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2 | 2 | // Purpose: Various static helper methods to do with randomness |
3 | 3 | // Created by: DavidFDev |
4 | 4 |
|
| 5 | +using System; |
| 6 | +using System.Collections.Generic; |
| 7 | +using System.Diagnostics.Contracts; |
| 8 | +using System.Linq; |
| 9 | +using UnityEngine; |
| 10 | + |
5 | 11 | namespace DavidFDev.Maths |
6 | 12 | { |
| 13 | + /// <summary> |
| 14 | + /// Collection of static helper methods to do with randomness. |
| 15 | + /// </summary> |
7 | 16 | public static class RandomHelper |
8 | 17 | { |
| 18 | + #region Static fields and constants |
| 19 | + |
| 20 | + /// <summary> |
| 21 | + /// Random number generator used by the helper methods. |
| 22 | + /// </summary> |
| 23 | + public static System.Random RNG { get; private set; } = null; |
| 24 | + |
| 25 | + /// <summary> |
| 26 | + /// Seed used by the random number generator instance. |
| 27 | + /// Setting a new seed will initialise a new random number generator. |
| 28 | + /// </summary> |
| 29 | + public static int Seed |
| 30 | + { |
| 31 | + get |
| 32 | + { |
| 33 | + return _seed; |
| 34 | + } |
| 35 | + set |
| 36 | + { |
| 37 | + _seed = value; |
| 38 | + RNG = new System.Random(_seed); |
| 39 | + } |
| 40 | + } |
| 41 | + |
| 42 | + private static int _seed = 0; |
| 43 | + |
| 44 | + private const float PI_2 = Mathf.PI * 2f; |
| 45 | + |
| 46 | + #endregion |
| 47 | + |
| 48 | + #region Static constructor |
| 49 | + |
| 50 | + static RandomHelper() |
| 51 | + { |
| 52 | + Seed = Environment.TickCount; |
| 53 | + } |
| 54 | + |
| 55 | + #endregion |
| 56 | + |
| 57 | + #region Static methods |
| 58 | + |
| 59 | + /// <summary> |
| 60 | + /// Retrieve a random bool value. |
| 61 | + /// </summary> |
| 62 | + /// <returns></returns> |
| 63 | + [Pure] |
| 64 | + public static bool NextBool() |
| 65 | + { |
| 66 | + return RNG.Next(1) == 0; |
| 67 | + } |
| 68 | + |
| 69 | + /// <summary> |
| 70 | + /// Retrieve a random float value between 0 [inclusive] and 1 [exclusive]. |
| 71 | + /// </summary> |
| 72 | + /// <returns></returns> |
| 73 | + [Pure] |
| 74 | + public static float NextFloat() |
| 75 | + { |
| 76 | + return (float)RNG.NextDouble(); |
| 77 | + } |
| 78 | + |
| 79 | + /// <summary> |
| 80 | + /// Retrieve a random float between 0 [inclusive] and a max value [exclusive]. |
| 81 | + /// </summary> |
| 82 | + /// <param name="max"></param> |
| 83 | + /// <returns></returns> |
| 84 | + [Pure] |
| 85 | + public static float NextFloat(float max) |
| 86 | + { |
| 87 | + return NextFloat() * max; |
| 88 | + } |
| 89 | + |
| 90 | + /// <summary> |
| 91 | + /// Retrieve a random int between 0 [inclusive] and a max value [exclusive]. |
| 92 | + /// </summary> |
| 93 | + /// <param name="max"></param> |
| 94 | + /// <returns></returns> |
| 95 | + [Pure] |
| 96 | + public static int NextInt(int max) |
| 97 | + { |
| 98 | + return RNG.Next(max); |
| 99 | + } |
| 100 | + |
| 101 | + /// <summary> |
| 102 | + /// Retrieve a random angle between 0 and 2 PI (radians). |
| 103 | + /// </summary> |
| 104 | + /// <returns></returns> |
| 105 | + [Pure] |
| 106 | + public static float NextAngle() |
| 107 | + { |
| 108 | + return NextFloat(PI_2); |
| 109 | + } |
| 110 | + |
| 111 | + /// <summary> |
| 112 | + /// Retrieve a colour with random component values (rgb). |
| 113 | + /// </summary> |
| 114 | + /// <returns></returns> |
| 115 | + [Pure] |
| 116 | + public static Color NextColour() |
| 117 | + { |
| 118 | + return new Color(NextFloat(), NextFloat(), NextFloat()); |
| 119 | + } |
| 120 | + |
| 121 | + /// <summary> |
| 122 | + /// Retrieve a random unit vector. |
| 123 | + /// </summary> |
| 124 | + /// <param name="magnitude"></param> |
| 125 | + /// <returns></returns> |
| 126 | + [Pure] |
| 127 | + public static Vector2 NextVector2(float magnitude = 1f) |
| 128 | + { |
| 129 | + return MathsHelper.GetDirection(NextAngle() * Mathf.Rad2Deg) * magnitude; |
| 130 | + } |
| 131 | + |
| 132 | + /// <summary> |
| 133 | + /// Retrive a random unit vector. |
| 134 | + /// </summary> |
| 135 | + /// <param name="magnitude"></param> |
| 136 | + /// <returns></returns> |
| 137 | + [Pure] |
| 138 | + public static Vector3 NextVector3(float magnitude = 1f) |
| 139 | + { |
| 140 | + return MathsHelper.GetDirection(NextAngle() * Mathf.Rad2Deg) * magnitude; |
| 141 | + } |
| 142 | + |
| 143 | + /// <summary> |
| 144 | + /// Retrieve a random float between a min value [inclusive] and a max value [exclusive]. |
| 145 | + /// </summary> |
| 146 | + /// <param name="min"></param> |
| 147 | + /// <param name="max"></param> |
| 148 | + /// <returns></returns> |
| 149 | + [Pure] |
| 150 | + public static float Range(float min, float max) |
| 151 | + { |
| 152 | + return min + NextFloat(max - min); |
| 153 | + } |
| 154 | + |
| 155 | + /// <summary> |
| 156 | + /// Retrieve a random vector with components between a min value [inclusive] and a max value [exclusive]. |
| 157 | + /// </summary> |
| 158 | + /// <param name="min"></param> |
| 159 | + /// <param name="max"></param> |
| 160 | + /// <returns></returns> |
| 161 | + [Pure] |
| 162 | + public static Vector2 Range(Vector2 min, Vector2 max) |
| 163 | + { |
| 164 | + return min + new Vector2(NextFloat(max.x - min.x), NextFloat(max.y - min.y)); |
| 165 | + } |
| 166 | + |
| 167 | + /// <summary> |
| 168 | + /// Retrieve a random vector with components between a min value [inclusive] and a max value [exclusive]. |
| 169 | + /// </summary> |
| 170 | + /// <param name="min"></param> |
| 171 | + /// <param name="max"></param> |
| 172 | + /// <returns></returns> |
| 173 | + [Pure] |
| 174 | + public static Vector3 Range(Vector3 min, Vector3 max) |
| 175 | + { |
| 176 | + return min + new Vector3(NextFloat(max.x - min.x), NextFloat(max.y - min.y), NextFloat(max.z - min.z)); |
| 177 | + } |
| 178 | + |
| 179 | + /// <summary> |
| 180 | + /// Retrieve a random float betwen -1 and 1. |
| 181 | + /// </summary> |
| 182 | + /// <returns></returns> |
| 183 | + [Pure] |
| 184 | + public static float MinusOneToOne() |
| 185 | + { |
| 186 | + return NextFloat(2f) - 1f; |
| 187 | + } |
| 188 | + |
| 189 | + /// <summary> |
| 190 | + /// Retrieve a random integer, either -1 or 1. |
| 191 | + /// </summary> |
| 192 | + /// <returns></returns> |
| 193 | + [Pure] |
| 194 | + public static int MinusOneOrOne() |
| 195 | + { |
| 196 | + return NextBool() ? -1 : 1; |
| 197 | + } |
| 198 | + |
| 199 | + /// <summary> |
| 200 | + /// Roll a random chance. |
| 201 | + /// </summary> |
| 202 | + /// <param name="percent">0.0 - 1.0.</param> |
| 203 | + /// <returns></returns> |
| 204 | + [Pure] |
| 205 | + public static bool Chance(float percent) |
| 206 | + { |
| 207 | + return NextFloat() < percent; |
| 208 | + } |
| 209 | + |
| 210 | + /// <summary> |
| 211 | + /// Roll a random chance. |
| 212 | + /// </summary> |
| 213 | + /// <param name="percent">0 - 100.</param> |
| 214 | + /// <returns></returns> |
| 215 | + [Pure] |
| 216 | + public static bool Chance(int percent) |
| 217 | + { |
| 218 | + return NextInt(100) < percent; |
| 219 | + } |
| 220 | + |
| 221 | + /// <summary> |
| 222 | + /// Retrieve a random element from a collection. |
| 223 | + /// </summary> |
| 224 | + /// <typeparam name="T"></typeparam> |
| 225 | + /// <param name="collection"></param> |
| 226 | + /// <returns></returns> |
| 227 | + [Pure] |
| 228 | + public static T Choose<T>(this IReadOnlyCollection<T> collection) |
| 229 | + { |
| 230 | + return collection.ElementAt(NextInt(collection.Count)); |
| 231 | + } |
| 232 | + |
| 233 | + #endregion |
9 | 234 | } |
10 | 235 | } |
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