(f0d812055) v0.9.9.0
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@@ -7,24 +7,23 @@ namespace Barotrauma.Extensions
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public static class IEnumerableExtensions
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{
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/// <summary>
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/// Randomizes the collection and returns it.
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/// Randomizes the collection (using OrderBy) and returns it.
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/// </summary>
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public static IOrderedEnumerable<T> Randomize<T>(this IEnumerable<T> source)
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public static IOrderedEnumerable<T> Randomize<T>(this IEnumerable<T> source, Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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return source.OrderBy(i => Rand.Value());
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return source.OrderBy(i => Rand.Value(randSync));
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}
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/// <summary>
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/// Randomizes the list in place.
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/// Randomizes the list in place without creating a new collection, using a Fisher-Yates-based algorithm.
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/// </summary>
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public static void RandomizeList<T>(this List<T> list)
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public static void Shuffle<T>(this IList<T> list, Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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//Fisher-Yates shuffle
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int n = list.Count;
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while (n > 1)
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{
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n--;
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int k = Rand.Int(n + 1);
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int k = Rand.Int(n + 1, randSync);
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T value = list[k];
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list[k] = list[n];
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list[n] = value;
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@@ -57,5 +57,43 @@ namespace Barotrauma.Extensions
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var size = rect.MultiplySize(scale);
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return new Rectangle(rect.X, rect.Y, size.X, size.Y);
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}
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public static bool IntersectsWorld(this Rectangle rect, Rectangle value)
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{
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int bottom = rect.Y - rect.Height;
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int otherBottom = value.Y - value.Height;
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return value.Left < rect.Right && rect.Left < value.Right &&
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value.Top > bottom && rect.Top > otherBottom;
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}
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/// <summary>
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/// Like the XNA method, but treats the y-coordinate so that up is greater and down is lower.
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/// </summary>
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public static bool ContainsWorld(this Rectangle rect, Rectangle other)
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{
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return
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(rect.X <= other.X) && ((other.X + other.Width) <= (rect.X + rect.Width)) &&
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(rect.Y >= other.Y) && ((other.Y - other.Height) >= (rect.Y - rect.Height));
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}
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/// <summary>
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/// Like the XNA method, but treats the y-coordinate so that up is greater and down is lower.
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/// </summary>
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public static bool ContainsWorld(this Rectangle rect, Vector2 point)
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{
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return
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(rect.X <= point.X) && (point.X < (rect.X + rect.Width)) &&
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(rect.Y >= point.Y) && (point.Y > (rect.Y - rect.Height));
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}
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/// <summary>
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/// Like the XNA method, but treats the y-coordinate so that up is greater and down is lower.
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/// </summary>
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public static bool ContainsWorld(this Rectangle rect, Point point)
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{
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return
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(rect.X <= point.X) && (point.X < (rect.X + rect.Width)) &&
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(rect.Y >= point.Y) && (point.Y > (rect.Y - rect.Height));
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}
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}
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}
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