Fix borked code due to dodgy merge conflict

This commit is contained in:
barelyprofessional
2026-02-20 18:26:38 -06:00
parent 6b6bfe2699
commit 0305f2a35c

View File

@@ -327,28 +327,20 @@ public class LambchopCommand : ICommand
{
return -1; // No death tile (player succeeds)
}
// Player fails - calculate where the death tile appears
double riggingFactor = Money.GetRandomDouble(gambler);
if (_houseEdge > 0 && riggingFactor < _houseEdge * 2) // shitty hack because I made the decision to clamp houseEdge to max 50%
{
// Player fails - calculate where the death tile appears
double riggingFactor = Money.GetRandomDouble(gambler);
if (_houseEdge > 0 && riggingFactor < _houseEdge * 2) // shitty hack because I made the decision to clamp houseEdge to max 50%
{
// More rigging means death tile is more likely near the end
int minDeathTile = Math.Max(0, FIELD_LENGTH - 3);
return Money.GetRandomNumber(gambler, minDeathTile, FIELD_LENGTH, incrementMaxParam:false); // return 15 means dying on the last tile xd
}
else
{
// Player fail, random tile in the path becomes death tile
return Money.GetRandomNumber(gambler,0, FIELD_LENGTH, incrementMaxParam:false);
}
// More rigging means death tile is more likely near the end
int minDeathTile = Math.Max(0, FIELD_LENGTH - 3);
return Money.GetRandomNumber(gambler, minDeathTile, FIELD_LENGTH, incrementMaxParam:false); // return 15 means dying on the last tile xd
}
else
{
// Player fail, random tile in the path becomes death tile
return Money.GetRandomNumber(gambler,0, FIELD_LENGTH, incrementMaxParam:false);
}
// Player fail, random tile in the path becomes death tile
return Money.GetRandomNumber(gambler,0, FIELD_LENGTH);
}
// Tiles 1 - 15