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