Decompiled source of LuckBasedRNG v1.0.0

GeckVolantMarin-LuckBasedRNG.dll

Decompiled 2 weeks ago
using System;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using Microsoft.CodeAnalysis;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("GeckVolantMarin-LuckBasedRNG")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("GeckVolantMarin-LuckBasedRNG")]
[assembly: AssemblyTitle("GeckVolantMarin-LuckBasedRNG")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace GeckVolantMarin
{
	public class RNG
	{
		private static Random rng = new Random();

		public static void setSeed(int seed)
		{
			rng = new Random(seed);
		}

		public static void reSeed()
		{
			rng = new Random();
		}

		public static double getRandomNumber_InRange(double min, double max, double luck = 0.0)
		{
			return (max - min) * Math.Pow(rng.NextDouble(), Math.Pow(Math.E, luck)) + min;
		}

		public static bool getRandomBool_FromFraction(double numerator, double denominator = 1.0, double luck = 0.0)
		{
			return getRandomNumber_InRange(0.0, denominator, 0.0 - luck) <= numerator;
		}

		public static double getTotalWeight_FromArray(double[] weights)
		{
			double num = 0.0;
			for (int i = 0; i < weights.Count(); i++)
			{
				num += weights[i];
			}
			return num;
		}

		public static void generateNewWeights(ref double[] weights, double luck = 0.0)
		{
			double totalWeight_FromArray = getTotalWeight_FromArray(weights);
			double num = 0.0;
			for (int i = 0; i < weights.Count(); i++)
			{
				weights[i] *= Math.Pow(Math.E, (0.0 - luck) * (weights[i] / totalWeight_FromArray));
				num += weights[i];
			}
			for (int j = 0; j < weights.Count(); j++)
			{
				weights[j] /= num;
			}
		}

		public static Type getRandomThings_FromArray<Type>(Type[] array, double[] weights, double luck = 0.0)
		{
			generateNewWeights(ref weights, luck);
			double totalWeight_FromArray = getTotalWeight_FromArray(weights);
			double randomNumber_InRange = getRandomNumber_InRange(0.0, totalWeight_FromArray);
			double num = 0.0;
			for (int i = 0; i < weights.Count(); i++)
			{
				num += weights[i];
				if (randomNumber_InRange <= num)
				{
					return array[i];
				}
			}
			return array[weights.Count() - 1];
		}
	}
}