Files
KfChatDotNet/KfChatDotNetBot/Commands/Cecil.cs
T
alogindtractor e14a08e3d5 Adds Cecil (#119)
* Add Cecil for mechanics

Used to predetermine the outcome of games according to a probability function, which is stored as a skew. Each game made using cecil is intended to have its own skew (or maybe multiple skews for different difficulties)
Will eventually be used for planes 2

* Add CecilCommand for gambling functionality

Skip all the fancy casino visuals and let Cecil take the wheel
Customizeable difficulty
!cecil <bet> <optional difficulty, default 1> <optional max win>
https://i.ddos.lgbt/raw/CecilHelper.html

* Validate max win value in CecilCommand

Added validation to ensure max win is greater than 1.

* Adjust slot symbol probabilities and random range

9208000 | Payout: 0 | RTP: 97.84% | Feach Chance: 0.78% | Hit Rate: 34.03% | Win Rate: 15.14% | Biggest Win: 14100.0x | Avg Win: 6.01x | Median Hit: 0.6x

got some complaint about slots so figured I'd change it up a bit
2026-05-16 17:58:21 +02:00

109 lines
2.7 KiB
C#

using KfChatDotNetBot.Migrations;
using MathNet.Numerics;
using KfChatDotNetBot.Services;
using MathNet.Numerics.Distributions;
using RandN;
using RandN.Compat;
namespace KfChatDotNetBot.Commands.Kasino;
public static class Cecil
{
private static RandomShim<StandardRng> _rand = RandomShim.Create<StandardRng>(StandardRng.Create());
public static double Consult(Skew skew, double minThreshold = 0)
{
double r = _rand.NextDouble();
if (r < skew.LossRate)
{
return 0;
}
double winRate = 1 - skew.LossRate;
double scaledR = (r - skew.LossRate) / winRate;
double baseResult;
if (skew is BetaSkew betaSkew)
{
baseResult = Beta.InvCDF(betaSkew.Weight, betaSkew.Beta, scaledR) * betaSkew.CalibratedMaxWin;
}
else if (skew is GammaSkew gammaSkew)
{
baseResult = Gamma.InvCDF(gammaSkew.Weight, gammaSkew.Weight, scaledR);
}
else return 0;
baseResult /= winRate;
if (minThreshold == 0) return baseResult;
double limit = (skew is BetaSkew b) ? b.MaxWin : double.MaxValue;
return Math.Min(Round(baseResult, minThreshold), limit);
double Round(double baseR, double minT)
{
double lower = Math.Floor(baseR / minT) * minT;
double upper = lower + minT;
double roundChance = (baseR - lower) / minT;
return (_rand.NextDouble() < roundChance) ? lower : upper;
}
}
}
public abstract class Skew
{
public double Weight;
public double LossRate;
protected double TargetEv = 1;
public abstract void Calibrate(double winRate);
public void Rig(double desiredEv, double lr)
{
TargetEv = desiredEv;
Calibrate(1-lr);
}
}
public class BetaSkew : Skew
{
public readonly double MaxWin;
public double CalibratedMaxWin;
public double Beta;
public double Alpha;
public BetaSkew(double vol, double mw, double lr)
{
MaxWin = mw;
Weight = vol;
LossRate = lr;
Rig(1, lr);
}
public override void Calibrate(double winRate)
{
CalibratedMaxWin = MaxWin * winRate;
double normalizer = TargetEv / CalibratedMaxWin;
Alpha = normalizer * Weight;
Beta = (1 - normalizer) * Weight;
}
}
public class GammaSkew : Skew
{
public double Alpha;
public double B;
public GammaSkew(double wght, double lr)
{
Weight = wght;
LossRate = lr;
Alpha = Math.Pow(Weight, Weight) / SpecialFunctions.Gamma(wght);
Rig(1, lr);
}
public override void Calibrate(double winRate)
{
B = (Weight / TargetEv) * winRate;
}
}