Files
73c1449811 Add GetItems() extension for IRobustRandom (#4975)
* refactor: RobustRandom and RandomExtensions namespace change to file-scoped

* refactor: IRobustRandom xml-doc methods rearranged to be more structured.

* feat: GetItems methods added to RandomExtensions, tests for new methods added.

* fix: GetItems will not request count-1 from next random, as System.Random.Next have upper bound excluded.

* fix: enforced standard deviation on picking next items in RandomExtensions.GetItems + fixed hashet initial capacity +removed mandatory hashset allocation

* refactor: specified border values interaction in IRobustRandom xml-doc

* refactor: updated relese-notes

* refactor: changed release-notes PROPERLY

* fix: order by which unique random items are picked in RandomExtensions.GetItems were fixed to ACTUALLY follow normal distribution

* refractor: added comment for devious RandomExtensions.GetItems only-unique logic

* reduce code duplication

* Cleanup code a bit

Rename variables, and make it a bit more compact.
Also, IMO the description is unnecessary

* Remove obsolete extension

* Remove incorrect O(n) comments.

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2024-03-30 10:42:39 +11:00

66 lines
1.5 KiB
C#

using System;
using Robust.Shared.Utility;
namespace Robust.Shared.Random;
/// <summary>
/// Wrapper for <see cref="Random"/>.
/// </summary>
/// <remarks>
/// This should not contain any logic, not directly related to calling specific methods of <see cref="Random"/>.
/// To write additional logic, attached to random roll, please create interface-implemented methods on <see cref="IRobustRandom"/>
/// or add it to <see cref="RandomExtensions"/>.
/// </remarks>
public sealed class RobustRandom : IRobustRandom
{
private System.Random _random = new();
public System.Random GetRandom() => _random;
public void SetSeed(int seed)
{
_random = new(seed);
}
public float NextFloat()
{
return _random.NextFloat();
}
public int Next()
{
return _random.Next();
}
public int Next(int minValue, int maxValue)
{
return _random.Next(minValue, maxValue);
}
public TimeSpan Next(TimeSpan minTime, TimeSpan maxTime)
{
DebugTools.Assert(minTime < maxTime);
return minTime + (maxTime - minTime) * _random.NextDouble();
}
public TimeSpan Next(TimeSpan maxTime)
{
return Next(TimeSpan.Zero, maxTime);
}
public int Next(int maxValue)
{
return _random.Next(maxValue);
}
public double NextDouble()
{
return _random.NextDouble();
}
public void NextBytes(byte[] buffer)
{
_random.NextBytes(buffer);
}
}