Nunchi game added. A bit confusing now. Will be polished further tomorrow.
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170
src/NadekoBot/Modules/Games/Common/Nunchi/Nunchi.cs
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170
src/NadekoBot/Modules/Games/Common/Nunchi/Nunchi.cs
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@ -0,0 +1,170 @@
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using NadekoBot.Common;
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using System;
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using System.Collections.Generic;
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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.Nunchi
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{
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public class Nunchi : IDisposable
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{
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public enum Phase
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{
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Joining,
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Playing,
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Ended,
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}
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public int CurrentNumber { get; private set; } = new NadekoRandom().Next(0, 100);
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public Phase CurrentPhase { get; private set; } = Phase.Joining;
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public event Func<Nunchi, Task> OnGameStarted;
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public event Func<Nunchi, Task> OnRoundStarted;
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public event Func<Nunchi, Task> OnUserGuessed;
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public event Func<Nunchi, (ulong Id, string Name)?, Task> OnRoundEnded; // tuple of the user who failed
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public event Func<Nunchi, string, Task> OnGameEnded; // name of the user who won
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private readonly SemaphoreSlim _locker = new SemaphoreSlim(1, 1);
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private HashSet<(ulong Id, string Name)> _participants = new HashSet<(ulong Id, string Name)>();
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private HashSet<(ulong Id, string Name)> _passed = new HashSet<(ulong Id, string Name)>();
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public ImmutableArray<(ulong Id, string Name)> Participants => _participants.ToImmutableArray();
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public int ParticipantCount => _participants.Count;
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private const int _killTimeout = 20 * 1000;
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private Timer _killTimer;
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public Nunchi(ulong creatorId, string creatorName)
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{
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_participants.Add((creatorId, creatorName));
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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)
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return false;
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return _participants.Add((userId, userName));
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}
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finally { _locker.Release(); }
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}
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public async Task<bool> Initialize()
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{
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CurrentPhase = Phase.Joining;
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await Task.Delay(30000).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 (_participants.Count < 2)
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{
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CurrentPhase = Phase.Ended;
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return false;
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}
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_killTimer = 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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if (CurrentPhase != Phase.Playing)
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return;
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//if some players took too long to type a number, boot them all out and start a new round
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_participants = new HashSet<(ulong, string)>(_passed);
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EndRound();
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}
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finally { _locker.Release(); }
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}, null, _killTimeout, _killTimeout);
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CurrentPhase = Phase.Playing;
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var _ = OnGameStarted?.Invoke(this);
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var __ = OnRoundStarted?.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 Input(ulong userId, string userName, int input)
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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.Playing)
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return;
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var userTuple = (Id: userId, Name: userName);
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// if the user is not a member of the race,
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// or he already successfully typed the number
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// ignore the input
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if (!_participants.Contains(userTuple) || !_passed.Add(userTuple))
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return;
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//if the number is correct
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if (CurrentNumber == input - 1)
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{
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//increment current number
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++CurrentNumber;
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if (_passed.Count == _participants.Count - 1)
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{
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// if only n players are left, and n - 1 type the correct number, round is over
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// if only 2 players are left, game is over
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if (_participants.Count == 2)
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{
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CurrentPhase = Phase.Ended;
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var _ = OnGameEnded?.Invoke(this, userTuple.Name);
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}
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else // else just start the new round without the user who was the last
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{
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var failure = _participants.Except(_passed).First();
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EndRound(failure);
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}
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}
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var __ = OnUserGuessed?.Invoke(this);
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}
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else
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{
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//if the user failed
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EndRound(userTuple);
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}
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}
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finally { _locker.Release(); }
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}
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private void EndRound((ulong, string)? failure = null)
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{
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_killTimer.Change(_killTimeout, _killTimeout);
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CurrentNumber = new NadekoRandom().Next(0, 100); // reset the counter
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_passed.Clear(); // reset all users who passed (new round starts)
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if(failure != null)
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_participants.Remove(failure.Value); // remove the dude who failed from the list of players
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var __ = OnRoundEnded?.Invoke(this, failure);
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if (_participants.Count <= 1) // means we have a winner or everyone was booted out
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{
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CurrentPhase = Phase.Ended;
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var _ = OnGameEnded?.Invoke(this, _participants.Count > 0 ? _participants.First().Name : null);
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return;
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}
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var ___ = OnRoundStarted?.Invoke(this);
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}
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public void Dispose()
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{
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OnGameEnded = null;
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OnGameStarted = null;
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OnRoundEnded = null;
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OnRoundStarted = null;
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OnUserGuessed = null;
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}
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}
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}
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@ -16,7 +16,6 @@ namespace NadekoBot.Modules.Games
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- Shiritori
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- Simple RPG adventure
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- The nunchi game
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- Wheel of fortune
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- Connect 4
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*/
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public partial class Games : NadekoTopLevelModule<GamesService>
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121
src/NadekoBot/Modules/Games/NunchiCommands.cs
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121
src/NadekoBot/Modules/Games/NunchiCommands.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.Modules.Games.Common.Nunchi;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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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 NunchiCommands : NadekoSubmodule
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{
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public static readonly ConcurrentDictionary<ulong, Nunchi> Games = new ConcurrentDictionary<ulong, Common.Nunchi.Nunchi>();
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private readonly DiscordSocketClient _client;
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public NunchiCommands(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 Nunchi()
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{
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var newNunchi = new Nunchi(Context.User.Id, Context.User.ToString());
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Nunchi nunchi;
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//if a game was already active
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if ((nunchi = Games.GetOrAdd(Context.Guild.Id, newNunchi)) != newNunchi)
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{
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// join it
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if (!await nunchi.Join(Context.User.Id, Context.User.ToString()))
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{
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// if you failed joining, that means game is running or just ended
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// await ReplyErrorLocalized("nunchi_already_started").ConfigureAwait(false);
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return;
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}
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await ReplyConfirmLocalized("nunchi_joined", nunchi.ParticipantCount).ConfigureAwait(false);
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return;
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}
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try { await ReplyConfirmLocalized("nunchi_created").ConfigureAwait(false); } catch { }
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nunchi.OnGameEnded += Nunchi_OnGameEnded;
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//nunchi.OnGameStarted += Nunchi_OnGameStarted;
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nunchi.OnRoundEnded += Nunchi_OnRoundEnded;
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nunchi.OnUserGuessed += Nunchi_OnUserGuessed;
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nunchi.OnRoundStarted += Nunchi_OnRoundStarted;
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_client.MessageReceived += _client_MessageReceived;
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var success = await nunchi.Initialize().ConfigureAwait(false);
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if (!success)
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{
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if (Games.TryRemove(Context.Guild.Id, out var game))
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game.Dispose();
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await ReplyErrorLocalized("nunchi_failed_to_start").ConfigureAwait(false);
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}
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async Task _client_MessageReceived(SocketMessage arg)
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{
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if (arg.Channel.Id != Context.Channel.Id)
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return;
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if (!int.TryParse(arg.Content, out var number))
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return;
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try
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{
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await nunchi.Input(arg.Author.Id, arg.Author.ToString(), number).ConfigureAwait(false);
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}
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catch (Exception ex)
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{
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Console.WriteLine(ex);
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}
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}
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}
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private Task Nunchi_OnRoundStarted(Nunchi arg)
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{
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return ReplyConfirmLocalized("nunchi_round_started", Format.Bold(arg.CurrentNumber.ToString()));
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}
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private Task Nunchi_OnUserGuessed(Nunchi arg)
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{
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return ReplyConfirmLocalized("nunchi_next_number", Format.Bold(arg.CurrentNumber.ToString()));
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}
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private Task Nunchi_OnRoundEnded(Nunchi arg1, (ulong Id, string Name)? arg2)
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{
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if(arg2.HasValue)
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return ReplyConfirmLocalized("nunchi_round_ended", Format.Bold(arg2.Value.Name));
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else
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return ReplyConfirmLocalized("nunchi_round_ended_boot",
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Format.Bold("\n" + string.Join("\n, ", arg1.Participants.Select(x => x.Name)))); // this won't work if there are too many users
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}
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private Task Nunchi_OnGameStarted(Nunchi arg)
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{
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return ReplyConfirmLocalized("nunchi_started", Format.Bold(arg.ParticipantCount.ToString()));
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}
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private Task Nunchi_OnGameEnded(Nunchi arg1, string arg2)
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{
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if (Games.TryRemove(Context.Guild.Id, out var game))
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game.Dispose();
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if(arg2 == null)
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return ReplyConfirmLocalized("nunchi_ended_no_winner", Format.Bold(arg2));
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else
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return ReplyConfirmLocalized("nunchi_ended", Format.Bold(arg2));
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}
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}
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}
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}
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@ -1269,6 +1269,15 @@
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<data name="joinrace_usage" xml:space="preserve">
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<value>`{0}jr` or `{0}jr 5`</value>
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</data>
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<data name="nunchi_cmd" xml:space="preserve">
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<value>nunchi</value>
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</data>
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<data name="nunchi_desc" xml:space="preserve">
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<value>Creates or joins a nunchi game. Minimum 3 users required.</value>
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</data>
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<data name="nunchi_usage" xml:space="preserve">
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<value>`{0}nunchi`</value>
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</data>
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<data name="raffle_cmd" xml:space="preserve">
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<value>raffle</value>
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</data>
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@ -363,6 +363,16 @@
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"games_leaderboard": "Leaderboard",
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"games_not_enough": "You don't have enough {0}",
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"games_no_results": "No results",
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"games_nunchi_joined": "Joined nunchi game. {0} users joined so far.",
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"games_nunchi_ended": "Nunchi game ended. {0} won",
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"games_nunchi_ended_no_winner": "Nunchi game ended with no winner.",
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"games_nunchi_started": "Nunchi game started with {0} participants.",
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"games_nunchi_round_ended": "Nunchi round ended. {0} is out of the game.",
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"games_nunchi_round_ended_boot": "Nunchi round ended due to timeout of some users. These users are still in the game: {0}",
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"games_nunchi_round_started": "Nunchi round started. Start counting from the number {0}.",
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"games_nunchi_next_number": "Number registered. Last number was {0}.",
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"games_nunchi_failed_to_start": "Nunchi failed to start because there were not enough participants.",
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"games_nunchi_created": "Nunchi game created. Waiting for users to join.",
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"games_picked": "picked {0}",
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"games_planted": "{0} planted {1}",
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"games_trivia_already_running": "Trivia game is already running on this server.",
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