Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Extensions/IEnumerableExtensions.cs
2022-02-26 02:43:01 +09:00

303 lines
11 KiB
C#

using System.Collections.Generic;
using System;
using System.Linq;
using System.Collections.Immutable;
namespace Barotrauma.Extensions
{
public static class IEnumerableExtensions
{
/// <summary>
/// Randomizes the collection (using OrderBy) and returns it.
/// </summary>
public static T[] Randomize<T>(this IList<T> source, Rand.RandSync randSync = Rand.RandSync.Unsynced)
{
return source.OrderBy(i => Rand.Value(randSync)).ToArray();
}
/// <summary>
/// Randomizes the list in place without creating a new collection, using a Fisher-Yates-based algorithm.
/// </summary>
public static void Shuffle<T>(this IList<T> list, Rand.RandSync randSync = Rand.RandSync.Unsynced)
=> list.Shuffle(Rand.GetRNG(randSync));
public static void Shuffle<T>(this IList<T> list, Random rng)
{
int n = list.Count;
while (n > 1)
{
n--;
int k = rng.Next(n + 1);
T value = list[k];
list[k] = list[n];
list[n] = value;
}
}
public static T GetRandom<T>(this IReadOnlyList<T> source, Func<T, bool> predicate, Rand.RandSync randSync)
{
if (predicate == null) { return GetRandom(source, randSync); }
return source.Where(predicate).ToArray().GetRandom(randSync);
}
/// <summary>
/// Gets a random element of a list using one of the synced random number generators.
/// It's recommended that you guarantee a deterministic order of the elements of the
/// input list via sorting.
/// </summary>
/// <param name="source">List to pick a random element from</param>
/// <param name="randSync">Which RNG to use</param>
/// <returns>A random item from the list. Return value should match between clients and
/// the server, if applicable.</returns>
public static T GetRandom<T>(this IReadOnlyList<T> source, Rand.RandSync randSync)
{
int count = source.Count;
return count == 0 ? default : source[Rand.Range(0, count, randSync)];
}
public static T GetRandom<T>(this IReadOnlyList<T> source, Random random)
{
int count = source.Count;
return count == 0 ? default : source[random.Next(0, count)];
}
// The reason these "GetRandomUnsynced" methods exist is because
// they can be used on all enumerables; GetRandom can only be used
// on lists as they can be sorted to guarantee a certain order.
public static T GetRandomUnsynced<T>(this IEnumerable<T> source, Func<T, bool> predicate)
{
if (predicate == null) { return GetRandomUnsynced(source); }
return source.Where(predicate).GetRandomUnsynced();
}
public static T GetRandomUnsynced<T>(this IEnumerable<T> source)
{
if (source is IReadOnlyList<T> list)
{
return list.GetRandom(Rand.RandSync.Unsynced);
}
else
{
int count = source.Count();
return count == 0 ? default : source.ElementAt(Rand.Range(0, count, Rand.RandSync.Unsynced));
}
}
public static T GetRandom<T>(this IEnumerable<T> source, Rand.RandSync randSync)
where T : PrefabWithUintIdentifier
{
return source.OrderBy(p => p.UintIdentifier).ToArray().GetRandom(randSync);
}
public static T GetRandom<T>(this IEnumerable<T> source, Func<T, bool> predicate, Rand.RandSync randSync)
where T : PrefabWithUintIdentifier
{
return source.Where(predicate).OrderBy(p => p.UintIdentifier).ToArray().GetRandom(randSync);
}
public static T RandomElementByWeight<T>(this IList<T> source, Func<T, float> weightSelector, Rand.RandSync randSync = Rand.RandSync.Unsynced)
{
float totalWeight = source.Sum(weightSelector);
float itemWeightIndex = Rand.Range(0f, 1f, randSync) * totalWeight;
float currentWeightIndex = 0;
for (int i = 0; i < source.Count; i++)
{
T weightedItem = source[i];
float weight = weightSelector(weightedItem);
currentWeightIndex += weight;
if (currentWeightIndex >= itemWeightIndex)
{
return weightedItem;
}
}
return default;
}
/// <summary>
/// Executes an action that modifies the collection on each element (such as removing items from the list).
/// Creates a temporary list, unless the collection is empty.
/// </summary>
public static void ForEachMod<T>(this IEnumerable<T> source, Action<T> action)
{
if (source.None()) { return; }
var temp = new List<T>(source);
temp.ForEach(action);
}
/// <summary>
/// Generic version of List.ForEach.
/// Performs the specified action on each element of the collection (short hand for a foreach loop).
/// </summary>
public static void ForEach<T>(this IEnumerable<T> source, Action<T> action)
{
foreach (var item in source)
{
action(item);
}
}
/// <summary>
/// Iterates over all elements in a given enumerable and discards the result.
/// </summary>
public static void Consume<T>(this IEnumerable<T> enumerable)
{
foreach (var _ in enumerable) { /* do nothing */ }
}
/// <summary>
/// Shorthand for !source.Any(predicate) -> i.e. not any.
/// </summary>
public static bool None<T>(this IEnumerable<T> source, Func<T, bool> predicate = null)
{
if (predicate == null)
{
return !source.Any();
}
else
{
return !source.Any(predicate);
}
}
public static bool Multiple<T>(this IEnumerable<T> source, Func<T, bool> predicate = null)
{
if (predicate == null)
{
return source.Count() > 1;
}
else
{
return source.Count(predicate) > 1;
}
}
public static IEnumerable<T> ToEnumerable<T>(this T item)
{
yield return item;
}
// source: https://stackoverflow.com/questions/19237868/get-all-children-to-one-list-recursive-c-sharp
public static IEnumerable<T> SelectManyRecursive<T>(this IEnumerable<T> source, Func<T, IEnumerable<T>> selector)
{
var result = source.SelectMany(selector);
if (!result.Any())
{
return result;
}
return result.Concat(result.SelectManyRecursive(selector));
}
public static void AddIfNotNull<T>(this IList<T> source, T value)
{
if (value != null) { source.Add(value); }
}
public static ImmutableDictionary<TKey, TValue> ToImmutableDictionary<TKey, TValue>(this IEnumerable<(TKey, TValue)> enumerable)
{
return enumerable.ToDictionary().ToImmutableDictionary();
}
public static Dictionary<TKey, TValue> ToDictionary<TKey, TValue>(this IEnumerable<(TKey, TValue)> enumerable)
{
var dictionary = new Dictionary<TKey, TValue>();
foreach (var (k,v) in enumerable)
{
dictionary.Add(k, v);
}
return dictionary;
}
public static Dictionary<TKey, TValue> ToMutable<TKey, TValue>(this ImmutableDictionary<TKey, TValue> immutableDictionary)
{
if (immutableDictionary == null) { return null; }
return new Dictionary<TKey, TValue>(immutableDictionary);
}
/// <summary>
/// Returns whether a given collection has at least a certain amount
/// of elements for which the predicate returns true.
/// </summary>
/// <param name="source">Input collection</param>
/// <param name="amount">How many elements to match before stopping</param>
/// <param name="predicate">Predicate used to evaluate the elements</param>
public static bool AtLeast<T>(this IEnumerable<T> source, int amount, Predicate<T> predicate)
{
foreach (T elem in source)
{
if (predicate(elem)) { amount--; }
if (amount <= 0) { return true; }
}
return false;
}
/// <summary>
/// Equivalent to LINQ's Enumerable.Concat. The main difference is that this
/// takes advantage of ICollection<T> optimizations for Enumerable.Contains
/// and Enumerable.Count.
/// </summary>
/// <returns></returns>
public static ICollection<T> CollectionConcat<T>(this IEnumerable<T> self, IEnumerable<T> other)
=> new CollectionConcat<T>(self, other);
public static IReadOnlyList<T> ListConcat<T>(this IEnumerable<T> self, IEnumerable<T> other)
=> new ListConcat<T>(self, other);
/// <summary>
/// Returns the maximum element in a given enumerable, or null if there
/// aren't any elements in the input.
/// </summary>
/// <param name="enumerable">Input collection</param>
/// <returns>Maximum element or null</returns>
public static T? MaxOrNull<T>(this IEnumerable<T> enumerable) where T : struct, IComparable<T>
{
T? retVal = null;
foreach (T v in enumerable)
{
if (!retVal.HasValue || v.CompareTo(retVal.Value) > 0) { retVal = v; }
}
return retVal;
}
public static TOut? MaxOrNull<TIn, TOut>(this IEnumerable<TIn> enumerable, Func<TIn, TOut> conversion)
where TOut : struct, IComparable<TOut>
=> enumerable.Select(conversion).MaxOrNull();
public static int FindIndex<T>(this IReadOnlyList<T> list, Predicate<T> predicate)
{
for (int i=0; i<list.Count; i++)
{
if (predicate(list[i])) { return i; }
}
return -1;
}
/// <summary>
/// Same as FirstOrDefault but will always return null instead of default(T) when no element is found
/// </summary>
public static T? FirstOrNull<T>(this IEnumerable<T> source, Func<T, bool> predicate) where T : struct
{
if (source.FirstOrDefault(predicate) is var first && !first.Equals(default(T)))
{
return first;
}
return null;
}
public static T? FirstOrNull<T>(this IEnumerable<T> source) where T : struct
{
if (source.FirstOrDefault() is var first && !first.Equals(default(T)))
{
return first;
}
return null;
}
}
}