CTT/Unity/Assets/Model/Core/Helper/RandomHelper.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Random = System.Random;
namespace ET
{
public static class RandomEx
{
public static ulong RandUInt64(this Random random)
{
byte[] byte8 = new byte[8];
random.NextBytes(byte8);
return BitConverter.ToUInt64(byte8, 0);
}
public static int RandInt32(this Random random)
{
return random.Next();
}
public static uint RandUInt32(this Random random)
{
return (uint)random.Next();
}
public static long RandInt64(this Random random)
{
byte[] byte8 = new byte[8];
random.NextBytes(byte8);
return BitConverter.ToInt64(byte8, 0);
}
}
public static class RandomHelper
{
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private static readonly Random random = new Random(Guid.NewGuid().GetHashCode());
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public static ulong RandUInt64()
{
byte[] byte8 = new byte[8];
random.NextBytes(byte8);
return BitConverter.ToUInt64(byte8, 0);
}
public static int RandInt32()
{
return random.Next();
}
public static uint RandUInt32()
{
return (uint)random.Next();
}
public static long RandInt64()
{
byte[] byte8 = new byte[8];
random.NextBytes(byte8);
return BitConverter.ToInt64(byte8, 0);
}
/// <summary>
/// 获取lower与Upper之间的随机数,包含下限,不包含上限
/// </summary>
/// <param name="lower"></param>
/// <param name="upper"></param>
/// <returns></returns>
public static int RandomNumber(int lower, int upper)
{
int value = random.Next(lower, upper);
return value;
}
public static float RandomFloat()
{
return (float)random.NextDouble();
}
public static float RandomFloat(float min, float max)
{
int a = RandomNumber((int)(min * 10000), (int)(max * 10000));
return a / 10000f;
}
public static float RandomFloat01()
{
int a = RandomNumber(0, 1000000);
return a / 1000000f;
}
public static long NextLong(long minValue, long maxValue)
{
if (minValue > maxValue)
{
throw new ArgumentException("minValue is great than maxValue", "minValue");
}
long num = maxValue - minValue;
return minValue + (long)(random.NextDouble() * num);
}
public static bool RandomBool()
{
return random.Next(2) == 0;
}
public static T RandomArray<T>(this T[] array)
{
return array[RandomNumber(0, array.Length)];
}
public static int RandomArray_Len2(this int[] array)
{
return RandomHelper.RandomNumber(array[0], array[1]);
}
public static T RandomArray<T>(this List<T> array)
{
return array[RandomNumber(0, array.Count)];
}
/// <summary>
/// 打乱数组
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="arr">要打乱的数组</param>
public static void BreakRank<T>(this List<T> arr)
{
if (arr == null || arr.Count < 2)
{
return;
}
for (int i = 0; i < arr.Count; i++)
{
int index = random.Next(0, arr.Count);
T temp = arr[index];
arr[index] = arr[i];
arr[i] = temp;
}
}
public static int[] GetRandoms(int sum, int min, int max)
{
int[] arr = new int[sum];
int j = 0;
//表示键和值对的集合。
Hashtable hashtable = new Hashtable();
Random rm = random;
while (hashtable.Count < sum)
{
//返回一个min到max之间的随机数
int nValue = rm.Next(min, max);
// 是否包含特定值
if (!hashtable.ContainsValue(nValue))
{
//把键和值添加到hashtable
hashtable.Add(nValue, nValue);
arr[j] = nValue;
j++;
}
}
return arr;
}
/// <summary>
/// 随机从数组中取若干个不重复的元素,
/// 为了降低算法复杂度,所以是伪随机,对随机要求不是非常高的逻辑可以用
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="sourceList"></param>
/// <param name="destList"></param>
/// <param name="randCount"></param>
public static bool GetRandListByCount<T>(List<T> sourceList, List<T> destList, int randCount)
{
if (sourceList == null || destList == null || randCount < 0)
{
return false;
}
destList.Clear();
if (randCount >= sourceList.Count)
{
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destList.AddRange(sourceList);
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return true;
}
if (randCount == 0)
{
return true;
}
int beginIndex = random.Next(0, sourceList.Count - 1);
for (int i = beginIndex; i < beginIndex + randCount; i++)
{
destList.Add(sourceList[i % sourceList.Count]);
}
return true;
}
public static void SelectUnits<T>(List<T> sourceList, T selectUnit, int targetCount)
{
if (sourceList == null || sourceList.Count == 0) return;
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int sourceCount = sourceList.Count;
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if (sourceCount <= targetCount)
{
return;
}
using var tempList = ListComponent<T>.Create();
using var indexList = ListComponent<int>.Create();
tempList.List.AddRange(sourceList);
sourceList.Clear();
for (int i = 0; i < sourceCount; i++)
indexList.List.Add(i);
int site = sourceCount;//设置下限
for (int j = 0; j < targetCount; j++)
{
//返回0到site - 1之中非负的一个随机数
int id = RandomHelper.RandomNumber(0, site);
//在随机位置取出一个数,保存到结果数组
sourceList.Add(tempList.List[indexList.List[id]]);
//最后一个数复制到当前位置
indexList.List[id] = indexList.List[site - 1];
//位置的下限减少一
site--;
}
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if (selectUnit == null || sourceList.Contains(selectUnit))
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{
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return;
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}
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sourceList.RemoveAt(0);
sourceList.Add(selectUnit);
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}
public static void SelectRandom<T>(List<T> sourceList, int targetCount)
{
if (sourceList == null || sourceList.Count == 0) return;
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int sourceCount = sourceList.Count;
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if (sourceCount <= targetCount)
{
return;
}
var tempList = ListComponent<T>.Create();
var indexList = ListComponent<int>.Create();
tempList.List.AddRange(sourceList);
sourceList.Clear();
for (int i = 0; i < sourceCount; i++)
indexList.List.Add(i);
int site = sourceCount;//设置下限
for (int j = 0; j < targetCount; j++)
{
//返回0到site - 1之中非负的一个随机数
int id = RandomHelper.RandomNumber(0, site);
//在随机位置取出一个数,保存到结果数组
sourceList.Add(tempList.List[indexList.List[id]]);
//最后一个数复制到当前位置
indexList.List[id] = indexList.List[site - 1];
//位置的下限减少一
site--;
}
tempList.Dispose();
indexList.Dispose();
}
private static int Rand(int n)
{
// 注意返回值是左闭右开所以maxValue要加1
return random.Next(1, n + 1);
}
/// <summary>
/// 通过权重随机
/// </summary>
/// <param name="weights"></param>
/// <returns></returns>
public static int RandomByWeight(int[] weights)
{
int sum = 0;
for (int i = 0; i < weights.Length; i++)
{
sum += weights[i];
}
int number_rand = Rand(sum);
int sum_temp = 0;
for (int i = 0; i < weights.Length; i++)
{
sum_temp += weights[i];
if (number_rand <= sum_temp)
{
return i;
}
}
return -1;
}
public static int RandomByWeight(List<int> weights)
{
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switch (weights.Count)
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{
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case 0:
return -1;
case 1:
return 0;
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}
int sum = 0;
for (int i = 0; i < weights.Count; i++)
{
sum += weights[i];
}
int number_rand = Rand(sum);
int sum_temp = 0;
for (int i = 0; i < weights.Count; i++)
{
sum_temp += weights[i];
if (number_rand <= sum_temp)
{
return i;
}
}
return -1;
}
public static int RandomByWeight(List<int> weights, int weightRandomMinVal)
{
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switch (weights.Count)
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{
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case 0:
return -1;
case 1:
return 0;
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}
int sum = 0;
for (int i = 0; i < weights.Count; i++)
{
sum += weights[i];
}
int number_rand = Rand(Math.Max(sum, weightRandomMinVal));
int sum_temp = 0;
for (int i = 0; i < weights.Count; i++)
{
sum_temp += weights[i];
if (number_rand <= sum_temp)
{
return i;
}
}
return -1;
}
public static int RandomByWeight(List<long> weights)
{
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switch (weights.Count)
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{
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case 0:
return -1;
case 1:
return 0;
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}
long sum = 0;
for (int i = 0; i < weights.Count; i++)
{
sum += weights[i];
}
long number_rand = NextLong(1, sum + 1);
long sum_temp = 0;
for (int i = 0; i < weights.Count; i++)
{
sum_temp += weights[i];
if (number_rand <= sum_temp)
{
return i;
}
}
return -1;
}
}
}