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#ifndef RANDOM_H
#define RANDOM_H
#include "rng.h"
#include <map>
#include <vector>
bool coinflip();
int div_rand_round( int num, int den );
int div_round_up( int num, int den );
bool one_chance_in(int a_million);
bool x_chance_in_y(int x, int y);
int random2(int max);
int maybe_random2(int x, bool random_factor);
int random_range(int low, int high);
int random_range(int low, int high, int nrolls);
const char* random_choose_string(const char* first, ...);
int random_choose(int first, ...);
int random_choose_weighted(int weight, int first, ...);
int random2avg(int max, int rolls);
int bestroll(int max, int rolls);
int random2limit(int max, int limit);
int binomial_generator(unsigned n_trials, unsigned trial_prob);
int fuzz_value(int val, int lowfuzz, int highfuzz, int naverage = 2);
int roll_dice(int num, int size);
struct dice_def
{
int num;
int size;
dice_def(int n = 0, int s = 0) : num(n), size(s) {}
int roll() const;
};
dice_def calc_dice(int num_dice, int max_damage);
void scale_dice(dice_def &dice, int threshold = 24);
class rng_save_excursion
{
public:
rng_save_excursion(long seed) { push_rng_state(); seed_rng(seed); }
rng_save_excursion() { push_rng_state(); }
~rng_save_excursion() { pop_rng_state(); }
};
// A defer_rand object represents an infinite tree of random values, allowing
// for a much more functional approach to randomness. defer_rand values which
// have been used should not be copy-constructed. Querying the same path
// multiple times will always give the same result.
// An important property of defer_rand is that, except for rounding,
// float(r.random2(X)) / X == float(r.random2(Y)) / Y for all X and Y. In
// other words:
//
// * The parameter you use on any given call does not matter.
// * The object stores the fraction, not a specific integer.
// * random2() is monotonic in its argument.
// Rephrased: The first time any node in the tree has a method called on
// it, a random float between 0 and 1 (the fraction) is generated and stored,
// and this float is combined with the method's parameters to arrive at
// the result. Calling the same method on the same node with the same
// parameters will always give the same result, while different parameters
// or methods will give different results (though they'll all use the same
// float which was generated by the first method call). Each node in the
// tree has it's own float, so the same method+parameters on different
// nodes will get different results.
class defer_rand
{
std::vector<unsigned long> bits;
std::map<int, defer_rand> children;
bool x_chance_in_y_contd(int x, int y, int index);
public:
// TODO It would probably be a good idea to have some sort of random
// number generator API, and the ability to pass RNGs into any function
// that wants them.
bool x_chance_in_y(int x, int y) { return x_chance_in_y_contd(x,y,0); }
bool one_chance_in(int a_million) { return x_chance_in_y(1,a_million); }
int random2(int maxp1);
int random_range(int low, int high);
int random2avg(int max, int rolls);
defer_rand& operator[] (int i);
};
template<typename Iterator>
int choose_random_weighted(Iterator beg, const Iterator end)
{
ASSERT(beg < end);
#ifdef DEBUG
int times_set = 0;
#endif
int totalweight = 0;
int count = 0, result = 0;
while (beg != end)
{
totalweight += *beg;
if (random2(totalweight) < *beg)
{
result = count;
#ifdef DEBUG
times_set++;
#endif
}
++count;
++beg;
}
#ifdef DEBUG
ASSERT(times_set > 0);
#endif
return result;
}
#endif
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