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Added class EQEmu::Random Functions: EQEmu::Random::Int(int low, int high) EQEmu::Random::Real(double low, double high) EQEmu::Random::Roll(int required) EQEmu::Random::Roll(double required) EQEmu::Random::Reseed() For zone, you will access the random object through the zone object ex. zone->random.Int(0, 100); Int returns a random int between low and high Real returns a random double between low and high Roll(int) returns true if Int(0, 99) < required is true Roll(double) returns true if Real(0.0, 1.0) <= required is true
68 lines
1.4 KiB
C++
68 lines
1.4 KiB
C++
#ifndef __random_h__
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#define __random_h__
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#include <random>
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#include <utility>
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/* This uses mt19937 seeded with the std::random_device
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* The idea is to have this be included as a member of another class
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* so mocking out for testing is easier
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* If you need to reseed random.Reseed()
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* Eventually this should be derived from an abstract base class
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*/
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namespace EQEmu {
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class Random {
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public:
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// AKA old MakeRandomInt
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const int Int(int low, int high)
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{
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if (low > high)
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std::swap(low, high);
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return std::uniform_int_distribution<int>(low, high)(m_gen); // [low, high]
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}
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// AKA old MakeRandomFloat
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const double Real(double low, double high)
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{
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if (low > high)
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std::swap(low, high);
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return std::uniform_real_distribution<double>(low, high)(m_gen); // [low, high)
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}
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// example Roll(50) would have a 50% success rate
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// Roll(100) 100%, etc
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// valid values 0-100 (well, higher works too but ...)
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const bool Roll(const int required)
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{
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return Int(0, 99) < required;
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}
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// valid values 0.0 - 1.0
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const bool Roll(const double required)
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{
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return Real(0.0, 1.0) <= required;
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}
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void Reseed()
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{
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// We could do the seed_seq thing here too if we need better seeding
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// but that is mostly overkill for us, so just seed once
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std::random_device rd;
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m_gen.seed(rd());
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}
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Random()
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{
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Reseed();
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}
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private:
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std::mt19937 m_gen;
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};
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}
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#endif /* !__random_h__ */
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