NadekoBot/NadekoBot.Core/Modules/Games/Common/Nunchi/Nunchi.cs

181 lines
6.6 KiB
C#

using NadekoBot.Common;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
namespace NadekoBot.Modules.Games.Common.Nunchi
{
public class Nunchi : IDisposable
{
public enum Phase
{
Joining,
Playing,
WaitingForNextRound,
Ended,
}
public int CurrentNumber { get; private set; } = new NadekoRandom().Next(0, 100);
public Phase CurrentPhase { get; private set; } = Phase.Joining;
public event Func<Nunchi, Task> OnGameStarted;
public event Func<Nunchi, int, Task> OnRoundStarted;
public event Func<Nunchi, Task> OnUserGuessed;
public event Func<Nunchi, (ulong Id, string Name)?, Task> OnRoundEnded; // tuple of the user who failed
public event Func<Nunchi, string, Task> OnGameEnded; // name of the user who won
private readonly SemaphoreSlim _locker = new SemaphoreSlim(1, 1);
private HashSet<(ulong Id, string Name)> _participants = new HashSet<(ulong Id, string Name)>();
private HashSet<(ulong Id, string Name)> _passed = new HashSet<(ulong Id, string Name)>();
public ImmutableArray<(ulong Id, string Name)> Participants => _participants.ToImmutableArray();
public int ParticipantCount => _participants.Count;
private const int _killTimeout = 20 * 1000;
private const int _nextRoundTimeout = 5 * 1000;
private Timer _killTimer;
public Nunchi(ulong creatorId, string creatorName)
{
_participants.Add((creatorId, creatorName));
}
public async Task<bool> Join(ulong userId, string userName)
{
await _locker.WaitAsync().ConfigureAwait(false);
try
{
if (CurrentPhase != Phase.Joining)
return false;
return _participants.Add((userId, userName));
}
finally { _locker.Release(); }
}
public async Task<bool> Initialize()
{
CurrentPhase = Phase.Joining;
await Task.Delay(30000).ConfigureAwait(false);
await _locker.WaitAsync().ConfigureAwait(false);
try
{
if (_participants.Count < 3)
{
CurrentPhase = Phase.Ended;
return false;
}
_killTimer = new Timer(async state =>
{
await _locker.WaitAsync().ConfigureAwait(false);
try
{
if (CurrentPhase != Phase.Playing)
return;
//if some players took too long to type a number, boot them all out and start a new round
_participants = new HashSet<(ulong, string)>(_passed);
EndRound();
}
finally { _locker.Release(); }
}, null, _killTimeout, _killTimeout);
CurrentPhase = Phase.Playing;
var _ = OnGameStarted?.Invoke(this);
var __ = OnRoundStarted?.Invoke(this, CurrentNumber);
return true;
}
finally { _locker.Release(); }
}
public async Task Input(ulong userId, string userName, int input)
{
await _locker.WaitAsync().ConfigureAwait(false);
try
{
if (CurrentPhase != Phase.Playing)
return;
var userTuple = (Id: userId, Name: userName);
// if the user is not a member of the race,
// or he already successfully typed the number
// ignore the input
if (!_participants.Contains(userTuple) || !_passed.Add(userTuple))
return;
//if the number is correct
if (CurrentNumber == input - 1)
{
//increment current number
++CurrentNumber;
if (_passed.Count == _participants.Count - 1)
{
// if only n players are left, and n - 1 type the correct number, round is over
// if only 2 players are left, game is over
if (_participants.Count == 2)
{
_killTimer.Change(Timeout.Infinite, Timeout.Infinite);
CurrentPhase = Phase.Ended;
var _ = OnGameEnded?.Invoke(this, userTuple.Name);
}
else // else just start the new round without the user who was the last
{
var failure = _participants.Except(_passed).First();
EndRound(failure);
}
}
var __ = OnUserGuessed?.Invoke(this);
}
else
{
//if the user failed
EndRound(userTuple);
}
}
finally { _locker.Release(); }
}
private void EndRound((ulong, string)? failure = null)
{
_killTimer.Change(_killTimeout, _killTimeout);
CurrentNumber = new NadekoRandom().Next(0, 100); // reset the counter
_passed.Clear(); // reset all users who passed (new round starts)
if(failure != null)
_participants.Remove(failure.Value); // remove the dude who failed from the list of players
var __ = OnRoundEnded?.Invoke(this, failure);
if (_participants.Count <= 1) // means we have a winner or everyone was booted out
{
_killTimer.Change(Timeout.Infinite, Timeout.Infinite);
CurrentPhase = Phase.Ended;
var _ = OnGameEnded?.Invoke(this, _participants.Count > 0 ? _participants.First().Name : null);
return;
}
CurrentPhase = Phase.WaitingForNextRound;
var throwawayDelay = Task.Run(async () =>
{
await Task.Delay(_nextRoundTimeout).ConfigureAwait(false);
CurrentPhase = Phase.Playing;
var ___ = OnRoundStarted?.Invoke(this, CurrentNumber);
});
}
public void Dispose()
{
OnGameEnded = null;
OnGameStarted = null;
OnRoundEnded = null;
OnRoundStarted = null;
OnUserGuessed = null;
}
}
}