2013-06-27 16:05:54 +00:00
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#region CPL License
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/*
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Nuclex Native Framework
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2014-07-19 09:13:36 +00:00
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Copyright (C) 2002-2014 Nuclex Development Labs
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2013-06-27 16:05:54 +00:00
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This library is free software; you can redistribute it and/or
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modify it under the terms of the IBM Common Public License as
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published by the IBM Corporation; either version 1.0 of the
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License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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IBM Common Public License for more details.
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You should have received a copy of the IBM Common Public
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License along with this library
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*/
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#endregion // CPL License
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using System;
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using System.Collections.Generic;
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2014-07-21 15:46:40 +00:00
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#if !NO_SETS
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2013-07-15 13:46:07 +00:00
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2013-06-27 16:05:54 +00:00
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namespace Nuclex.Support.Collections {
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/// <summary>Randomly selects between different options, trying to avoid repetition</summary>
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/// <typeparam name="TKey">Type of keys through which values can be looked up</typeparam>
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/// <typeparam name="TValue">Type of values provided by the variegator</typeparam>
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/// <remarks>
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/// <para>
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/// This class is useful wherever randomness is involved in a game: picking random
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/// actions for an NPC to execute, selecting different songs to play, displaying
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/// different dialogue and more.
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/// </para>
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/// <para>
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/// In principle, it works like a multimap, associating keys with a number of values
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/// and allowing you to look up values by their keys. Unlike a multimap, it will try
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/// to avoid handing out a previously provided value again as long as possible.
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2013-06-27 16:05:54 +00:00
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/// </para>
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/// <para>
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/// A typical usage would be to set up a mapping between situations and dialogue lines.
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/// Upon calling <see cref="Get(TKey)" /> with the situation 'detected-player-stealing',
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/// the variegator would return a random (but not recently used) value which in this case
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/// might contain a commentary an NPC might make upon encountering that situation.
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/// Other NPCs requesting dialogue lines for the same situation would receive different
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/// random commentary for as long as long as available data allows.
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/// </para>
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/// </remarks>
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public class Variegator<TKey, TValue> {
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/// <summary>Initializes a new variegator using the default history length</summary>
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public Variegator() : this(64) {}
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2013-06-27 16:05:54 +00:00
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/// <summary>Initializes a new variegator</summary>
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/// <param name="historyLength">
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/// How far into the past the variegator will look to avoid repetition
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/// </param>
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2013-07-15 13:42:48 +00:00
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public Variegator(int historyLength) {
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2013-06-27 16:05:54 +00:00
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this.historyLength = historyLength;
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this.history = new TValue[historyLength];
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this.values = new MultiDictionary<TKey, TValue>();
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this.randomNumberGenerator = new Random();
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}
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/// <summary>Removes all entries from the variegator</summary>
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/// <remarks>
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/// This is mainly useful if you are storing smart pointers to values of substantial
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/// size (eg. audio clips instead of just resource proxies or paths) and need to
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/// reclaim memory.
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/// </remarks>
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public void Clear() {
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freeHistory();
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this.historyFull = false;
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this.historyTailIndex = 0;
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}
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/// <summary>Checks whether the variegator is empty</summary>
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/// <returns>True if there are no entries in the variegator</returns>
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public bool IsEmpty {
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get { return (Count == 0); }
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}
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/// <summary>Returns the number of values in the variegator</summary>
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/// <returns>The number of values stored in the variegator</returns>
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/// <remarks>
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/// If the same value is added with different keys (a situation that doesn't make
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/// sense because such reuse should be covered by specifying multiple keys in
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/// a query), it will be counted multiple times.
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/// </remarks>
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public int Count {
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get { return ((System.Collections.ICollection)this.values).Count; }
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}
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/// <summary>
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/// Insert a new value that can be returned when requesting the specified key
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/// </summary>
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/// <param name="key">Key of the value that will be inserted</param>
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/// <param name="value">Value that will be inserted under the provided key</param>
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public void Add(TKey key, TValue value) {
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this.values.Add(key, value);
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}
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/// <summary>Retrieves a random value associated with the specified key</summary>
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/// <param name="key">For for which a value will be looked up</param>
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/// <returns>A random value associated with the specified key</returns>
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public TValue Get(TKey key) {
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ISet<TValue> candidates = new HashSet<TValue>();
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{
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ICollection<TValue> valueRange = this.values[key];
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// If possible access the values by index because it's faster and produces less
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// garbage, otherwise fall back to using an enumerator
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var indexableValueRange = valueRange as IList<TValue>;
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if(indexableValueRange == null) {
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foreach(TValue value in valueRange) {
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candidates.Add(value);
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}
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} else {
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for(int valueIndex = 0; valueIndex < indexableValueRange.Count; ++valueIndex) {
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candidates.Add(indexableValueRange[valueIndex]);
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}
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}
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}
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TValue result = destructivePickCandidateValue(candidates);
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addRecentlyUsedValue(result);
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return result;
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}
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/// <summary>Retrieves a random value associated with one of the specified keys</summary>
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/// <param name="keys">Keys that will be considered</param>
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/// <remarks>
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/// In many cases, you have generic situations (such as 'detected-player-stealing',
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/// 'observed-hostile-action') and specified situations (such as
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/// 'detected-player-stealing-from-beggar', 'observed-hostile-action-on-cop')
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/// where a values from both pools should be considered. This method allows you
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/// to specify any number of keys, creating a greater set of values the variegator
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/// can pick between.
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/// </remarks>
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public TValue Get(params TKey[] keys) {
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ISet<TValue> candidates = new HashSet<TValue>();
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for(int index = 0; index < keys.Length; ++index) {
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ICollection<TValue> valueRange = this.values[keys[index]];
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// If possible access the values by index because it's faster and produces less
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// garbage, otherwise fall back to using an enumerator
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var indexableValueRange = valueRange as IList<TValue>;
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if(indexableValueRange == null) {
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foreach(TValue value in valueRange) {
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candidates.Add(value);
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}
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} else {
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for(int valueIndex = 0; valueIndex < indexableValueRange.Count; ++valueIndex) {
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candidates.Add(indexableValueRange[valueIndex]);
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}
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}
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}
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TValue result = destructivePickCandidateValue(candidates);
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addRecentlyUsedValue(result);
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return result;
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}
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/// <summary>Picks amongst the values in a set</summary>
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/// <param name="candidates">
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/// Set containing the candidats values to consider. Will be destroyed.
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/// </param>
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/// <returns>The least recently used candidate value or a random one</returns>
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private TValue destructivePickCandidateValue(ISet<TValue> candidates) {
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removeRecentlyUsedValues(candidates);
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switch(candidates.Count) {
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case 0: {
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throw new InvalidOperationException("No values mapped to this key");
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}
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case 1: {
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using(IEnumerator<TValue> enumerator = candidates.GetEnumerator()) {
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enumerator.MoveNext(); // We can be sure this one returns true
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return enumerator.Current;
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}
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}
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default: {
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int index = this.randomNumberGenerator.Next(candidates.Count);
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using(IEnumerator<TValue> enumerator = candidates.GetEnumerator()) {
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do {
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--index;
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enumerator.MoveNext(); // We can be sure this one returns true
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} while(index >= 0);
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return enumerator.Current;
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}
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throw new InvalidOperationException(
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"ISet.Count was off or random number generator malfunctioned"
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);
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}
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}
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}
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/// <summary>Adds a recently used value to the history</summary>
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/// <param name="value">Value that will be added to the history</param>
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private void addRecentlyUsedValue(TValue value) {
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if(this.historyTailIndex == this.historyLength) {
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this.historyFull = true;
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this.history[0] = value;
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this.historyTailIndex = 1;
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} else {
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this.history[this.historyTailIndex] = value;
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++this.historyTailIndex;
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}
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}
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/// <summary>Removes all values that are in the recent use list from a set</summary>
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/// <param name="candidates">Set from which recently used values are removed</param>
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/// <remarks>
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/// Stops removing values when there's only 1 value left in the set
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/// </remarks>
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private void removeRecentlyUsedValues(ISet<TValue> candidates) {
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if(candidates.Count <= 1) {
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return;
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}
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if(this.historyFull) { // History buffer has wrapped around
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int index = this.historyTailIndex;
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while(index > 0) {
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--index;
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if(candidates.Remove(this.history[index])) {
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if(candidates.Count <= 1) {
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return;
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}
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}
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}
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index = this.historyLength;
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while(index > this.historyTailIndex) {
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--index;
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if(candidates.Remove(this.history[index])) {
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if(candidates.Count <= 1) {
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return;
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}
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}
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}
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} else { // History buffer was not full yet
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int index = this.historyTailIndex;
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while(index > 0) {
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--index;
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if(candidates.Remove(this.history[index])) {
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if(candidates.Count <= 1) {
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return;
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}
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}
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}
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}
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}
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/// <summary>Frees all memory used by the individual history entries</summary>
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/// <remarks>
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/// The history array itself is kept alive and the tail index + full flag will
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/// not be reset.
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/// </remarks>
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private void freeHistory() {
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Array.Clear(this.history, 0, this.historyLength);
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}
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/// <summary>Stores the entries the variegator can select from by their keys</summary>
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private IMultiDictionary<TKey, TValue> values;
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/// <summary>Random number generator that will be used to pick random values</summary>
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private Random randomNumberGenerator;
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/// <summary>Number of entries in the recently used list</summary>
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private int historyLength;
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/// <summary>Array containing the most recently provided values</summary>
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private TValue[] history;
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/// <summary>Index of the tail in the recently used value array</summary>
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private int historyTailIndex;
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/// <summary>Whether the recently used value history is at capacity</summary>
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private bool historyFull;
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}
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2014-02-24 15:40:12 +00:00
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} // namespace Nuclex.Support.Collections
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2013-07-15 13:46:07 +00:00
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2014-07-21 15:46:40 +00:00
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#endif // !NO_SETS
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