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https://github.com/barelyprofessional/KfChatDotNet.git
synced 2026-04-30 03:22:04 -04:00
Updated house edge for lambchop
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@@ -29,7 +29,7 @@ public class LambchopCommand : ICommand
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MaxInvocations = 3,
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Window = TimeSpan.FromSeconds(15)
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};
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private static double _houseEdge = 0.015; // house edge hack?
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private static double _houseEdge = 0.05; // house edge hack?
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// game assets
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private const string HAIRSPACE = " ";
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@@ -188,20 +188,18 @@ public class LambchopCommand : ICommand
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// i++;
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//continue;
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}
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else
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{
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// death by wolf
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await UpdateGameAsync();
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hazards[i] = WOLF; // add wolf
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await UpdateGameAsync();
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tiles[i] = BLOOD; // blood
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await UpdateGameAsync();
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tiles[i] = SKULL; // skull
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await UpdateGameAsync();
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break;
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//i++;
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//continue;
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}
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// death by wolf
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await UpdateGameAsync();
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hazards[i] = WOLF; // add wolf
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await UpdateGameAsync();
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tiles[i] = BLOOD; // blood
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await UpdateGameAsync();
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tiles[i] = SKULL; // skull
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await UpdateGameAsync();
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break;
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//i++;
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//continue;
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}
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if (i == (targetTile - 1) && win) // trigger win animation
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{
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@@ -232,19 +230,17 @@ public class LambchopCommand : ICommand
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//i++;
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//continue;
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}
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else
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// win in the forrest, medal
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hazards[i] = MEDAL; // add medal
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if (deathTile != -1 && deathTile < tiles.Count)
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{
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// win in the forrest, medal
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hazards[i] = MEDAL; // add medal
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if (deathTile != -1 && deathTile < tiles.Count)
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{
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tiles[deathTile] = RED_TILE; // add deathTile indicator
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}
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await UpdateGameAsync();
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break;
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//i++;
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//continue;
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tiles[deathTile] = RED_TILE; // add deathTile indicator
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}
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await UpdateGameAsync();
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break;
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//i++;
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//continue;
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}
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if (Money.GetRandomDouble(gambler) <= 0.15)
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{
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@@ -328,22 +324,18 @@ public class LambchopCommand : ICommand
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{
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return -1; // No death tile (player succeeds)
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}
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else
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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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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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// Player fails - calculate where the death tile appears
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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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{
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// More rigging means death tile is more likely near the end
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int minDeathTile = Math.Max(0, FIELD_LENGTH - 3);
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return Money.GetRandomNumber(gambler, minDeathTile, FIELD_LENGTH); // return 15 means dying on the last tile xd
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}
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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);
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}
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// More rigging means death tile is more likely near the end
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int minDeathTile = Math.Max(0, FIELD_LENGTH - 3);
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return Money.GetRandomNumber(gambler, minDeathTile, FIELD_LENGTH); // return 15 means dying on the last tile xd
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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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// Tiles 1 - 15
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@@ -370,16 +362,14 @@ public class LambchopCommand : ICommand
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// extra rigged fail, choose tile just before target tile
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return targetTile > 1 ? targetTile - 1 : 1;
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}
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else
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{
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// rigging failed, normal tile return
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return Money.GetRandomNumber(gambler,-1, targetTile);
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}
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// rigging failed, normal tile return
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return Money.GetRandomNumber(gambler,-1, targetTile);
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}
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return fairDeathTile;
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}
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else
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{
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// Player would fail in fair game
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double riggingFactor = Money.GetRandomDouble(gambler);
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