $"http://gelbooru.com/index.php?page=dapi&s=post&q=index&limit=1000&tags={tag}";
|
||||
website = $"http://gelbooru.com/index.php?page=dapi&s=post&q=index&limit=100&tags={tag}";
|
||||
break;
|
||||
case DapiSearchType.Rule34:
|
||||
website = $"https://rule34.xxx/index.php?page=dapi&s=post&q=index&limit=100&tags={tag}";
|
||||
break;
|
||||
case DapiSearchType.Konachan:
|
||||
website = $"https://konachan.com/post.json?s=post&q=index&limit=1000&tags={tag}";
|
||||
website = $"https://konachan.com/post.json?s=post&q=index&limit=100&tags={tag}";
|
||||
break;
|
||||
case DapiSearchType.Yandere:
|
||||
website = $"https://yande.re/post.json?limit=1000&tags={tag}";
|
||||
website = $"https://yande.re/post.json?limit=100&tags={tag}";
|
||||
break;
|
||||
}
|
||||
|
||||
@ -137,7 +137,7 @@ namespace NadekoBot.Modules.Searches.Common
|
||||
|
||||
private async Task<ImageCacherObject[]> LoadXmlAsync(string website, DapiSearchType type)
|
||||
{
|
||||
var list = new List<ImageCacherObject>(1000);
|
||||
var list = new List<ImageCacherObject>();
|
||||
using (var http = new HttpClient())
|
||||
{
|
||||
using (var reader = XmlReader.Create(await http.GetStreamAsync(website), new XmlReaderSettings()
|
||||
|
@ -10,7 +10,6 @@ using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Threading.Tasks;
|
||||
using NadekoBot.Modules.Searches.Common;
|
||||
using NadekoBot.Common.Collections;
|
||||
using NadekoBot.Services.Database.Models;
|
||||
using System.Linq;
|
||||
using Microsoft.EntityFrameworkCore;
|
||||
|
@ -1278,6 +1278,15 @@
|
||||
<data name="nunchi_usage" xml:space="preserve">
|
||||
<value>`{0}nunchi`</value>
|
||||
</data>
|
||||
<data name="connect4_cmd" xml:space="preserve">
|
||||
<value>connect4 con4</value>
|
||||
</data>
|
||||
<data name="connect4_desc" xml:space="preserve">
|
||||
<value>Creates or joins an existing connect4 game. 2 players are required for the game. Objective of the game is to get 4 of your pieces next to each other in a vertical, horizontal or diagonal line.</value>
|
||||
</data>
|
||||
<data name="connect4_usage" xml:space="preserve">
|
||||
<value>`{0}connect4`</value>
|
||||
</data>
|
||||
<data name="raffle_cmd" xml:space="preserve">
|
||||
<value>raffle</value>
|
||||
</data>
|
||||
|
@ -349,6 +349,11 @@
|
||||
"games_category": "Category",
|
||||
"games_cleverbot_disabled": "Disabled cleverbot on this server.",
|
||||
"games_cleverbot_enabled": "Enabled cleverbot on this server.",
|
||||
"games_connect4_created": "Created a Connect4 game. Waiting for a player to join.",
|
||||
"games_connect4_player_to_move": "Player to move: {0}",
|
||||
"games_connect4_failed_to_start": "Connect4 game failed to start because nobody joined.",
|
||||
"games_connect4_draw": "Connect4 game ended in a draw.",
|
||||
"games_connect4_won": "{0} won the game of Connect4 against {1}.",
|
||||
"games_curgen_disabled": "Currency generation has been disabled on this channel.",
|
||||
"games_curgen_enabled": "Currency generation has been enabled on this channel.",
|
||||
"games_curgen_pl": "{0} random {1} appeared!",
|
||||
|
Loading…
Reference in New Issue
Block a user