mirror of
https://github.com/space-wizards/RobustToolbox.git
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221 lines
10 KiB
C#
221 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using Robust.Shared.Collections;
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using Robust.Shared.Maths;
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namespace Robust.Shared.Random;
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/// <summary>
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/// Wrapper around random number generator helping methods.
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/// </summary>
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public interface IRobustRandom
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{
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/// <summary> Get the underlying <see cref="Random"/>.</summary>
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[Obsolete("Do not access the underlying implementation")]
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System.Random GetRandom();
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/// <summary> Set seed for underlying <see cref="Random"/>. </summary>
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void SetSeed(int seed);
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/// <summary> Get random <see cref="float"/> value between 0 (included) and 1 (excluded). </summary>
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float NextFloat();
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/// <summary> Get random <see cref="float"/> value in range of <paramref name="minValue"/> (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="minValue">Random value should be greater or equal to this value.</param>
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/// <param name="maxValue">Random value should be less then this value.</param>
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public float NextFloat(float minValue, float maxValue)
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=> NextFloat() * (maxValue - minValue) + minValue;
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/// <summary> Get random <see cref="float"/> value in range of 0 (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="maxValue">Random value should be less then this value.</param>
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public float NextFloat(float maxValue) => NextFloat() * maxValue;
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/// <summary> Get random <see cref="int"/> value. </summary>
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int Next();
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/// <summary> Get random <see cref="int"/> value in range of 0 (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="maxValue">Random value should be less then this value.</param>
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int Next(int maxValue);
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/// <summary> Get random <see cref="int"/> value in range of <paramref name="minValue"/> (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="minValue">Random value should be greater or equal to this value.</param>
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/// <param name="maxValue">Random value should be less then this value.</param>
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int Next(int minValue, int maxValue);
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/// <summary> Get random <see cref="byte"/> value between 0 (included) and <see cref="byte.MaxValue"/> (excluded). </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public byte NextByte()
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=> NextByte(byte.MaxValue);
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/// <summary> Get random <see cref="byte"/> value in range of 0 (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="maxValue">Random value should be less then this value.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public byte NextByte(byte maxValue)
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=> NextByte(0, maxValue);
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/// <summary> Get random <see cref="byte"/> value in range of <paramref name="minValue"/> (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="minValue">Random value should be greater or equal to this value.</param>
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/// <param name="maxValue">Random value should be less then this value.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public byte NextByte(byte minValue, byte maxValue)
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=> (byte)Next(minValue, maxValue);
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/// <summary> Get random <see cref="double"/> value between 0 (included) and 1 (excluded). </summary>
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double NextDouble();
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/// <summary> Get random <see cref="double"/> value in range of 0 (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="maxValue">Random value should be less then this value.</param>
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double Next(double maxValue)
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=> NextDouble() * maxValue;
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/// <summary> Get random <see cref="double"/> value in range of <paramref name="minValue"/> (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="minValue">Random value should be greater or equal to this value.</param>
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/// <param name="maxValue">Random value should be less then this value.</param>
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double NextDouble(double minValue, double maxValue)
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=> NextDouble() * (maxValue - minValue) + minValue;
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/// <summary> Get random <see cref="TimeSpan"/> value in range of <see cref="TimeSpan.Zero"/> (included) and <paramref name="maxTime"/> (excluded). </summary>
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/// <param name="maxTime">Random value should be less then this value.</param>
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TimeSpan Next(TimeSpan maxTime);
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/// <summary> Get random <see cref="TimeSpan"/> value in range of <paramref name="minTime"/> (included) and <paramref name="maxTime"/> (excluded). </summary>
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/// <param name="minTime">Random value should be greater or equal to this value.</param>
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/// <param name="maxTime">Random value should be less then this value.</param>
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TimeSpan Next(TimeSpan minTime, TimeSpan maxTime);
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/// <summary> Fill buffer with random bytes (values). </summary>
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void NextBytes(byte[] buffer);
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/// <summary> Get random <see cref="Angle"/> value in range of 0 (included) and <see cref="MathF.Tau"/> (excluded). </summary>
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public Angle NextAngle()
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=> NextFloat() * MathF.Tau;
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/// <summary> Get random <see cref="Angle"/> value in range of 0 (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="maxValue">Random value should be less then this value.</param>
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public Angle NextAngle(Angle maxValue)
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=> NextFloat() * maxValue;
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/// <summary> Get random <see cref="Angle"/> value in range of <paramref name="minValue"/> (included) and <paramref name="maxValue"/> (excluded). </summary>
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/// <param name="minValue">Random value should be greater or equal to this value.</param>
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/// <param name="maxValue">Random value should be less then this value.</param>
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public Angle NextAngle(Angle minValue, Angle maxValue)
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=> NextFloat() * (maxValue - minValue) + minValue;
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/// <summary>
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/// Random vector, created from a uniform distribution of magnitudes and angles.
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/// </summary>
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/// <param name="maxMagnitude">Max value for randomized vector magnitude (excluded).</param>
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public Vector2 NextVector2(float maxMagnitude = 1)
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=> NextVector2(0, maxMagnitude);
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/// <summary>
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/// Random vector, created from a uniform distribution of magnitudes and angles.
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/// </summary>
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/// <param name="minMagnitude">Min value for randomized vector magnitude (included).</param>
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/// <param name="maxMagnitude">Max value for randomized vector magnitude (excluded).</param>
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/// <remarks>
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/// In general, NextVector2(1) will tend to result in vectors with smaller magnitudes than
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/// NextVector2Box(1,1), even if you ignored any vectors with a magnitude larger than one.
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/// </remarks>
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public Vector2 NextVector2(float minMagnitude, float maxMagnitude)
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=> NextAngle().RotateVec(new Vector2(NextFloat(minMagnitude, maxMagnitude), 0));
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/// <summary>
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/// Random vector, created from a uniform distribution of x and y coordinates lying inside some box.
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/// </summary>
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public Vector2 NextVector2Box(float minX, float minY, float maxX, float maxY)
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=> new Vector2(NextFloat(minX, maxX), NextFloat(minY, maxY));
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/// <summary>
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/// Random vector, created from a uniform distribution of x and y coordinates lying inside some box.
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/// Box will have coordinates starting at [-<paramref name="maxAbsX"/> , -<paramref name="maxAbsY"/>]
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/// and ending in [<paramref name="maxAbsX"/> , <paramref name="maxAbsY"/>]
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/// </summary>
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public Vector2 NextVector2Box(float maxAbsX = 1, float maxAbsY = 1)
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=> NextVector2Box(-maxAbsX, -maxAbsY, maxAbsX, maxAbsY);
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/// <summary> Randomly switches positions in collection. </summary>
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void Shuffle<T>(IList<T> list)
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{
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if (list is T[] arr)
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{
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// Done to avoid significant performance dip from Moq workaround in RandomExtensions.cs,
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// doubt it matters much.
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// https://github.com/space-wizards/RobustToolbox/issues/6329
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Shuffle(arr);
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return;
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}
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var n = list.Count;
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while (n > 1)
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{
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n -= 1;
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var k = Next(n + 1);
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(list[k], list[n]) = (list[n], list[k]);
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}
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}
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/// <summary> Randomly switches positions in collection. </summary>
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void Shuffle<T>(Span<T> list)
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{
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var n = list.Length;
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while (n > 1)
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{
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n -= 1;
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var k = Next(n + 1);
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(list[k], list[n]) = (list[n], list[k]);
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}
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}
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/// <summary> Randomly switches positions in collection. </summary>
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void Shuffle<T>(ValueList<T> list)
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{
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Shuffle(list.Span);
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}
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}
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[Obsolete("Always use RobustRandom/IRobustRandom, System.Random does not provide any extra functionality.")]
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public static class RandomHelpers
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{
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[Obsolete("Always use RobustRandom/IRobustRandom, System.Random does not provide any extra functionality.")]
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public static void Shuffle<T>(this System.Random random, IList<T> list)
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{
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var n = list.Count;
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while (n > 1)
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{
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n -= 1;
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var k = random.Next(n + 1);
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(list[k], list[n]) = (list[n], list[k]);
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}
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}
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[Obsolete("Always use RobustRandom/IRobustRandom, System.Random does not provide any extra functionality.")]
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public static bool Prob(this System.Random random, double chance)
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{
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return random.NextDouble() < chance;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[Obsolete("Always use RobustRandom/IRobustRandom, System.Random does not provide any extra functionality.")]
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public static byte NextByte(this System.Random random, byte maxValue)
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{
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return NextByte(random, 0, maxValue);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[Obsolete("Always use RobustRandom/IRobustRandom, System.Random does not provide any extra functionality.")]
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public static byte NextByte(this System.Random random)
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{
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return NextByte(random, byte.MaxValue);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[Obsolete("Always use RobustRandom/IRobustRandom, System.Random does not provide any extra functionality.")]
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public static byte NextByte(this System.Random random, byte minValue, byte maxValue)
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{
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return (byte)random.Next(minValue, maxValue);
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}
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}
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