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
99 lines
3.1 KiB
C#
99 lines
3.1 KiB
C#
using System.Collections.Generic;
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using System;
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using System.Linq;
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namespace Barotrauma.Extensions
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{
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public static class IEnumerableExtensions
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{
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public static HashSet<T> ToHashSet<T>(this IEnumerable<T> source)
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{
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return new HashSet<T>(source);
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}
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/// <summary>
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/// Randomizes the collection.
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/// </summary>
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public static IOrderedEnumerable<T> Randomize<T>(this IEnumerable<T> source)
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{
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return source.OrderBy(i => Rand.Range(0f, 1f));
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}
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public static T GetRandom<T>(this IEnumerable<T> source, Func<T, bool> predicate, Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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return source.Where(predicate).GetRandom(randSync);
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}
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public static T GetRandom<T>(this IEnumerable<T> source, Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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int count = source.Count();
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return count == 0 ? default(T) : source.ElementAt(Rand.Range(0, count, randSync));
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}
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/// <summary>
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/// Executes an action that modifies the collection on each element (such as removing items from the list).
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/// Creates a temporary list.
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/// </summary>
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public static void ForEachMod<T>(this IEnumerable<T> source, Action<T> action)
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{
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var temp = new List<T>(source);
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temp.ForEach(action);
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}
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/// <summary>
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/// Generic version of List.ForEach.
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/// Performs the specified action on each element of the collection (short hand for a foreach loop).
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/// </summary>
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public static void ForEach<T>(this IEnumerable<T> source, Action<T> action)
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{
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foreach (var item in source)
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{
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action(item);
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}
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}
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/// <summary>
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/// Shorthand for !source.Any(predicate) -> i.e. not any.
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/// </summary>
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public static bool None<T>(this IEnumerable<T> source, Func<T, bool> predicate = null)
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{
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if (predicate == null)
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{
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return !source.Any();
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}
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else
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{
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return !source.Any(predicate);
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}
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}
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public static bool Multiple<T>(this IEnumerable<T> source, Func<T, bool> predicate = null)
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{
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if (predicate == null)
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{
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return source.Count() > 1;
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}
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else
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{
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return source.Count(predicate) > 1;
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}
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}
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// source: https://stackoverflow.com/questions/19237868/get-all-children-to-one-list-recursive-c-sharp
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public static IEnumerable<T> SelectManyRecursive<T>(this IEnumerable<T> source, Func<T, IEnumerable<T>> selector)
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{
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var result = source.SelectMany(selector);
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if (!result.Any())
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{
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return result;
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}
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return result.Concat(result.SelectManyRecursive(selector));
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}
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public static void AddIfNotNull<T>(this IList<T> source, T value)
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{
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if (value != null) { source.Add(value); }
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}
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}
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}
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