163 lines
4.2 KiB
Go
163 lines
4.2 KiB
Go
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/*
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* @Author : huangzj
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* @Time : 2020/6/29 10:23
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* @Description:这边的随机获取没有加锁,对于一些需要加锁的场景可以在外面再包装一层
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*/
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package rand
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import (
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"Go-Tool/util/array"
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"math/rand"
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"time"
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)
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//传入一组包含权重的数组,计算权重,返回对应权重数组的下标(即对应权重获取的结果)
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func GetRandValueByWeight(weightList []int) int {
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//计算总的权重
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totalWeight := 0
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for _, value := range weightList {
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totalWeight += value
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}
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nowRand := R.Intn(totalWeight)
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rate := 0
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for i := 0; i < len(weightList); i++ {
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rate += weightList[i]
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if nowRand < rate {
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return i
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}
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}
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return 0
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}
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//通过权重获取奖励结果,这边的awardList的结构应该是 [[道具Id,道具数量,权重],....]
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//返回结果的第一个元素是不包含权重的数组,第二个元素是包含权重的数组
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func GetAwardByWeight(awardList [][]int) ([]int, []int) {
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//这边应该加一个数组的检查.
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weightListCheck(awardList)
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//最后一位一定是权重.
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weight := 0
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for _, v := range awardList {
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weight += v[len(v)-1]
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}
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randNum := GetRandInt(1, weight)
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sum := 0
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for _, v := range awardList {
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sum += v[len(v)-1]
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if sum >= randNum {
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result := make([]int, 0)
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weightResult := make([]int, 0)
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return append(result, v[:len(v)-1]...), append(weightResult, v[:]...)
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}
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}
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return nil, nil
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}
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//根据权重从列表获取元素
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//入参分别是抽取的数字列表、权重列表
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func GetByWeight(targetList []int, weightList []int) int {
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//一开始就检查权重和对应的元素,长度是否一致
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if len(targetList) != len(weightList) {
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panic("权重和目标列表元素数量不匹配")
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}
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weight := 0
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for _, v := range weightList {
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weight += v
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}
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randNum := GetRandInt(1, weight)
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sum := 0
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for index, v := range weightList {
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sum += v
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if sum >= randNum {
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return targetList[index]
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}
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}
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return 0
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}
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//根据权重不放回的抽取,出参是:抽到的道具、剩余没有抽的道具
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func GetAwardByWeightWithLeftAward(srcAwardList [][]int) ([]int, [][]int) {
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//这边应该加一个数组的检查.
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weightListCheck(srcAwardList)
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awardList := array.DeepCopyIntSlice2(srcAwardList)
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weight := 0
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award := make([]int, 0)
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leftAwards := make([][]int, 0)
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for _, v := range awardList {
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weight += v[len(v)-1]
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}
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randNum := GetRandInt(1, weight)
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sum := 0
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for index, v := range awardList {
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sum += v[len(v)-1]
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if sum >= randNum {
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//如果获取到奖励则将当前获取的奖励扣除
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leftAwards = append(awardList[0:index], awardList[index+1:]...)
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award = v[:len(v)-1]
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return award, leftAwards
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}
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}
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return award, leftAwards
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}
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//根据权重不放回的抽取X个元素,直接返回这些元素
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// 入参:奖池、抽取数量,出参:获得的所有道具
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func GetCountAwardsFromPool(srcAwardPool [][]int, count int) [][]int {
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awardPool := array.DeepCopyIntSlice2(srcAwardPool)
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if count > len(awardPool) {
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panic("抽取数量不对")
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}
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var finalAwardList [][]int
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var award []int
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var leftAward = make([][]int, len(awardPool))
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copy(leftAward, awardPool)
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for i := 0; i < count; i++ {
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award, leftAward = GetAwardByWeightWithLeftAward(leftAward)
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finalAwardList = append(finalAwardList, award)
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}
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return finalAwardList
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}
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//通过百分比的方式来获取对应的数组,也就是说权重的总值可能超过传入的百分比数,此时取的只是0-百分比数的范围内
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//所以这个方法可以按照概率取一个范围内的元素
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func GetAwardByPercentage(srcAwardList [][]int, fullPercent int) []int {
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weightListCheck(srcAwardList)
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if fullPercent <= 0 {
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panic("抽取概率不能小于等于0")
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}
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awardList := array.DeepCopyIntSlice2(srcAwardList)
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randNum := GetRandInt(1, fullPercent)
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sum := 0
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for _, v := range awardList {
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sum += v[len(v)-1]
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if sum >= randNum {
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result := make([]int, 0)
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return append(result, v[:len(v)-1]...)
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}
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}
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return []int{}
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}
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func weightListCheck(awardList [][]int) {
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for _, r := range awardList {
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if len(r) == 0 {
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panic("一维数组长度不能为0,必须存在权重")
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}
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}
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}
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func InitRand() {
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R = rand.New(rand.NewSource(time.Now().UnixNano()))
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}
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func init() {
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InitRand()
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}
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