public async Task <IEnumerable <IGameRole> > GenerateCivilianRoles(int count) { var everyone = GaiaMembers.Concat(GuardianMembers).Concat(OCMembers).Concat(Civilians); var all_ids = new ulong[] { Occult_Club.Id, Guardian.Id, Gaia.Id }; if (count < 4) { var random_players = (await ServerHost.GetUsersAsync()) .Where((x) => !x.IsBot && !everyone.Contains(x) && !x.RoleIds.Any((y) => all_ids.Contains(y)) ); var random_numbers = new int[4 - count]; var total_non_playing = random_players.Count(); var resultMsg = String.Empty; for (int i = 0; i < 4 - count; i++) { do { random_numbers[i] = Randomizer.Next(total_non_playing); } while (random_numbers.Take(i).Contains(random_numbers[i])); var memToAdd = random_players.ElementAt(random_numbers[i]); Civilians.Add(memToAdd); await memToAdd.AddRoleAsync(GvG_Player); resultMsg += $"Because there are too few players, {memToAdd.Mention} is forced to join the game as a Civilian" + ((i == count - 1) ? "" : Environment.NewLine); } Public_GvG.SendMessageAsync(resultMsg); } IEnumerable <IGameRole> result = new IGameRole[] { new Kagari(), new NormalCivilian(), new NormalCivilian(), new NormalCivilian() }; if (count > 4) { for (int i = 0; i < count - 4; i++) { result = result.Append(new NormalCivilian()); } } return(result.OrderBy((x) => Randomizer.Next())); }
internal async Task ForceJoin(IRole role, List <IGuildUser> roleMembers, int members) { var possibleMembers = (await ServerHost.GetUsersAsync()).Where((x) => x.RoleIds.Contains(role.Id) && !roleMembers.Contains(x)); int[] randomMembers = new int[members]; string resultMsg = string.Empty; for (int i = 0; i < members; i++) { do { randomMembers[i] = Randomizer.Next(possibleMembers.Count()); } while (randomMembers.Take(i).Contains(randomMembers[i])); var memToAdd = possibleMembers.ElementAt(randomMembers[i]); roleMembers.Add(memToAdd); resultMsg += $"Because there are too few players, {memToAdd.Mention} is forced to join the game as {role?.Mention}" + ((i == members - 1) ? "" : Environment.NewLine); await memToAdd.AddRoleAsync(GvG_Player); // force join member goes here. } await Public_GvG.SendMessageAsync(resultMsg); }