Files
SVSimServer/SVSim.BattleEngine/Rng/ScriptedRandomSource.cs

36 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
namespace SVSim.BattleEngine.Rng
{
// Deterministic source feeding a pre-scripted sequence. Used by oracles to control which outcome a
// roll selects, and the precursor to the Phase-3 capture-replay source (feed a captured rand list).
// Throws on overrun so an unexpected extra engine roll fails loudly.
public sealed class ScriptedRandomSource : IRandomSource
{
private readonly Queue<double> _units;
private readonly Queue<int> _selfPicks;
public ScriptedRandomSource(IEnumerable<double> units, IEnumerable<int> selfPicks = null)
{
_units = new Queue<double>(units ?? Enumerable.Empty<double>());
_selfPicks = new Queue<int>(selfPicks ?? Enumerable.Empty<int>());
}
public double NextUnit()
{
if (_units.Count == 0)
throw new InvalidOperationException("ScriptedRandomSource: NextUnit overrun (more synced rolls than scripted)");
return _units.Dequeue();
}
public int NextSelf(int max)
{
if (_selfPicks.Count == 0)
throw new InvalidOperationException("ScriptedRandomSource: NextSelf overrun (more self rolls than scripted)");
return _selfPicks.Dequeue();
}
}
}