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Go-tool/util/rand/RandByWeight.go
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/*
* @Author : huangzj
* @Time : 2020/6/29 10:23
* @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
*/
package rand
import (
"Go-Tool/util/array"
"math/rand"
"time"
)
//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)
func GetRandValueByWeight(weightList []int) int {
//计算总的权重
totalWeight := 0
for _, value := range weightList {
totalWeight += value
}
nowRand := R.Intn(totalWeight)
rate := 0
for i := 0; i < len(weightList); i++ {
rate += weightList[i]
if nowRand < rate {
return i
}
}
return 0
}
//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],....]
//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
func GetAwardByWeight(awardList [][]int) ([]int, []int) {
//这边应该加一个数组的检查.
weightListCheck(awardList)
//最后一位一定是权重.
weight := 0
for _, v := range awardList {
weight += v[len(v)-1]
}
randNum := GetRandInt(1, weight)
sum := 0
for _, v := range awardList {
sum += v[len(v)-1]
if sum >= randNum {
result := make([]int, 0)
weightResult := make([]int, 0)
return append(result, v[:len(v)-1]...), append(weightResult, v[:]...)
}
}
return nil, nil
}
//根据权重从列表获取元素
//入参分别是抽取的数字列表、权重列表
func GetByWeight(targetList []int, weightList []int) int {
//一开始就检查权重和对应的元素,长度是否一致
if len(targetList) != len(weightList) {
panic("权重和目标列表元素数量不匹配")
}
weight := 0
for _, v := range weightList {
weight += v
}
randNum := GetRandInt(1, weight)
sum := 0
for index, v := range weightList {
sum += v
if sum >= randNum {
return targetList[index]
}
}
return 0
}
//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
func GetAwardByWeightWithLeftAward(srcAwardList [][]int) ([]int, [][]int) {
//这边应该加一个数组的检查.
weightListCheck(srcAwardList)
awardList := array.DeepCopyIntSlice2(srcAwardList)
weight := 0
award := make([]int, 0)
leftAwards := make([][]int, 0)
for _, v := range awardList {
weight += v[len(v)-1]
}
randNum := GetRandInt(1, weight)
sum := 0
for index, v := range awardList {
sum += v[len(v)-1]
if sum >= randNum {
//如果获取到奖励则将当前获取的奖励扣除
leftAwards = append(awardList[0:index], awardList[index+1:]...)
award = v[:len(v)-1]
return award, leftAwards
}
}
return award, leftAwards
}
//根据权重不放回的抽取X个元素,直接返回这些元素
// 入参:奖池、抽取数量,出参:获得的所有道具
func GetCountAwardsFromPool(srcAwardPool [][]int, count int) [][]int {
awardPool := array.DeepCopyIntSlice2(srcAwardPool)
if count > len(awardPool) {
panic("抽取数量不对")
}
var finalAwardList [][]int
var award []int
var leftAward = make([][]int, len(awardPool))
copy(leftAward, awardPool)
for i := 0; i < count; i++ {
award, leftAward = GetAwardByWeightWithLeftAward(leftAward)
finalAwardList = append(finalAwardList, award)
}
return finalAwardList
}
//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
//所以这个方法可以按照概率取一个范围内的元素
func GetAwardByPercentage(srcAwardList [][]int, fullPercent int) []int {
weightListCheck(srcAwardList)
if fullPercent <= 0 {
panic("抽取概率不能小于等于0")
}
awardList := array.DeepCopyIntSlice2(srcAwardList)
randNum := GetRandInt(1, fullPercent)
sum := 0
for _, v := range awardList {
sum += v[len(v)-1]
if sum >= randNum {
result := make([]int, 0)
return append(result, v[:len(v)-1]...)
}
}
return []int{}
}
func weightListCheck(awardList [][]int) {
for _, r := range awardList {
if len(r) == 0 {
panic("一维数组长度不能为0,必须存在权重")
}
}
}
func InitRand() {
R = rand.New(rand.NewSource(time.Now().UnixNano()))
}
func init() {
InitRand()
}