public async Task StartCommand([Remainder] string arg)
        {
            string[] args = arg.Split(" ");
            //consider making clearer error messages
            if (!int.TryParse(args[0], out int shots) ||
                !int.TryParse(args[1], out int armed) ||
                shots <= armed ||
                shots < 0 ||
                armed < 0)
            {
                await ReplyAsync("Invalid amount of shots");

                return;
            }

            RouletteGame game = ActiveGames.Find(x => x.GuildID == Context.Guild.Id);

            if (game != null)
            {
                await ReplyAsync("Game is already active!");

                return;
            }
            ActiveGames.Add(new RouletteGame()
            {
                Shots = shots, Armed = armed, GuildID = Context.Guild.Id
            });
            await ReplyAsync($"Games is started with {shots} shots where {armed} shots are armed");
        }
        public async Task ShootCommand()
        {
            string       message = "";
            RouletteGame game    = ActiveGames.Find(x => x.GuildID == Context.Guild.Id);

            if (game == null)
            {
                message += "No game is active, start one with RR start";
            }
            else if (game.ShotUsers.Find(x => x == Context.User) != null)
            {
                message += $"{Context.User.Mention} is already dead.";
            }
            else
            {
                Random random    = new();
                int    shotFired = random.Next(1, game.Shots);
                game.Shots--;

                if (shotFired > game.Armed)
                {
                    message += $"{Context.User.Mention} fired a shot, but nothing happened.\n";
                }
                else
                {
                    game.Armed--;
                    game.ShotUsers.Add(Context.User);
                    message += $"{Context.User.Mention} was shot!\n";
                }
                // consider if it should only end if armed == 0
                if (game.Armed == 0 ||
                    game.Shots == 0 ||
                    game.Armed >= game.Shots)
                {
                    ActiveGames.RemoveAll(x => x.GuildID == Context.Guild.Id);
                    message += $"game ended since there are {game.Shots} shots left with {game.Armed} armed shots";
                }
                else
                {
                    message += $"There are {game.Shots} shots left, {game.Armed} are still armed.";
                }
            }
            await ReplyAsync(message);
        }