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77 lines
2.0 KiB
C#
77 lines
2.0 KiB
C#
using System;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Random;
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/// <summary>
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/// Provides random numbers, can be constructed in user code or used as a dependency in the form of
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/// <see cref="IRobustRandom"/>. Methods that take RNG as input should take an IRobustRandom instead.
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/// </summary>
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/// <example>
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/// <code>
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/// var myRng = new RobustRandom();
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/// // Optionally, seed your RNG. By default, the RNG is seeded randomly.
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/// myRng.SetSeed(17);
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/// <br/>
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/// var fairDiceRoll = myRng.Next(1, 6); // Will be 4 with this seed.
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/// </code>
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/// </example>
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public sealed class RobustRandom : IRobustRandom
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{
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// This should not contain any logic, not directly related to calling specific methods of <see cref="Random"/>.
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// To write additional logic, attached to random roll, please create interface-implemented methods on <see cref="IRobustRandom"/>
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// or add it to <see cref="RandomExtensions"/>.
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private System.Random _random = new();
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public System.Random GetRandom() => _random;
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public void SetSeed(int seed)
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{
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_random = new(seed);
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}
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public float NextFloat()
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{
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// This is pretty much the CoreFX implementation.
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// So credits to that.
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// Except using float instead of double.
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return Next() * 4.6566128752458E-10f;
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}
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public int Next()
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{
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return _random.Next();
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}
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public int Next(int minValue, int maxValue)
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{
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return _random.Next(minValue, maxValue);
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}
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public TimeSpan Next(TimeSpan minTime, TimeSpan maxTime)
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{
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DebugTools.Assert(minTime <= maxTime);
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return minTime + (maxTime - minTime) * _random.NextDouble();
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}
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public TimeSpan Next(TimeSpan maxTime)
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{
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return Next(TimeSpan.Zero, maxTime);
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}
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public int Next(int maxValue)
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{
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return _random.Next(maxValue);
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}
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public double NextDouble()
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{
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return _random.NextDouble();
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}
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public void NextBytes(byte[] buffer)
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{
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_random.NextBytes(buffer);
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}
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}
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