Files
KfChatDotNet/KfChatDotNetBot/Models/MoneyModels.cs

146 lines
5.3 KiB
C#

using System.ComponentModel;
namespace KfChatDotNetBot.Models;
public class MoneyVipLevel
{
/// <summary>
/// Name of the VIP level
/// </summary>
public required string Name { get; set; }
/// <summary>
/// Number of tiers the VIP level has
/// Steps between VIP tiers are calculated by comparing with the next VIP level and dividing by number of tiers
/// e.g. (100,000 - 10,000) / 5 = 18,000 steps
/// Tier 1 = 10,000
/// Tier 2 = 28,000
/// Tier 3 = 46,000
/// Tier 4 = 64,000
/// Tier 5 = 84,000
/// Next VIP level at 100,000
/// What happens if they're at the last VIP level? They remain stuck at tier 1 forever regardless of this value
/// This is really just so that we have flexibility to add further tiers later without messing anything up
/// since there's no telling how easy it will be to attain the high levels at this point
/// </summary>
public required int Tiers { get; set; }
/// <summary>
/// Icon to display next to the name, like an emoji diamond or a small image embedded with bbcode [img] tags
/// </summary>
public required string Icon { get; set; }
/// <summary>
/// The wager requirement for this level. This is the requirement for the base (tier 1) level
/// Remaining tiers are calculated based on the wager requirement for the next tier
/// </summary>
public required decimal BaseWagerRequirement { get; set; }
/// <summary>
/// Payout when you attain this level.
/// Tiers (beyond 1) pay out: BonusPayout / (Tiers - 1) (e.g. 1,000 / 4 = 250 for tier 2-5
/// </summary>
public required decimal BonusPayout { get; set; }
}
public class NextVipLevelModel
{
/// <summary>
/// The VIP level that's coming up next.
/// Could be the same as the existing level if it's just the next tier.
/// </summary>
public required MoneyVipLevel VipLevel { get; set; }
/// <summary>
/// What tier this is for
/// </summary>
public required int Tier { get; set; }
/// <summary>
/// The wager requirement to reach this tier that factors in the tier
/// </summary>
public required decimal WagerRequirement { get; set; }
}
public class KasinoEventModel
{
/// <summary>
/// Text summary of the event itself such as: "How long until the chase ends?" or "Parole granted?"
/// </summary>
public required string EventText { get; set; }
/// <summary>
/// Unique reference used for tying this event to wagers gamblers are placing
/// </summary>
public required string EventId { get; set; }
/// <summary>
/// The set of options available for gamblers to select. This is only applicable to WinLose-type bets
/// It'll be an empty array for closest to finish
/// </summary>
public required List<KasinoEventOptionModel> Options { get; set; } = [];
/// <summary>
/// The type of event this is, which is important for the purposes of calculating the payout correctly
/// </summary>
public required KasinoEventType EventType { get; set; }
/// <summary>
/// Timestamp of when the announcement message was received by the client for the purposes of calculating selection
/// delay. This value is null when the message hasn't been seen yet (either event not started or message lost.
/// Do not accept wagers where this is null.
/// </summary>
public DateTimeOffset? EventAnnouncementReceived { get; set; } = null;
/// <summary>
/// State of the kasino event
/// </summary>
public required KasinoEventState EventState { get; set; } = KasinoEventState.Incomplete;
/// <summary>
/// Whether the payout is weighted based on the selection delay
/// </summary>
public required bool SelectionTimeWeightedPayout { get; set; } = false;
}
public class KasinoEventOptionModel
{
/// <summary>
/// Unique reference used for tying a gambler's selection to a given option
/// </summary>
public required string OptionId { get; set; }
/// <summary>
/// Text to describe the option that users are picking
/// </summary>
public required string OptionText { get; set; }
/// <summary>
/// Whether this option won or not, null while incomplete
/// </summary>
public bool? Won { get; set; } = null;
}
public enum KasinoEventType
{
[Description("Win/Lose")]
WinLose,
[Description("Closest to prediction")]
Prediction,
}
public enum KasinoEventState
{
/// <summary>
/// Event still under construction. This is the initial state when an admin creates an event but hasn't yet launched it
/// </summary>
Incomplete,
/// <summary>
/// Event has been launched but the announcement message hasn't yet been acknowledged by Sneedchat
/// No bets will be processed until the message is seen
/// If the message is ultimately lost, the event will never launch
/// </summary>
PendingAnnouncement,
/// <summary>
/// The event announcement message was seen, the event has started and wagers can now be placed
/// </summary>
Started,
/// <summary>
/// Closed to new wagers but the event is still ongoing
/// </summary>
Closed,
/// <summary>
/// Event has closed, it's so over.
/// </summary>
Over,
/// <summary>
/// Event was abandoned and all wagers canceled
/// </summary>
Abandoned
}