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