using Microsoft.Xna.Framework; using System; using Voronoi2; namespace Barotrauma { public static class Rand { public enum RandSync { Unsynced = -1, //not synced, used for unimportant details like minor particle properties Server = 0, //synced with the server (used for gameplay elements that the players can interact with) ClientOnly = 1 //set to match between clients (used for misc elements that the server doesn't track, but clients want to match anyway) } private static readonly Random localRandom = new Random(); private static readonly Random[] syncedRandom = new MTRandom[] { new MTRandom(), new MTRandom() }; public static Random GetRNG(RandSync randSync) { return randSync == RandSync.Unsynced ? localRandom : syncedRandom[(int)randSync]; } public static void SetSyncedSeed(int seed) { syncedRandom[(int)RandSync.Server] = new MTRandom(seed); syncedRandom[(int)RandSync.ClientOnly] = new MTRandom(seed); } public static float Range(float minimum, float maximum, RandSync sync=RandSync.Unsynced) { return (float)(sync == RandSync.Unsynced ? localRandom : (syncedRandom[(int)sync])).NextDouble() * (maximum - minimum) + minimum; } public static double Range(double minimum, double maximum, RandSync sync = RandSync.Unsynced) { return (sync == RandSync.Unsynced ? localRandom : (syncedRandom[(int)sync])).NextDouble() * (maximum - minimum) + minimum; } public static int Range(int minimum, int maximum, RandSync sync = RandSync.Unsynced) { return (sync == RandSync.Unsynced ? localRandom : (syncedRandom[(int)sync])).Next(maximum - minimum) + minimum; } public static int Int(int max, RandSync sync = RandSync.Unsynced) { return (sync == RandSync.Unsynced ? localRandom : (syncedRandom[(int)sync])).Next(max); } public static Vector2 Vector(float length, RandSync sync = RandSync.Unsynced) { Vector2 randomVector = new Vector2(Range(-1.0f, 1.0f, sync), Range(-1.0f, 1.0f, sync)); if (randomVector.LengthSquared() < 0.001f) return new Vector2(0.0f, length); return Vector2.Normalize(randomVector) * length; } /// /// Random float between 0 and 1. /// public static float Value(RandSync sync = RandSync.Unsynced) { return Range(0f, 1f, sync); } public static Color Color(bool randomAlpha = false, RandSync sync = RandSync.Unsynced) { if (randomAlpha) { return new Color(Value(sync), Value(sync), Value(sync), Value(sync)); } else { return new Color(Value(sync), Value(sync), Value(sync)); } } public static DoubleVector2 Vector(double length, RandSync sync = RandSync.Unsynced) { double x = Range(-1.0, 1.0, sync); double y = Range(-1.0, 1.0, sync); double len = Math.Sqrt(x * x + y * y); if (len < 0.00001) return new DoubleVector2(0.0, length); return new DoubleVector2(x / len * length, y / len * length); } } }