Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Extensions/IEnumerableExtensions.cs
Joonas Rikkonen 80ab27df22 c2e39cc...409d4d9
commit 409d4d96ead69028a164274637d23e350acb73fb
Merge: 95169f539 26e89c63d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:27 2019 +0200

    Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev

commit 95169f53937f9a7e168a884171eaa21ae7f08023
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:11 2019 +0200

    Modified: ServerMessage structure to allow _ ; in player & submarine names

commit 26e89c63dc8da771aea9f09978a630a6cff60a6f
Merge: b7646d06d fb0b821bc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:42:44 2019 +0200

    Merge branch 'kuraiookami-logicExpantion' into dev

    # Conflicts:
    #       Barotrauma/BarotraumaShared/SharedContent.projitems

commit fb0b821bc97891cdeec8f2c740a12119696393ea
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:41:21 2019 +0200

    Use invariant culture when parsing floats or converting them to strings in signal components

commit f0c8afba934b41358cf5d59a22b87caf33f98a61
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:00:44 2019 +0200

    Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats

commit 674d9ec804fc4770b602d4b09240b08cafc8ccec
Merge: 3ea33fb54 242e2429f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 12:01:27 2019 +0200

    Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion

    # Conflicts:
    #       Barotrauma/BarotraumaShared/BarotraumaShared.projitems
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs

commit b7646d06d53fb05227276e6286d0e15da5dc9080
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:37:33 2019 +0200

    Re-enabled multiplayer campaign

commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:28:48 2019 +0200

    Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212

commit e8906239c779cf71de694bc65c81058e5cae16ef
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:12:05 2019 +0200

    Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262

commit a30f47fbe47fde4fccb0453c1773a76d730d226b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 10 19:04:59 2019 +0200

    Disable audio instead of crashing if no audio device is found. Closes #1214

commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9
Author: Darkwolf <Darkwolf0101@gmail.com>
Date:   Mon Jan 21 21:26:57 2019 -0600

    Expansion of Barotrauma's logic system.

    Changed:
    - AdderComponent and children can clamp their output
    - Powercontainer signals for charge,charge% and charge rate

    Added:
    - ColorComponent: Dynamic signals for light set_color inputs
    - MemoryComponent: Stores and sends a signal that is edge latched
    - DivideComponent: Standard division
    - MultiplyComponent: Standard multiplication
    - SubtractComponent: Standard subtraction
    - XorComponent: Exclusive or
    - EqualsComponent: Equals comparison
    - GreaterComponent: Greater than comparison
2019-03-18 22:50:18 +02:00

99 lines
3.1 KiB
C#

using System.Collections.Generic;
using System;
using System.Linq;
namespace Barotrauma.Extensions
{
public static class IEnumerableExtensions
{
public static HashSet<T> ToHashSet<T>(this IEnumerable<T> source)
{
return new HashSet<T>(source);
}
/// <summary>
/// Randomizes the collection.
/// </summary>
public static IOrderedEnumerable<T> Randomize<T>(this IEnumerable<T> source)
{
return source.OrderBy(i => Rand.Range(0f, 1f));
}
public static T GetRandom<T>(this IEnumerable<T> source, Func<T, bool> predicate, Rand.RandSync randSync = Rand.RandSync.Unsynced)
{
return source.Where(predicate).GetRandom(randSync);
}
public static T GetRandom<T>(this IEnumerable<T> source, Rand.RandSync randSync = Rand.RandSync.Unsynced)
{
int count = source.Count();
return count == 0 ? default(T) : source.ElementAt(Rand.Range(0, count, randSync));
}
/// <summary>
/// Executes an action that modifies the collection on each element (such as removing items from the list).
/// Creates a temporary list.
/// </summary>
public static void ForEachMod<T>(this IEnumerable<T> source, Action<T> action)
{
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>
/// 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;
}
}
// 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); }
}
}
}