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LM962.cs
638 lines (527 loc) · 28.2 KB
/
LM962.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
namespace Lobstermania
{
public class LM962
{
// CONSTANTS
private const int NUM_REELS = 5;
private const int GAMEBOARD_ROWS = 3;
private const int MAX_PAYLINES = 15;
private const int DISTINCT_SYMBOLS = 11;
public enum Symbol { WS, LM, BU, BO, LH, TU, CL, SG, SF, LO, LT }; // All 11 game symbols
// FIELDS
private readonly int[][] _symbolCounts = new int[][]
{
new int[] { 2, 4, 4, 6, 5, 6, 6, 5, 5, 2, 2 },
new int[] { 2, 4, 4, 4, 4, 4, 6, 6, 5, 5, 2 },
new int[] { 1, 3, 5, 4, 6, 5, 5, 5, 6, 6, 2 },
new int[] { 4, 4, 4, 4, 6, 6, 6, 6, 8, 0, 2 },
new int[] { 2, 4, 5, 4, 7, 7, 6, 6, 7, 0, 2 }
};
private readonly int[,] _payouts =
{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 5, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 100, 40, 25, 25, 10, 10, 5, 5, 5, 331, 5 },
{ 500, 200, 100, 100, 50, 50, 30, 30, 30, 0,25 },
{ 10000, 1000, 500, 500, 500, 250, 200, 200, 150, 0, 200 }
};
// The following 2 fields are set in the constructor
private readonly int _seed;
private static Random _rand; // Random Number Generator (RNG) object
private readonly Symbol[][] _reels = new Symbol[NUM_REELS][] // 5 _reels in this game
{
new Symbol[47],
new Symbol[46],
new Symbol[48],
new Symbol[50],
new Symbol[50]
};
private readonly Symbol[,] _gameBoard = new Symbol[GAMEBOARD_ROWS, NUM_REELS];
private readonly Symbol[][] _payLines = new Symbol[MAX_PAYLINES][];
//PROPERTIES
public int ActivePaylines { get; set; } = MAX_PAYLINES;
public bool PrintReels { get; set; } = false;
public bool PrintGameboard { get; set; } = false;
public bool PrintPaylines { get; set; } = false;
public Stats Stats { get; private set; } = new Stats();
public double PaybackPercent { get; private set; } = 0.0;
public double HitFreq { get; private set; } = 0.0;
public bool UseRandomReelLayout { get; set; } = false;
// METHODS
public LM962()
{
// This will initialize all reels with the correct number of symbols,
// and then randomize them on each reel (change each reel layout randomly)
BuildReels();
_seed = Environment.TickCount;
_rand = new Random(_seed);
// Randomize the _reels (1st use of Random()
for (int i = 0; i < NUM_REELS; i++) // randomize each of the 5 _reels
Shuffle(_reels[i]);
} // End constructor
private void BuildReels()
{
for (int i = 0; i < NUM_REELS; i++) // For each reel
{
int idx = 0; // reel slot index
for (int j = 0; j < DISTINCT_SYMBOLS; j++) // For each Symbol
{
if ((j == 9) && (i > 2)) continue; // No bonus (LO) symbols on _reels 4 and 5
for (int k = 0; k < _symbolCounts[i][j]; k++) // number of times to repeat each symbol
_reels[i][idx++] = (Symbol)j; // assign symbol to slot
}
}
} // End method BuildReels
private void SetFixedReels()
{
// Spins: 259,440,000 Credits Won: 249,620,601 Hits: 13,418,964 Payback: 96.25% Hit Frequency: 5.15%
// The ordering of the symbols on the reel WILL affect the payback% and hit frequency %.
// The symbol counts are according to the PAR sheet for each reel.
// This is one of MANY reel set orderings that will give the payback and hit frequency above.
_reels[0] = new Symbol[] { Symbol.SG, Symbol.TU, Symbol.LM, Symbol.SG, Symbol.BO, Symbol.LM, Symbol.LO, Symbol.BO, Symbol.TU, Symbol.TU, Symbol.LM, Symbol.BO, Symbol.SF, Symbol.BU, Symbol.BU, Symbol.LH, Symbol.TU, Symbol.SG, Symbol.CL, Symbol.TU, Symbol.BO, Symbol.WS, Symbol.TU, Symbol.LO, Symbol.CL, Symbol.LT, Symbol.LH, Symbol.SF, Symbol.SF, Symbol.WS, Symbol.SF, Symbol.CL, Symbol.LT, Symbol.BU, Symbol.CL, Symbol.SG, Symbol.BO, Symbol.SG, Symbol.LH, Symbol.LH, Symbol.CL, Symbol.LH, Symbol.SF, Symbol.BU, Symbol.LM, Symbol.BO, Symbol.CL };
_reels[1] = new Symbol[] { Symbol.BO, Symbol.WS, Symbol.CL, Symbol.LH, Symbol.LT, Symbol.WS, Symbol.SF, Symbol.TU, Symbol.LH, Symbol.SF, Symbol.CL, Symbol.LM, Symbol.SG, Symbol.TU, Symbol.BU, Symbol.BO, Symbol.SG, Symbol.LO, Symbol.BO, Symbol.BU, Symbol.CL, Symbol.CL, Symbol.LO, Symbol.SG, Symbol.SF, Symbol.BU, Symbol.TU, Symbol.LT, Symbol.SG, Symbol.SF, Symbol.CL, Symbol.TU, Symbol.LO, Symbol.LO, Symbol.SG, Symbol.BO, Symbol.LM, Symbol.SG, Symbol.LH, Symbol.SF, Symbol.BU, Symbol.LM, Symbol.CL, Symbol.LM, Symbol.LH, Symbol.LO };
_reels[2] = new Symbol[] { Symbol.LH, Symbol.BO, Symbol.CL, Symbol.LO, Symbol.SG, Symbol.LH, Symbol.LH, Symbol.CL, Symbol.WS, Symbol.SG, Symbol.BU, Symbol.BU, Symbol.TU, Symbol.SF, Symbol.LM, Symbol.BO, Symbol.LO, Symbol.TU, Symbol.SF, Symbol.LO, Symbol.LH, Symbol.BU, Symbol.LT, Symbol.SF, Symbol.SG, Symbol.SG, Symbol.CL, Symbol.TU, Symbol.BO, Symbol.LO, Symbol.LH, Symbol.BU, Symbol.SF, Symbol.LO, Symbol.CL, Symbol.CL, Symbol.BO, Symbol.LM, Symbol.TU, Symbol.SF, Symbol.LH, Symbol.LM, Symbol.BU, Symbol.TU, Symbol.LT, Symbol.SF, Symbol.SG, Symbol.LO };
_reels[3] = new Symbol[] { Symbol.CL, Symbol.WS, Symbol.LT, Symbol.CL, Symbol.CL, Symbol.SF, Symbol.SG, Symbol.SF, Symbol.LM, Symbol.LH, Symbol.LT, Symbol.CL, Symbol.CL, Symbol.BO, Symbol.SF, Symbol.SF, Symbol.WS, Symbol.TU, Symbol.SG, Symbol.BO, Symbol.BU, Symbol.LH, Symbol.WS, Symbol.TU, Symbol.SF, Symbol.SG, Symbol.SG, Symbol.BU, Symbol.LM, Symbol.LM, Symbol.CL, Symbol.LH, Symbol.LH, Symbol.BO, Symbol.TU, Symbol.SF, Symbol.SF, Symbol.TU, Symbol.BU, Symbol.SF, Symbol.BU, Symbol.WS, Symbol.LM, Symbol.LH, Symbol.SG, Symbol.SG, Symbol.TU, Symbol.BO, Symbol.LH, Symbol.TU };
_reels[4] = new Symbol[] { Symbol.LH, Symbol.BU, Symbol.SG, Symbol.SF, Symbol.CL, Symbol.LH, Symbol.TU, Symbol.BU, Symbol.LT, Symbol.SF, Symbol.BO, Symbol.WS, Symbol.LM, Symbol.TU, Symbol.LT, Symbol.LH, Symbol.SF, Symbol.LH, Symbol.LH, Symbol.CL, Symbol.BU, Symbol.CL, Symbol.CL, Symbol.CL, Symbol.WS, Symbol.BU, Symbol.SF, Symbol.BU, Symbol.TU, Symbol.TU, Symbol.LH, Symbol.SG, Symbol.SG, Symbol.TU, Symbol.SG, Symbol.LH, Symbol.SG, Symbol.LM, Symbol.TU, Symbol.BO, Symbol.SF, Symbol.TU, Symbol.SG, Symbol.CL, Symbol.BO, Symbol.SF, Symbol.BO, Symbol.LM, Symbol.SF, Symbol.LM };
} // End method SetFixedReels
public static void Shuffle(Symbol[] array)
{
// Fisher - Yates shuffle implementation
int n = array.Length;
for (int i = 0; i < (n - 1); i++)
{
int r = i + _rand.Next(n - i);
Symbol t = array[r];
array[r] = array[i];
array[i] = t;
}
} // End method Shuffle
private void PrintAllReels()
{
for (int num = 0; num < NUM_REELS; num++) // all 5 _reels
{
Console.Write("\nReel[{0}]: [ ", num);
for (int s = 0; s < _reels[num].Length - 1; s++)
Console.Write("{0}, ", _reels[num][s]);
Console.WriteLine("{0} ];", (_reels[num][_reels[num].Length - 1]));
}
Console.WriteLine();
} // End method PrintAllReels
public void Spin()
{
Stats.Spins++;
if (PrintReels)
PrintAllReels();
UpdateGameboard();
if (PrintGameboard)
PrintCurrentGameboard();
UpdatePaylines();
if (PrintPaylines)
{
Console.WriteLine("WINNING PAY LINES");
Console.WriteLine("-----------------");
}
for (int i = 0; i < ActivePaylines; i++) // for each payline
{
int linePayout = GetLinePayout(_payLines[i]); // will include any bonus win
if (linePayout > 0)
{
Stats.GameWin += linePayout;
Stats.HitCount++;
Stats.PaybackCredits += linePayout;
if (PrintPaylines)
PrintPayline(i + 1, _payLines[i], linePayout);
}
} // end for (each payLine)
int scatterWin = GetScatterWin();
if (scatterWin > 0)
{
// _stats._paybackCredits are updated in GetScatterWin()
Stats.HitCount++;
Stats.GameScatterWin = scatterWin; // only 1 scatter win allowed per game
Stats.GameWin += scatterWin; // add to total game win
}
} // End method Spin
private int GetLinePayout(Symbol[] line, bool useFixedBonus = false)
{
int count = 1; // count of consecutive matching symbols, left to right
Symbol sym = line[0];
int bonusWin = 0;
switch (sym)
{
case Symbol.LO: // Bonus
for (int i = 1; i < 3; i++)
{
if (line[i] == Symbol.LO)
count++;
else
break;
}
if (count == 3)
{
if (useFixedBonus)
bonusWin = 331; // Average bonus win
else
{
// Use random bonus win
bonusWin = Bonus.GetPrizes(_rand);
Stats.BonusWinCount++;
Stats.BonusWinCredits += bonusWin;
Stats.GameBonusWin += bonusWin;
}
}
else
bonusWin = 0;
break; // case Symbol.LO
case Symbol.LT: // Scatter
count = 1; // Scatter handled at gameboard level, no win here
break; // case "LT"
case Symbol.WS: // Wild
Symbol altSym = Symbol.WS;
for (int i = 1; i < NUM_REELS; i++)
if ((line[i] == sym) || (line[i] == altSym))
count++;
else
{
if (!line[i].Equals(Symbol.LO) && !line[i].Equals(Symbol.LT) && altSym.Equals(Symbol.WS))
{
altSym = line[i];
count++;
}
else
{
break;
}
}
sym = altSym; // count and sym are now set correctly
// ANOMOLY FIX
// 3 wilds pay more than 4 of anything but lobstermania
// 4 wilds pay more than 5 of anything but lobstermania
// Take greatest win possible
// Leading 4 wilds
if (line[1].Equals(Symbol.WS) && line[2].Equals(Symbol.WS) && line[3].Equals(Symbol.WS) && !line[4].Equals(Symbol.LM) && !line[4].Equals(Symbol.WS))
{
sym = Symbol.WS;
count = 4;
}
// Leading 3 wilds
if (line[1].Equals(Symbol.WS) && line[2].Equals(Symbol.WS) && !line[3].Equals(Symbol.LM) && !line[3].Equals(Symbol.WS) && !line[4].Equals(line[3]) && !line[4].Equals(Symbol.WS))
{
sym = Symbol.WS;
count = 3;
}
break; // case "WS"
default: // Handle all other 1st symbols not handled in cases above
sym = line[0];
for (int i = 1; i < NUM_REELS; i++)
if (line[i].Equals(sym) || line[i].Equals(Symbol.WS))
count++;
else
break;
break; // case default
} // end switch
if (sym.Equals(Symbol.WS) && count == 5)
Stats.NumJackpots++;
// count variable now set for number of consecutive line[0] symbols (1 based)
count--; // adjust for zero based indexing
if (bonusWin > 0) return bonusWin;
int lineWin = _payouts[count, GetSymIndex(sym)];
return lineWin;
} // End method GetLinePayout
private int GetSymIndex(Symbol sym)
{
int symidx = 0;
switch (sym)
{
case Symbol.WS:
symidx = 0;
break;
case Symbol.LM:
symidx = 1;
break;
case Symbol.BU:
symidx = 2;
break;
case Symbol.BO:
symidx = 3;
break;
case Symbol.LH:
symidx = 4;
break;
case Symbol.TU:
symidx = 5;
break;
case Symbol.CL:
symidx = 6;
break;
case Symbol.SG:
symidx = 7;
break;
case Symbol.SF:
symidx = 8;
break;
case Symbol.LO:
symidx = 9;
break;
case Symbol.LT:
symidx = 10;
break;
} // end switch
return symidx;
} // End method GetSymIndex
private void UpdateGameboard()
{
int[] lineIdxs = new int[5]; // Random starting slots for each reel
for (int i = 0; i < NUM_REELS; i++)
lineIdxs[i] = _rand.Next(_reels[i].Length);
int i1, i2, i3;
int r = 0; // reel number 1-5 zero adjusted
foreach (int reelIdx in lineIdxs)
{
// set i1,i2, i3 to consecutive slot numbers on this reel, wrap if needed
i1 = reelIdx;
// set i2, correct if past last slot in reel
if ((i1 + 1) == _reels[r].Length)
i2 = 0;
else
i2 = i1 + 1;
// set i3, correct if past last slot in reel
if ((i2 + 1) == _reels[r].Length)
i3 = 0;
else
i3 = i2 + 1;
// i1, i2, i3 are now set to consecutive slot indexes on this reel (r)
// Populate Random Gameboard
_gameBoard[0, r] = _reels[r][i1];
_gameBoard[1, r] = _reels[r][i2];
_gameBoard[2, r] = _reels[r][i3];
r++; // increment to next reel
} // end foreach
} // End method UpdateGameboard
private void PrintCurrentGameboard()
{
Console.WriteLine("GAMEBOARD:");
Console.WriteLine("------------------");
for (int r = 0; r < GAMEBOARD_ROWS; r++)
{
for (int c = 0; c < NUM_REELS; c++)
Console.Write("{0} ", _gameBoard[r, c].ToString());
Console.WriteLine();
}
Console.WriteLine();
} // End method PrintCurrentGameboard
private void UpdatePaylines()
{
_payLines[0] = new Symbol[] { _gameBoard[1, 0], _gameBoard[1, 1], _gameBoard[1, 2], _gameBoard[1, 3], _gameBoard[1, 4] };
_payLines[1] = new Symbol[] { _gameBoard[0, 0], _gameBoard[0, 1], _gameBoard[0, 2], _gameBoard[0, 3], _gameBoard[0, 4] };
_payLines[2] = new Symbol[] { _gameBoard[2, 0], _gameBoard[2, 1], _gameBoard[2, 2], _gameBoard[2, 3], _gameBoard[2, 4] };
_payLines[3] = new Symbol[] { _gameBoard[0, 0], _gameBoard[1, 1], _gameBoard[2, 2], _gameBoard[1, 3], _gameBoard[0, 4] };
_payLines[4] = new Symbol[] { _gameBoard[2, 0], _gameBoard[1, 1], _gameBoard[0, 2], _gameBoard[1, 3], _gameBoard[2, 4] };
_payLines[5] = new Symbol[] { _gameBoard[2, 0], _gameBoard[2, 1], _gameBoard[1, 2], _gameBoard[0, 3], _gameBoard[0, 4] };
_payLines[6] = new Symbol[] { _gameBoard[0, 0], _gameBoard[0, 1], _gameBoard[1, 2], _gameBoard[2, 3], _gameBoard[2, 4] };
_payLines[7] = new Symbol[] { _gameBoard[1, 0], _gameBoard[2, 1], _gameBoard[1, 2], _gameBoard[0, 3], _gameBoard[1, 4] };
_payLines[8] = new Symbol[] { _gameBoard[1, 0], _gameBoard[0, 1], _gameBoard[1, 2], _gameBoard[2, 3], _gameBoard[1, 4] };
_payLines[9] = new Symbol[] { _gameBoard[2, 0], _gameBoard[1, 1], _gameBoard[1, 2], _gameBoard[1, 3], _gameBoard[0, 4] };
_payLines[10] = new Symbol[] { _gameBoard[0, 0], _gameBoard[1, 1], _gameBoard[1, 2], _gameBoard[1, 3], _gameBoard[2, 4] };
_payLines[11] = new Symbol[] { _gameBoard[1, 0], _gameBoard[2, 1], _gameBoard[2, 2], _gameBoard[1, 3], _gameBoard[0, 4] };
_payLines[12] = new Symbol[] { _gameBoard[1, 0], _gameBoard[0, 1], _gameBoard[0, 2], _gameBoard[1, 3], _gameBoard[2, 4] };
_payLines[13] = new Symbol[] { _gameBoard[1, 0], _gameBoard[1, 1], _gameBoard[2, 2], _gameBoard[1, 3], _gameBoard[0, 4] };
_payLines[14] = new Symbol[] { _gameBoard[1, 0], _gameBoard[1, 1], _gameBoard[0, 2], _gameBoard[1, 3], _gameBoard[2, 4] };
} // End method UpdatePaylines
private void PrintPayline(int payLineNum, Symbol[] line, int payout)
{
if (payLineNum > 9) // for formatting purposes
Console.Write("Payline[{0}]: [ ", payLineNum);
else
Console.Write("Payline[{0}]: [ ", payLineNum);
foreach (Symbol sym in line)
Console.Write("{0} ", sym.ToString());
Console.WriteLine("] PAYS {0} credits.", payout);
} // End method PrintPayline
private int GetScatterWin() // in credits
{
// Only count 1 scatter per reel
int count = 0;
// Check each column (reel) in GameBoard for Scatters
// Scatter wins only count 1 scatter per column
for (int c = 0; c < NUM_REELS; c++)
{
for (int r = 0; r < GAMEBOARD_ROWS; r++)
{
if (_gameBoard[r, c].Equals(Symbol.LT))
{
count++;
break; // already 1 scatter in this column. Move on to next column
}
}
}
int win = 0;
switch (count)
{
case 1:
case 2:
win = 0;
Stats.ScatterWinCredits += 0;
Stats.PaybackCredits += 0;
break;
case 3:
win = 5;
Stats.ScatterWinCredits += 5;
Stats.PaybackCredits += 5;
break;
case 4:
win = 25;
Stats.ScatterWinCredits += 25;
Stats.PaybackCredits += 25;
break;
case 5:
win = 200;
Stats.ScatterWinCredits += 200;
Stats.PaybackCredits += 200;
break;
} // end switch (count)
if (count > 2)
Stats.ScatterWinCount++;
return win;
} // end GetScatterWin()
public void TestMetrics()
{
long payBack = 0L;
long win = 0L;
long hits = 0L; ;
long creditsSpent = 0L;
int scatterCount; // count of scatter on a gameboard or a payline
Symbol[] payline = new Symbol[5];
int[] slotIdxs = new int[5];
float percentComplete = 0.0f;
StreamWriter writer = null; // Used only if property PrintPaylines is true
DateTime start_t = DateTime.Now;
if (PrintPaylines)
writer = new StreamWriter("paylines.txt");
if (!UseRandomReelLayout)
SetFixedReels();
// Payback %
// 259,440,000 combinations (47x46x48x50x50)
Console.Write("Progress: 0% ");
for (int s1Idx = 0; s1Idx < _reels[0].Length; s1Idx++) // reel 1
for (int s2Idx = 0; s2Idx < _reels[1].Length; s2Idx++) // reel 2
for (int s3Idx = 0; s3Idx < _reels[2].Length; s3Idx++) // reel 3
for (int s4Idx = 0; s4Idx < _reels[3].Length; s4Idx++) // reel 4
for (int s5Idx = 0; s5Idx < _reels[4].Length; s5Idx++) // reel 5
{
// payline[] holds Symbol elements
payline[0] = _reels[0][s1Idx];
payline[1] = _reels[1][s2Idx];
payline[2] = _reels[2][s3Idx];
payline[3] = _reels[3][s4Idx];
payline[4] = _reels[4][s5Idx];
// slotIdxs[] holds reel slots numbers for each reel (needed to check for scatter wins)
slotIdxs[0] = s1Idx;
slotIdxs[1] = s2Idx;
slotIdxs[2] = s3Idx;
slotIdxs[3] = s4Idx;
slotIdxs[4] = s5Idx;
creditsSpent++; // 1 spin costs 1 credit
if ((creditsSpent % 25944000) == 0) // 1/10th of total spins
{
percentComplete += 0.1f;
Console.Write("{0:P0} ", percentComplete);
Console.Out.Flush();
}
// Scatter wins are a board level win, and the gameboard will change with each new line.
// Account for Scatter Wins at gameboard level
// The code below will check for scatter wins using a virtual gameboard
{
scatterCount = 0;
int i1, i2, i3;
int r = 0; // reel number 1-5 zero adjusted
foreach (byte slotIdx in slotIdxs)
{
// set i1,i2, i3 to consecutive slot numbers on this reel, wrap if needed
i1 = slotIdx;
// set i2, correct if past last slot in reel
if ((i1 + 1) < _reels[r].Length)
i2 = i1 + 1;
else
i2 = 0;
// set i3, correct if past last slot in reel
if ((i2 + 1) < _reels[r].Length)
i3 = (i2 + 1);
else
i3 = 0;
// i1, i2, i3 are now set to consecutive slots (reel indexes) on this reel (r)
// Count 1 scatter symbol per reel
switch (r)
{
case 0:
if (_reels[0][i1].Equals(Symbol.LT) || _reels[0][i2].Equals(Symbol.LT) || _reels[0][i3].Equals(Symbol.LT)) scatterCount++;
break;
case 1:
if (_reels[1][i1].Equals(Symbol.LT) || _reels[1][i2].Equals(Symbol.LT) || _reels[1][i3].Equals(Symbol.LT)) scatterCount++;
break;
case 2:
if (_reels[2][i1].Equals(Symbol.LT) || _reels[2][i2].Equals(Symbol.LT) || _reels[2][i3].Equals(Symbol.LT)) scatterCount++;
break;
case 3:
if (_reels[3][i1].Equals(Symbol.LT) || _reels[3][i2].Equals(Symbol.LT) || _reels[3][i3].Equals(Symbol.LT)) scatterCount++;
break;
case 4:
if (_reels[4][i1].Equals(Symbol.LT) || _reels[4][i2].Equals(Symbol.LT) || _reels[4][i3].Equals(Symbol.LT)) scatterCount++;
break;
} // end switch (r)
r++; // next reel
} // end foreach (byte slotIdx in slotIdxs)
// Add in scatter win payouts
switch (scatterCount)
{
case 0:
case 1:
case 2:
win = 0;
break;
case 3:
win = 5;
break;
case 4:
win = 25;
break;
case 5:
win = 200;
break;
}
win += GetLinePayout(payline, true); // true use a fixed average bonus of 331
// GetLinePayout() does not return anything for scatters
// Bonus wins are accounted for in GetLinePayout()
if (win > 0)
{
hits++;
payBack += win;
if (PrintPaylines)
{
// Write each winning line (including scatters not on a line) to text file
writer.Write("Payline[{0}] = [ ", hits);
foreach (Symbol s in payline)
writer.Write("{0} ", s);
writer.WriteLine(" ] PAYOUT => {0}", win);
}
}
}
} // End s5Idx block
if (PrintPaylines)
writer.Close();
PaybackPercent = (double)payBack / (double)creditsSpent;
HitFreq = (double)hits / (double)creditsSpent;
if (PrintReels)
PrintAllReels();
DateTime end_t = DateTime.Now;
TimeSpan runtime = end_t - start_t;
Console.WriteLine("\nPayback%: {0:P2} Hit Freq: {1:P2} Hits: {2:N0} Credits Won: {3:N0}, Spins: {4:N0} Runtime: {5}",
PaybackPercent, HitFreq, hits, payBack, creditsSpent, runtime.ToString(@"hh\:mm\:ss"));
} // End method TestMetrics
} // End class LM962
} // end namespace