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September 21, 2022 16:01
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use rand::Rng; | |
/// You have an array of items. Each item is an unsigned 32-bit integer. | |
/// The value of each item determines its weight. | |
/// Higher the weight, higher the chance of rolling it. | |
/// This algorithm uses a simple approach. | |
/// Keep moving in a straight line till your weights sum up to (or get reduced to) | |
/// a weight less than a single item's weight. Return the index of the result. | |
pub fn roll_with_linear_search(items: &[u32], total_chance: usize) -> u32 { | |
let mut rng = rand::thread_rng().gen_range(0..total_chance) as u32; | |
for x in 0..items.len() { | |
if rng < (items[x] as u32) { | |
return x as u32; | |
} | |
rng -= items[x] as u32; | |
} | |
return 0; | |
} | |
/// You have an array of items. Each item is an unsigned 32-bit integer. | |
/// The value of the first item determines its weight. The weight of the | |
/// second item is the value of the second item minus that of the previous item. | |
/// This algorithm uses a more complex approach, where the weights are added | |
/// cumulatively. Such a structure helps with faster rolling since it makes it | |
/// easier to use binary search. When it finds a match, it returns the index | |
/// of the result. | |
#[no_mangle] | |
pub fn roll_with_binary_search(items: &[u32], total_chance: usize) -> u32 { | |
let rng = rand::thread_rng().gen_range(0..total_chance) as u32; | |
let mut min = 0; | |
let mut max = items.len() - 1; | |
let mut mid = (min + max) / 2; | |
while min <= max && mid != 0 { | |
if (items[mid] > rng && items[mid - 1] < rng) || items[mid] == rng { | |
return mid as u32; | |
} | |
if items[mid] < rng { | |
min = mid + 1; | |
mid = (max + min) / 2; | |
} else { | |
max = mid - 1; | |
mid = (max + min) / 2; | |
} | |
} | |
return mid as u32; | |
} | |
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