using System.Collections.Generic;
using System.Linq;
using UnityRandom = UnityEngine.Random;
using SystemRandom = System.Random;
using UnityEngine;
using System;
using asap.core;
using cfg;
using UnityEngine.Assertions;
public static class FtUtils
{
///
/// Split number into count pieces randomly.
///
/// Number to split.
/// Number of pieces.
/// Result. Meaningless if result if false.
/// False if fail to split.
public static bool RandomSplit(int number, int count, out List res)
{
// res = new List();
// if (number < count || number <= 0 || count <= 0)
// return false;
// if (number == count)
// {
// res = Enumerable.Repeat(1, count).ToList();
// return true;
// }
// var baseNumbers = new HashSet { 0 };
// while (baseNumbers.Count < count)
// baseNumbers.Add(UnityRandom.Range(1, number - 1));
// var baseList = baseNumbers.OrderBy(e => e).ToList();
// for (int i = 1; i < baseList.Count; i++)
// res.Add(baseList[i] - baseList[i - 1]);
// res.Add(number - baseList[^1]);
// return res.Count == count;
res = null;
if (number < count || number <= 0 || count <= 0)
return false;
res = new List(count);
// Step 1: initialize all to 1
for (int i = 0; i < count; i++)
res.Add(1);
int remaining = number - count;
// Step 2: distribute remaining randomly
for (int i = 0; i < remaining; i++)
{
int index = UnityRandom.Range(0, count);
res[index]++;
}
return true;
}
public static bool ScaleByBase(int num, int baseNum, out int res)
{
res = baseNum;
if (num <= 0 || baseNum <= 0)
return false;
if (num <= baseNum)
return true;
res = num / baseNum * baseNum;
return true;
}
public static int GetRandomIdxFromWeightList(IEnumerable weightList)
{
// Check for null or empty list
if (weightList == null || !weightList.Any())
{
Debug.LogError("[GetRandomIdxFromWeightList]: Weight list is null or empty. Returning 0.");
return 0;
}
var accWeightList = new List();
int tmp = 0;
foreach (int w in weightList)
{
// Check for negative weights
if (w < 0)
{
Debug.LogError($"[GetRandomIdxFromWeightList]: Negative weight detected: {w}. Returning 0.");
return 0;
}
tmp += w;
accWeightList.Add(tmp);
}
// Check for all zero weights
if (accWeightList[^1] <= 0)
{
Debug.LogError("[GetRandomIdxFromWeightList]: Total weight is zero or negative. Returning 0.");
return 0;
}
tmp = UnityRandom.Range(0, accWeightList[^1]);
for (int i = 0; i < accWeightList.Count; i++)
{
if (tmp < accWeightList[i])
return i;
}
return accWeightList.Count - 1;
}
public static int GetRandomIdxFromWeightList(IEnumerable weightList, SystemRandom rng)
{
// Check for null or empty list
if (weightList == null || !weightList.Any())
{
Debug.LogError("[GetRandomIdxFromWeightList]: Weight list is null or empty. Returning 0.");
return 0;
}
var accWeightList = new List();
int tmp = 0;
foreach (int w in weightList)
{
// Check for negative weights
if (w < 0)
{
Debug.LogError("[GetRandomIdxFromWeightList]: Negative weight detected. Returning 0.");
return 0;
}
tmp += w;
accWeightList.Add(tmp);
}
// Check for all zero weights
if (accWeightList[^1] <= 0)
{
Debug.LogError("[GetRandomIdxFromWeightList]: Total weight is zero or negative. Returning 0.");
return 0;
}
tmp = rng.Next(0, accWeightList[^1]);
for (int i = 0; i < accWeightList.Count; i++)
{
if (tmp < accWeightList[i])
return i;
}
return accWeightList.Count - 1;
}
public static int GetRandomIdxFromWeightList(IEnumerable weightList, SystemRandom rng)
{
// Check for null or empty list
if (weightList == null || !weightList.Any())
{
Debug.LogError("[GetRandomIdxFromWeightList]: Weight list is null or empty. Returning 0.");
return 0;
}
var accWeightList = new List();
double tmp = 0d;
foreach (float w in weightList)
{
// Check for negative weights
if (w < 0)
{
Debug.LogError("[GetRandomIdxFromWeightList]: Negative weight detected. Returning 0.");
return 0;
}
tmp += w;
accWeightList.Add((float)tmp);
}
// Check for all zero weights
if (accWeightList[^1] <= 0)
{
Debug.LogError("[GetRandomIdxFromWeightList]: Total weight is zero or negative. Returning 0.");
return 0;
}
tmp = rng.NextDouble() * accWeightList[^1];
for (int i = 0; i < accWeightList.Count; i++)
{
if (tmp < accWeightList[i])
return i;
}
return accWeightList.Count - 1;
}
public static T PickRandomItemWithWeight(IEnumerable items, SystemRandom rng, System.Func weightGetter)
{
var weightList = items.Select((x, i) => weightGetter(i)).ToList();
return items.ElementAt(GetRandomIdxFromWeightList(weightList, rng));
}
public static T PickRandomItemWithWeight(IEnumerable items, System.Func weightGetter)
{
var weightList = items.Select((x, i) => weightGetter(i)).ToList();
return items.ElementAt(GetRandomIdxFromWeightList(weightList));
}
public static Vector2 CalculateBezierCurve(float t, Vector2 p0, Vector2 p1, Vector2 p2)
{
if (t < 0 || t > 1)
return Vector2.zero;
Vector2 a = Vector2.Lerp(p0, p1, t);
Vector2 b = Vector2.Lerp(p1, p2, t);
return Vector2.Lerp(a, b, t);
}
///
/// ("#,##0") Display number with comma, integer part only.
///
///
///
public static string GetNumberString(float num)
{
string str;
if (num < 1000)
{
str = num.ToString("#,##0");
}
else if (num < 1000000)
{
str = (num / 1000f).ToString("#,##0") + "K";
}
else if (num < 1000000000)
{
str = (num / 1000000f).ToString("#,##0") + "M";
}
else
{
str = (num / 1000000000f).ToString("#,##0") + "G";
}
return str;
}
public static int[] BitWisePositionScan(int num)
{
var res = new List();
int idx = 0;
while (num != 0)
{
if ((num & 1) == 1)
res.Add(idx);
num >>= 1;
idx++;
}
return res.ToArray();
}
public static void ShuffleList(IList list, System.Random rng)
{
for (int i = list.Count - 1; i > 0; i--)
{
int j = rng.Next(i + 1);
(list[j], list[i]) = (list[i], list[j]);
}
}
///
/// Get a random point in a corn-shaped spread.
///
/// In degree.
/// Close range.
/// Far range.
/// In radians. Default is upward vertical, 90 degrees.
/// A random delta
public static Vector2 GetCornSpread(float spreadHalfAngle, float spreadNearRange, float spreadFarRange, float direction = 90)
{
var halfAngleRadians = Mathf.Deg2Rad * spreadHalfAngle;
var angle = UnityRandom.Range(-halfAngleRadians, halfAngleRadians);
angle += Mathf.Deg2Rad * direction;
var radius = UnityRandom.Range(spreadNearRange, spreadFarRange);
return new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
}
///
/// Get Time limitation of Event from EventId. Can throw error, so either catch it or let it jam.
///
/// Event id.
/// Tuple, (startTime, endTime)
public static (DateTime startTime, DateTime endTime) GetEventTimeLimit(int eventId)
{
var res = GContext.container.Resolve().TbFishingEvent.DataMap.TryGetValue(eventId, out var tableEvent);
Assert.IsTrue(res, $"[FtUtils] Event {eventId} not found in fishing event table.");
try
{
var startTime = DateTime.Parse((tableEvent.TimeDefinition as LimitedTime).StartTime);
var endTime = DateTime.Parse((tableEvent.TimeDefinition as LimitedTime).EndTime);
return (startTime, endTime);
}
catch (Exception e)
{
throw e;
}
}
public static int RoundToInt(float num)
{
return (int)(num + 0.5f);
}
///
/// Counts the number of set bits (1s) in the binary representation of a positive integer.
///
/// The integer to count set bits for. Must be non-negative.
/// The number of set bits (1s) in the binary representation of x.
/// Thrown when a negative number is passed.
public static int PopCount(int x)
{
if (x < 0)
{
throw new ArgumentException("PopCount does not support negative numbers", nameof(x));
}
int count = 0;
while (x != 0)
{
x &= x - 1;
count++;
}
return count;
}
public static List ResolveChestContent(int chestItemId, float? inflationRate = null)
{
var res = new List();
var item = GContext.container.Resolve().TbItem.GetOrDefault(chestItemId);
if (item == null)
{
Debug.LogError($"[FtUtils] Item {chestItemId} not found in item table.");
return res;
}
if (item.Type != 9 || item.SubType != 7)
{
Debug.LogError($"[FtUtils] Item {chestItemId} is not a grand reward chest item.");
return res;
}
res = GContext.container.Resolve().GetItemDropItemList(item.RedirectID, 1);
GContext.container.Resolve().LureInflation(res, inflationRate);
return res;
}
}