BenMakesGames.RandomHelpers
5.3.0
Prefix Reserved
dotnet add package BenMakesGames.RandomHelpers --version 5.3.0
NuGet\Install-Package BenMakesGames.RandomHelpers -Version 5.3.0
<PackageReference Include="BenMakesGames.RandomHelpers" Version="5.3.0" />
paket add BenMakesGames.RandomHelpers --version 5.3.0
#r "nuget: BenMakesGames.RandomHelpers, 5.3.0"
// Install BenMakesGames.RandomHelpers as a Cake Addin #addin nuget:?package=BenMakesGames.RandomHelpers&version=5.3.0 // Install BenMakesGames.RandomHelpers as a Cake Tool #tool nuget:?package=BenMakesGames.RandomHelpers&version=5.3.0
What is it?
Extensions for System.Random
and IList
to help you generate random content, including dice rolls, enum values, items from lists, sets, dictionaries, and more.
Hey! Listen! this library was designed for use in games; no effort has been made to make these methods cryptographically secure.
- nuget package: https://www.nuget.org/packages/BenMakesGames.RandomHelpers
- GitHub repo: https://github.com/BenMakesGames/RandomHelpers
Pro tip: don't new
up instances of System.Random
if you don't need to control the seed. Just use System.Random.Shared
!
Upgrading from 4.x to 5.1.0
- .NET 8.0 is now required.
Span<T>.Shuffle(Random)
andT[].Shuffle(Random)
have been added as pass-thrus for .NET 8's built-inRandom.Shuffle
methods.
Reference
int Random.Roll(int rolls, int sides)
Simulates rolling dice to generate a random integer.
- rolls: Number of times to roll the die.
- sides: Number of sides of the die.
Example usage:
int damage = Random.Shared.Roll(2, 6) + 2; // 2d6+2 damage
T Random.Next(IReadOnlyList<T> list)
Picks a single, random element from the given array, list, or read-only list.
Example usage:
var names = new List<string>() { "Abby", "Ben", "Carly" };
var name = Random.Shared.Next(names);
T Random.Next(IReadOnlySet<T> set)
As above, but for sets, including HashSet
, SortedSet
, etc - anything that implements IReadOnlySet<T>
.
T Random.WeightedNext(IReadOnlyList<T> list, Func<T, int> weightSelector)
Picks a single, random element from the given array, list, or read-only list using a weighting function to control the distribution.
For example:
var names = new string[] { "Abby", "Ben", "Carly" };
var name = Random.Shared.WeightedNext(names, x => x.Length);
In the above example, each item is weighted based on its length, so longer names will be picked more often. Specifically, the total length of all names is 4 + 3 + 5 = 12. So, "Abby" has a 4/12 chance of being picked, "Ben" has a 3/12 chance, and "Carly" has a 5/12 chance.
T Random.WeightedNext(IReadOnlyList<T> list, Func<T, long> weightSelector)
As above, but for a weightSelector
that returns long
s.
(Because of the inherent imprecision involved when doing math on float
s and double
s, weightSelector
s that
return these types are not provided.)
T Random.WeightedNext(IReadOnlySet<T> list, Func<T, int> weightSelector)
As above, but for sets, including HashSet
, SortedSet
, etc - anything that implements IReadOnlySet<T>
.
T Random.WeightedNext(IReadOnlySet<T> list, Func<T, long> weightSelector)
As above, but for a weightSelector
that returns long
s.
TKey Random.NextKey(IReadOnlyDictionary<TKey, TValue> dictionary)
Picks a single, random key from the given dictionary, or read-only dictionary.
Example usage:
var myFavoriteNumbers = new Dictionary<double, string>() {
{ -1 / 12.0, "negative one-twelfth" },
{ 7, "seven" },
{ 42, "forty-two" },
};
var number = Random.Shared.NextKey(myFavoriteNumbers);
string Random.NextString(ReadOnlySpan<char> allowedCharacters, int length)
Generates a random string.
- allowedCharacters: A
string
(or anyReadOnlySpan<char>
) containing the characters which can appear in the generated string. - length: The length of the string to generate.
Example usage:
string id = Random.Shared.NextString("abcdefghijklmnopqrstuvwxyz0123456789", 16);
string Random.NextString(List<char> allowedCharacters, int length)
Generates a random string
.
- allowedCharacters: A list containing the characters which can appear in the generated string.
- length: The length of the string to generate.
bool Random.NextBool()
Returns either true
, or false
.
bool Random.NextByte()
Returns a single, random byte (a value from 0 to 255).
(double X, double Y) Random.NextDoublePointInACircle(double radius = 1)
Generates a random point inside a circle of the given radius and centered at (0, 0).
Example usage:
var (x, y) = Random.Shared.NextDoublePointInACircle();
(float X, float Y) Random.NextSinglePointInACircle(double radius = 1)
Generates a random point inside a circle of the given radius and centered at (0, 0).
Example usage:
var (x, y) = Random.Shared.NextSinglePointInACircle();
The alias NextFloatPointInACircle
also exists, in case you like calling floats "Float" instead of "Single".
T Random.NextEnumValue<T>()
Picks a single, random value from the given Enum
type.
Example usage:
public enum Race
{
Elf,
Dwarf,
Human
}
...
var race = Random.Shared.NextEnumValue<Race>();
void IList<T>.Shuffle(Random rng)
Fisher-Yates Shuffle. Modifies the array or list in-place.
Unlike the other methods in this library, Shuffle
operates on a list, and must be passed an instance of Random
(instead of operating on an RNG, and passing a list).
Example usage:
var favoriteFruit = new string[] { "Mango", "Watermelon", "Raspberry", "Cantaloupe" };
favoriteFruit.Shuffle(Random.Shared);
.NET 8 adds a
Random.Shuffle(...)
method, but it does not work onIList<T>
s. RandomHelpers provides aliases for .NET 8'sRandom.Shuffle(...)
methods forSpan<T>
andT[]
. These may behave differently from RandomHelpers'sIList<T>.Shuffle
method when using the same random seed.
int Random.NextPercentBonus(int baseAmount, float percentModifier)
Suppose you want to increase damage by 10%. Someone deals 18 damage. Do they get +1 damage, or +2?
When you deal with small base numbers, percent bonuses can be hard to work with, since a hard decision to round up or down will cause your percent modifiers to have a much larger or smaller impact than intended.
There are a few ways to deal with this:
- Use larger base numbers.
- Use Math.Round (doesn't help much if numbers don't vary by much; especially if they're small to begin with).
- Don't use % bonuses; use fixed bonuses.
- Round down, but then take the remainder as a % chance to add one more.
Random.NextPercentBonus
helps you do the last option (with additional logic to correctly handle % penalties).
I'd like to emphasize that just because this function helps you do the last option doesn't mean that it's the best option for YOUR game! Choose the system that works best for your game; if that system happens to be one where numbers are small, but % bonuses are wanted, then this function may help you solve a problem experienced by that system.
Example usage:
int damage = Random.Shared.Roll(2, 6) + 2; // 2d6+2
float damageBonus = 0.15f; // +15%
int finalDamage = Random.Shared.NextPercentBonus(damage, damageBonus);
Additional basic methods
Random.NextDouble(double exclusiveMax)
Random.NextDouble(double inclusiveMin, double exclusiveMax)
Random.NextSingle(float exclusiveMax)
Random.NextSingle(float inclusiveMin, float exclusiveMax)
Random.NextFloat(float exclusiveMax)
- alias forRandom.NextSingle(float exclusiveMax)
Random.NextFloat(float inclusiveMin, float exclusiveMax)
- alias forRandom.NextSingle(float inclusiveMin, float exclusiveMax)
Additional alias methods
These are provided for convenience; aliases for built-in .NET methods. They utilize [MethodImpl(MethodImplOptions.AggressiveInlining)]
to reduce any potential overhead in their use. (See the benchmark project for details.)
RandomHelpers alias | .NET method |
---|---|
Random.NextFloat() |
Random.NextSingle() |
Random.NextLong() |
Random.NextInt64() |
Random.NextLong(long exclusiveMax) |
Random.NextInt64(long) |
Random.NextLong(long inclusiveMin, long exclusiveMax) |
Random.NextInt64(long, long) |
Span<T>.Shuffle(Random) |
Random.Shuffle(Span<T>) |
T[].Shuffle(Random) |
Random.Shuffle(T[]) |
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
-
net8.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
5.3.0 | 119 | 5/29/2024 |
5.2.0 | 100 | 5/25/2024 |
5.1.0 | 269 | 11/25/2023 |
5.0.0 | 133 | 11/25/2023 |
4.0.0 | 159 | 11/4/2023 |
3.1.1 | 201 | 5/4/2023 |
3.1.0 | 153 | 5/4/2023 |
3.0.0 | 166 | 5/4/2023 |
2.2.1 | 201 | 4/16/2023 |
2.2.0 | 193 | 4/16/2023 |
2.1.4 | 651 | 7/25/2020 |
2.1.3 | 545 | 7/25/2020 |
2.1.2 | 551 | 11/1/2019 |
2.1.1 | 674 | 2/2/2019 |
2.1.0 | 972 | 4/1/2018 |
2.0.0 | 965 | 3/25/2018 |
1.0.0 | 920 | 3/25/2018 |