Esempio n. 1
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    /// <summary>
    /// Returns a list of random affixes in this pool, making sure they are all of different types. The tiers will be determined through the provided Lottery.
    /// </summary>
    /// <param name="totalTiers">The total number of tiers of affixes to be generated</param>
    /// <param name="tierDistribution">The distribution of tiers</param>
    /// <returns></returns>
    public Affix[] GetUniqueRandomAffixes(int totalTiers, Lottery <int> tierDistribution, HashSet <AffixType> blacklist)
    {
        List <Affix> affixes = new List <Affix>();

        lottery.StartBatchDraw(blacklist);
        while (totalTiers > 0)
        {
            // Get the tier of the Affix to be generated and cap it if it exceeds the total number of tiers left
            int tier = tierDistribution.Draw();
            tier = tier > totalTiers ? totalTiers : tier;

            AffixType type = GetRandomType();
            if (type == AffixType.None)
            {
                // We've run out of AffixTypes to draw from
                break;
            }

            affixes.Add(AffixInfo.GetAffixInfo(type).GenerateAffix(tier));
            totalTiers -= tier;
        }
        lottery.EndBatchDraw();

        return(affixes.ToArray());
    }
Esempio n. 2
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    void TestLotteryPerformance()
    {
        Stopwatch timer = new Stopwatch();

        // setup
        Lottery <int> lottery   = new Lottery <int>(1000000);
        HashSet <int> blacklist = new HashSet <int>();

        for (int i = 0; i < 10000; i++)
        {
            lottery.Enter(i % 100, 100);
            if (i != 69)
            {
                blacklist.Add(i);
            }
        }
        lottery.StartBatchDraw();

        timer.Start();

        // actual test
        lottery.Draw(100);

        timer.Stop();
        Debug.Log($"Test took {timer.Elapsed.ToString("fffffff").Insert(3, ".").TrimStart('0')} ms");
    }
Esempio n. 3
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    public void LotterySimpleDrawTest()
    {
        Lottery <int> lottery = new Lottery <int>();

        lottery.Enter(3);

        Assert.That(lottery.Draw() == 3);
    }
Esempio n. 4
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    public void LotteryReferenceDrawTest()
    {
        Lottery <TestReference> lottery = new Lottery <TestReference>();
        var reference = new TestReference();

        lottery.Enter(reference, 10);

        Assert.That(ReferenceEquals(reference, lottery.Draw()));
    }
Esempio n. 5
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    /// <summary>
    /// Returns a random AffixType in this pool
    /// </summary>
    /// <returns></returns>
    public AffixType GetRandomType()
    {
        var result = lottery.Draw();

        if (result == null)
        {
            result = AffixType.None;
        }
        return(result);
    }
Esempio n. 6
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    public void LotteryRemoveDrawTest()
    {
        Lottery <int> lottery = new Lottery <int>();

        lottery.Enter(1, 2);
        lottery.Enter(2, 10);
        lottery.Remove(1, 1);
        lottery.Remove(2);
        Assert.AreEqual(1, lottery.Draw());
    }
Esempio n. 7
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    public void LotterySimpleBatchDrawTest()
    {
        Lottery <int> lottery = new Lottery <int>(1);

        lottery.Enter(5, 20);
        lottery.Enter(3, 10);

        lottery.StartBatchDraw();
        var result = lottery.Draw(3);

        Assert.That(result[0] == 5 && result[1] == 3 ||
                    result[0] == 3 && result[1] == 5);
        Assert.AreEqual(default(int), result[2]);
    }
Esempio n. 8
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    public void LotteryBlacklistDrawTest()
    {
        Lottery <int> lottery = new Lottery <int>();

        lottery.Enter(1);
        lottery.Enter(2);
        lottery.Enter(3);
        lottery.Enter(4);

        int result = lottery.Draw(new HashSet <int> {
            1, 3, 4
        });

        Assert.AreEqual(2, result);
    }
Esempio n. 9
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    public void ProbabilityTest()
    {
        var     ticketsContainer = Resources.Load <TicketContainer>("Tickets");
        Lottery lottery          = new Lottery(ticketsContainer);

        int drawCount = 1000000;

        Ticket[] tickets = lottery.Draw(drawCount);

        tickets
        .GroupBy(e => e.Name)
        .ToList()
        .ForEach(e =>
        {
            Ticket rep  = e.First();
            string rare = new string('★', rep.Rarity);
            Debug.LogFormat("{0} {1} レア度:{2,-5}", e.Count(), rep.Name, rare);
        });
    }
Esempio n. 10
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    public void LotteryRandom10000BatchDrawTest()
    {
        Lottery <int> lottery = new Lottery <int>(1000000);

        for (int i = 0; i < 10000; i++)
        {
            lottery.Enter(i);
        }

        lottery.StartBatchDraw();
        var result = lottery.Draw(10000);

        HashSet <int> set = new HashSet <int>();

        foreach (var item in result)
        {
            Assert.That(!set.Contains(item));
            set.Add(item);
        }
    }
Esempio n. 11
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    private void GenerateVoronoiPoints(int mapWidth, int mapHeight, int pointCount)
    {
        if (mapWidth * mapHeight < pointCount)
        {
            throw new System.Exception("Es können nicht mehr VoronoiPoints exisitieren als die gesamt Anzahl an Tiles");
        }

        voronoiPoints = new VoronoiPoint[pointCount];

        for (int i = 0; i < pointCount; i++)
        {
            VoronoiPoint newPoint = new VoronoiPoint();
            do
            {
                newPoint.X = Random.Range(0, mapWidth);
                newPoint.Y = Random.Range(0, mapHeight);
            } while (VoronoiPointAlreadyExists(newPoint));

            newPoint.TileIndex = (byte)(lottery.Draw().Index + 1);//+1 weil der Index 0 für die Border reserviert ist
            voronoiPoints[i]   = newPoint;
        }
    }
Esempio n. 12
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    /// <summary>
    /// Generates the Affixes and BaseAffixes for an item
    /// </summary>
    protected void GenerateAffixes(Item item)
    {
        item.Affixes.Clear();
        item.BaseAffixes.Clear();

        foreach (AffixType affixType in BaseAffixes)
        {
            item.BaseAffixes.Add(AffixInfo.GetAffixInfo(affixType).GenerateAffix(item.Tier));
        }

        // Create new lottery to decide tier roll of each affix
        // TODO: make nicer
        Lottery<int> tierLottery = new Lottery<int>();
        tierLottery.Enter(item.Tier, 10);
        if (item.Tier > 1)
            tierLottery.Enter(item.Tier - 1, 5);
        if (item.Tier > 2)
            tierLottery.Enter(item.Tier - 2, 2);
        if (item.Tier > 3)
            tierLottery.Enter(item.Tier - 3, 1);

        int quality = item.Quality;  

        // Guaranteed affixes don't care about possible pool
        foreach (AffixType affixType in GuaranteedAffixes)
        {
            int tier = tierLottery.Draw();
            tier = tier > quality ? quality : tier;
            item.Affixes.Add(AffixInfo.GetAffixInfo(affixType).GenerateAffix(tier));
            quality -= tier;
        }
        
        // Fill up the rest of the affixes
        Affix[] randomAffixes = PossibleAffixes.GetUniqueRandomAffixes(quality, tierLottery, new HashSet<AffixType>(GuaranteedAffixes));
        foreach (Affix affix in randomAffixes)
        {
            item.Affixes.Add(affix);
        }
    }
Esempio n. 13
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        public void TicketLottery()
        {
            var rnd     = new Random();
            var lottery = new Lottery <Prizes>(Lottery <Prizes> .DrawResponse.RemoveTicket);

            for (int i = 0; i < 10000; i++)
            {
                var answers = new Dictionary <Prizes, int>
                {
                    { Prizes.Prize1, 0 },
                    { Prizes.Prize2, 0 },
                    { Prizes.Prize3, 0 },
                    { Prizes.Prize4, 0 }
                };

                int prize1 = rnd.Next(1, 50);
                int prize2 = rnd.Next(1, 50);
                int prize3 = rnd.Next(1, 50);
                int prize4 = rnd.Next(1, 50);

                lottery.AddTickets(Prizes.Prize1, prize1);
                lottery.AddTickets(Prizes.Prize2, prize2);
                lottery.AddTickets(Prizes.Prize3, prize3);
                lottery.AddTickets(Prizes.Prize4, prize4);

                do
                {
                    var winner = lottery.Draw();
                    answers[winner]++;
                } while (lottery.NumberOfTickets > 0);

                Assert.Equal(prize1, answers[Prizes.Prize1]);
                Assert.Equal(prize2, answers[Prizes.Prize2]);
                Assert.Equal(prize3, answers[Prizes.Prize3]);
                Assert.Equal(prize4, answers[Prizes.Prize4]);
            }
        }
Esempio n. 14
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        public void PrizeLottery()
        {
            var rnd     = new Random();
            var lottery = new Lottery <Prizes>(Lottery <Prizes> .DrawResponse.RemovePrize);

            for (int i = 0; i < 10000; i++)
            {
                var dicResposta = new Dictionary <Prizes, int>
                {
                    { Prizes.Prize1, 0 },
                    { Prizes.Prize2, 0 },
                    { Prizes.Prize3, 0 },
                    { Prizes.Prize4, 0 }
                };

                int moedas1        = rnd.Next(1, 50);
                int moedas2        = rnd.Next(1, 50);
                int powerUp        = rnd.Next(1, 50);
                int powerUpeMoedas = rnd.Next(1, 50);

                lottery.AddTickets(Prizes.Prize1, moedas1);
                lottery.AddTickets(Prizes.Prize2, moedas2);
                lottery.AddTickets(Prizes.Prize3, powerUp);
                lottery.AddTickets(Prizes.Prize4, powerUpeMoedas);

                do
                {
                    var winner = lottery.Draw();
                    dicResposta[winner]++;
                } while (lottery.NumberOfPrizes > 0);

                Assert.Equal(1, dicResposta[Prizes.Prize1]);
                Assert.Equal(1, dicResposta[Prizes.Prize2]);
                Assert.Equal(1, dicResposta[Prizes.Prize3]);
                Assert.Equal(1, dicResposta[Prizes.Prize4]);
            }
        }
Esempio n. 15
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    /// <summary>
    /// Draws a random entrant from this lottery
    /// </summary>
    /// <returns></returns>
    public T Draw()
    {
        if (entrants.Count == 0)
        {
            throw new LotteryException("Can't draw from empty lottery!");
        }

        if (batchLottery == null)
        {
            return(entrants[rng.Next(entrants.Count)]);
        }

        // else draw from the batch lottery
        try
        {
            T result = batchLottery.Draw();
            batchLottery.Remove(result);
            return(result);
        }
        catch (LotteryException)
        {
            return(default(T));
        }
    }
Esempio n. 16
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    private void SpawnItems()
    {
        for (int x = 0; x < mapWidth; x++)
        {
            for (int y = 0; y < mapHeight; y++)
            {
                TileType type = TileTypes[map[x, y] - 1];

                bool spawnItem = Random.Range(0, 100) <= type.ItemSpawnChance && type.UniqueItemForTileType.Length != 0;
                if (spawnItem)
                {
                    SpawnItemAtLocation(x, y, type.ItemSpawnLottery.Draw());
                }
                else
                {
                    bool generalSpawnItem = Random.Range(0, 100) <= ItemSpawnChance && ItemSpawns.Length != 0;
                    if (generalSpawnItem)
                    {
                        SpawnItemAtLocation(x, y, itemSpawnLottery.Draw());
                    }
                }
            }
        }
    }
Esempio n. 17
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        public async Task Fish(CommandContext ctx)
        {
            //Ablauf was alles passieren muss:
            //-zukünftig evtl Minispiel
            //-Player muss eine Standardzeit - Bonuszeit von Ausrüstung warten
            //✔️Fish wird generiert & Bild von dem Fish wird in den Channel gepostet
            //✔️Fish wird dem Player im Inventar hinzugefügt
            //✔️Wenn man mit Ködern Angelt werden diese auch abgezogen


            //Was muss alles gegeben sein damit man fischen kann:
            //-Es muss aktiv eine fishing rod ausgerüstet sein
            //✔️Man muss an einer Insel stehen
            //-Man darf nicht schon überladen sein
            //->Eventuell berechnung von Max. Gewicht was man finden kann + aktuelles Gewicht < Max gewicht???
            //
            Player player = checkPlayer(ctx.Member.Id);

            if (player.id == -1)
            {
                await ctx.Channel.SendMessageAsync("Please register first.").ConfigureAwait(false);

                return;
            }
            else if ((bool)player.locked)
            {
                await ctx.Channel.SendMessageAsync("You can't do that at this moment").ConfigureAwait(false);

                return;
            }

            lockPlayer(player.id);

            Random rnd        = new Random();
            var    fishingRod = "Obsidian Fishing Pole";
            int?   amount     = null;

            //Ködern abziehen
            if (player.equippedBaitId > 0)
            {
                amount = insertPlayerInventory(player.id, (int)player.equippedBaitId, 2, -1);

                if (amount < 0 || !amount.HasValue)
                {
                    await ctx.Channel.SendMessageAsync("You don't have enough bait for this action.").ConfigureAwait(false);

                    return;
                }
            }

            var msg = await ctx.Channel.SendMessageAsync($"You cast your {fishingRod}.").ConfigureAwait(false);

            List <Fish> fishPool = getFishPool((int)player.currentIslandId, player.equippedBaitId);

            var lottery = new Lottery <string>();

            foreach (var fishType in fishPool)
            {
                lottery.Add(fishType.name, (double)fishType.percentage);
            }
            string caughtFishName = lottery.Draw(true).Key;
            int    caughtFishId   = fishPool.Where(x => x.name == caughtFishName).Select(x => x.id).First();
            Item   caughtFish     = selectItem(caughtFishId);

            await Task.Delay(2000);

            var caughtFishAmount   = insertPlayerInventory(player.id, caughtFish.id, 1, 1);
            Tuple <int, int> level = addPlayerXp(player.id, (int)caughtFish.xp);
            var catchMsgBuilder    = new DiscordEmbedBuilder()
            {
                Title       = "Success!",
                Description = $"You caught a {caughtFishName}!\nYou gained {caughtFish.xp} experience.\n{(level.Item1 == 1 ? $"You leveled up! You are now level {level.Item2}\n" : string.Empty)}" +
                              $"You alreday got caught {caughtFishAmount} {caughtFish.name}{(player.equippedBaitId == 0 ? string.Empty : $"\nYou got {amount} bait left")}",
                ImageUrl = caughtFish.imageURL
            };

            await ctx.Channel.SendMessageAsync(catchMsgBuilder).ConfigureAwait(false);

            unlockPlayer(player.id);
            return;
        }
Esempio n. 18
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    /// <summary>
    /// Generates the areas for the map
    /// </summary>
    /// <param name="AreaTierCalculation">
    /// A Function that calculates the Tier for an area, gets called after the area
    /// has all cells set that will be in this area
    /// </param>
    void GenerateAreas(Func <Area, int> AreaTierCalculation)
    {
        System.Random rng = new System.Random((int)DateTime.Now.Ticks);
        // lottery for area size
        #region Area Size Lottery
        Lottery <int> lottery = new Lottery <int>();
        lottery.Enter(1, 30);
        lottery.Enter(2, 50);
        lottery.Enter(3, 42);
        lottery.Enter(4, 17);
        #endregion

        List <HexCell> nextPossibleAreaCenters = new List <HexCell> {
            this[0, 0]
        };
        //int i= 0;
        while (nextPossibleAreaCenters.Count > 0)
        {
            HexCell AreaBegin = nextPossibleAreaCenters[rng.Next(0, nextPossibleAreaCenters.Count)];
            nextPossibleAreaCenters.Remove(AreaBegin);
            List <HexCell> possibleCellsForArea = new List <HexCell>(GetNeighborsWithoutArea(AreaBegin));

            Area newArea = new Area(lottery.Draw());
            Areas.Add(newArea.AreaID, newArea);
            newArea.TryEstablishRelationWithCell(AreaBegin);
            //Debug.Log("Map::GenerateAreas - Chose Cell: " + AreaBegin.ToString());
            #region Fill area
            while (!newArea.IsFull() &&
                   possibleCellsForArea.Count > 0)
            {
                // get random cell from possible entries
                HexCell cell = possibleCellsForArea[rng.Next(0, possibleCellsForArea.Count)];
                //Debug.Log("Map::GenerateAreas - Chose Cell: " + cell.ToString());
                // add to area

                newArea.TryEstablishRelationWithCell(cell);

                // if cell was added to area
                // remove slectred cell form possneighbors and
                // if in nextPossibleAreaCenters remove it as well
                if (cell.ParentArea != null)
                {
                    possibleCellsForArea.Remove(cell);
                    if (nextPossibleAreaCenters.Contains(cell))
                    {
                        //Debug.Log("Map::GenerateAreas - Removing cell from next possible area centers list");
                        nextPossibleAreaCenters.Remove(cell);
                    } // end if next area begin contains
                }     // end if cell parent area null

                // get all neigbors without areas from this recently added cell
                // add them to possible neighbors
                foreach (HexCell c in GetNeighborsWithoutArea(cell))
                {
                    if (!possibleCellsForArea.Contains(c))
                    {
                        possibleCellsForArea.Add(c);
                    }
                }
            }// end while area not full and poss neighbors count > 0
            #endregion

            newArea.SetTier(AreaTierCalculation(newArea));
            //area finsihed
            //Debug.Log("Map::GenerateAreas - Finiehsd Area: "+ newArea.ToString());
            // add all cells in poss neigbors that are not already in nextPossibleAreaCenters to the list of
            // next possible area Centers
            //Debug.Log(possibleCellsForArea.Count + " cells left in possible cells for area");
            #region Adding outline of cells adjacent to cell with area assigned
            foreach (HexCell c in possibleCellsForArea)
            {
                if (!nextPossibleAreaCenters.Contains(c))
                {
                    //Debug.Log("Adding cell");
                    nextPossibleAreaCenters.Add(c);
                }
            }
            #endregion
        }// end while next poss area begins  count > 0
    }