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