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Decompiled source of LuckBasedRNG v1.0.1
GeckVolantMarin-LuckBasedRNG.dll
Decompiled 4 months agousing 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, 0.0 - 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]; } } }