mirror of
https://github.com/osukey/osukey.git
synced 2025-08-03 06:36:31 +09:00
Move FastRandom
to LegacyRandom
in osu.Game
project
This commit is contained in:
@ -5,10 +5,10 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.MathUtils;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Catch.Beatmaps
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{
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@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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public void ApplyPositionOffsets(IBeatmap beatmap)
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{
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var rng = new FastRandom(RNG_SEED);
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var rng = new LegacyRandom(RNG_SEED);
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float? lastPosition = null;
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double lastStartTime = 0;
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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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initialiseHyperDash(beatmap);
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}
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private static void applyHardRockOffset(CatchHitObject hitObject, ref float? lastPosition, ref double lastStartTime, FastRandom rng)
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private static void applyHardRockOffset(CatchHitObject hitObject, ref float? lastPosition, ref double lastStartTime, LegacyRandom rng)
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{
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float offsetPosition = hitObject.OriginalX;
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double startTime = hitObject.StartTime;
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@ -146,7 +146,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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/// <param name="position">The position which the offset should be applied to.</param>
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/// <param name="maxOffset">The maximum offset, cannot exceed 20px.</param>
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/// <param name="rng">The random number generator.</param>
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private static void applyRandomOffset(ref float position, double maxOffset, FastRandom rng)
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private static void applyRandomOffset(ref float position, double maxOffset, LegacyRandom rng)
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{
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bool right = rng.NextBool();
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float rand = Math.Min(20, (float)rng.Next(0, Math.Max(0, maxOffset)));
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@ -1,99 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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namespace osu.Game.Rulesets.Catch.MathUtils
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{
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/// <summary>
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/// A PRNG specified in http://heliosphan.org/fastrandom.html.
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/// </summary>
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public class FastRandom
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{
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private const double int_to_real = 1.0 / (int.MaxValue + 1.0);
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private const uint int_mask = 0x7FFFFFFF;
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private const uint y_initial = 842502087;
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private const uint z_initial = 3579807591;
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private const uint w_initial = 273326509;
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private uint x, y = y_initial, z = z_initial, w = w_initial;
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public FastRandom(int seed)
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{
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x = (uint)seed;
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}
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public FastRandom()
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: this(Environment.TickCount)
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{
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}
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/// <summary>
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/// Generates a random unsigned integer within the range [<see cref="uint.MinValue"/>, <see cref="uint.MaxValue"/>).
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/// </summary>
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/// <returns>The random value.</returns>
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public uint NextUInt()
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{
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uint t = x ^ (x << 11);
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x = y;
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y = z;
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z = w;
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return w = w ^ (w >> 19) ^ t ^ (t >> 8);
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}
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/// <summary>
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/// Generates a random integer value within the range [0, <see cref="int.MaxValue"/>).
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/// </summary>
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/// <returns>The random value.</returns>
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public int Next() => (int)(int_mask & NextUInt());
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/// <summary>
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/// Generates a random integer value within the range [0, <paramref name="upperBound"/>).
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/// </summary>
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/// <param name="upperBound">The upper bound.</param>
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/// <returns>The random value.</returns>
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public int Next(int upperBound) => (int)(NextDouble() * upperBound);
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/// <summary>
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/// Generates a random integer value within the range [<paramref name="lowerBound"/>, <paramref name="upperBound"/>).
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/// </summary>
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/// <param name="lowerBound">The lower bound of the range.</param>
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/// <param name="upperBound">The upper bound of the range.</param>
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/// <returns>The random value.</returns>
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public int Next(int lowerBound, int upperBound) => (int)(lowerBound + NextDouble() * (upperBound - lowerBound));
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/// <summary>
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/// Generates a random integer value within the range [<paramref name="lowerBound"/>, <paramref name="upperBound"/>).
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/// </summary>
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/// <param name="lowerBound">The lower bound of the range.</param>
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/// <param name="upperBound">The upper bound of the range.</param>
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/// <returns>The random value.</returns>
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public int Next(double lowerBound, double upperBound) => (int)(lowerBound + NextDouble() * (upperBound - lowerBound));
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/// <summary>
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/// Generates a random double value within the range [0, 1).
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/// </summary>
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/// <returns>The random value.</returns>
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public double NextDouble() => int_to_real * Next();
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private uint bitBuffer;
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private int bitIndex = 32;
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/// <summary>
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/// Generates a reandom boolean value. Cached such that a random value is only generated once in every 32 calls.
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/// </summary>
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/// <returns>The random value.</returns>
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public bool NextBool()
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{
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if (bitIndex == 32)
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{
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bitBuffer = NextUInt();
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bitIndex = 1;
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return (bitBuffer & 1) == 1;
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}
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bitIndex++;
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return ((bitBuffer >>= 1) & 1) == 1;
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}
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}
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}
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