Files
LuaCsForBarotraumaEP/BarotraumaShared/Source/Utils/Rand.cs
juanjp600 0740579f62 Ingame syncing kinda works
Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
2017-06-20 22:28:18 -03:00

66 lines
2.4 KiB
C#

using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
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 Random localRandom = new Random();
private static Random[] syncedRandom = new MTRandom[] {
new MTRandom(), new MTRandom()
};
public static void SetSyncedSeed(int seed)
{
syncedRandom[(int)RandSync.Server] = new MTRandom(seed);
syncedRandom[(int)RandSync.ClientOnly] = new MTRandom(seed);
}
private static void Assert(RandSync sync)
{
//TODO: REMOVE AFTER FINDING ALL WRONG RNG USAGE
#if false
string trace = Environment.StackTrace.ToString();
if (sync != RandSync.Server) return;
if (trace.ToLower().Contains("barotraumaclient\\source")) DebugConsole.NewMessage("WARNING: Client code using RandSync.Server\n"+trace,Color.Yellow);
#endif
}
public static float Range(float minimum, float maximum, RandSync sync=RandSync.Unsynced)
{
Assert(sync);
return (float)(sync == RandSync.Unsynced ? localRandom : (syncedRandom[(int)sync])).NextDouble() * (maximum - minimum) + minimum;
}
public static int Range(int minimum, int maximum, RandSync sync = RandSync.Unsynced)
{
Assert(sync);
return (sync == RandSync.Unsynced ? localRandom : (syncedRandom[(int)sync])).Next(maximum - minimum) + minimum;
}
public static int Int(int max, RandSync sync = RandSync.Unsynced)
{
Assert(sync);
return (sync == RandSync.Unsynced ? localRandom : (syncedRandom[(int)sync])).Next(max);
}
public static Vector2 Vector(float length, RandSync sync = RandSync.Unsynced)
{
Assert(sync);
Vector2 randomVector = new Vector2(Range(-1.0f, 1.0f, sync), Range(-1.0f, 1.0f, sync));
if (randomVector == Vector2.Zero) return new Vector2(0.0f, length);
return Vector2.Normalize(randomVector) * length;
}
}
}