Files
EndlessHostRoles/Modules/Extensions/CollectionExtensions.cs
T
2026-05-04 12:47:30 +02:00

604 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Hazel;
// ReSharper disable ConvertIfStatementToReturnStatement
// ReSharper disable ForCanBeConvertedToForeach
namespace EHR;
public static class CollectionExtensions
{
/// <param name="dictionary">The <see cref="Dictionary{TKey,TValue}" /> to search</param>
/// <typeparam name="TKey">The type of the keys in the <paramref name="dictionary" /></typeparam>
/// <typeparam name="TValue">The type of the values in the <paramref name="dictionary" /></typeparam>
extension<TKey, TValue>(Dictionary<TKey, TValue> dictionary)
{
/// <summary>
/// Returns the key of a dictionary by its value
/// </summary>
/// <param name="value">The <typeparamref name="TValue" /> used to search for the corresponding key</param>
/// <returns>
/// The key of the <paramref name="dictionary" /> that corresponds to the given <paramref name="value" />, or the
/// default value of <typeparamref name="TKey" /> if the <paramref name="value" /> is not found in the
/// <paramref name="dictionary" />
/// </returns>
public TKey GetKeyByValue(TValue value)
{
foreach (KeyValuePair<TKey, TValue> pair in dictionary)
{
if (pair.Value.Equals(value))
return pair.Key;
}
return default(TKey);
}
/// <summary>
/// Sets the value for all existing keys in a dictionary to a specific value
/// </summary>
/// <param name="value"></param>
public void SetAllValues(TValue value)
{
foreach (TKey key in dictionary.Keys.ToArray())
dictionary[key] = value;
}
/// <summary>
/// Adjusts the value for all existing keys in a dictionary
/// </summary>
/// <param name="adjust">The function to adjust the values with</param>
public void AdjustAllValues(Func<TValue, TValue> adjust)
{
foreach (TKey key in dictionary.Keys.ToArray())
dictionary[key] = adjust(dictionary[key]);
}
/// <summary>
/// Adds a range of elements to a dictionary
/// </summary>
/// <param name="other">The dictionary containing the elements to add</param>
/// <param name="overrideExistingKeys">
/// Whether to override existing keys in the <paramref name="dictionary" /> with the
/// same keys in the <paramref name="other" /> dictionary. If <c>true</c>, the same keys in the
/// <paramref name="dictionary" /> will be overwritten with the values from the <paramref name="other" /> dictionary.
/// If <c>false</c>, the same keys in the <paramref name="dictionary" /> will be kept and the values from the
/// <paramref name="other" /> dictionary will be ignored
/// </param>
/// <returns>The <paramref name="dictionary" /> with the elements from the <paramref name="other" /> dictionary added</returns>
public Dictionary<TKey, TValue> AddRange(Dictionary<TKey, TValue> other, bool overrideExistingKeys = true)
{
foreach ((TKey key, TValue value) in other)
{
if (overrideExistingKeys || !dictionary.ContainsKey(key))
dictionary[key] = value;
}
return dictionary;
}
}
/// <param name="collection">The collection</param>
/// <typeparam name="T">The type of the collection</typeparam>
extension<T>(IEnumerable<T> collection)
{
/// <summary>
/// Returns a random element from a collection
/// </summary>
/// <returns>
/// A random element from the collection, or the default value of <typeparamref name="T" /> if the collection is
/// empty
/// </returns>
public T RandomElement()
{
if (collection is IReadOnlyList<T> list) return list.RandomElement();
return collection.ToList().RandomElement();
}
/// <summary>
/// Combines multiple collections into a single collection
/// </summary>
/// <param name="collections">The other collections to add to <paramref name="collection" /></param>
/// <returns>
/// A collection containing all elements of <paramref name="collection" /> and all
/// <paramref name="collections" />
/// </returns>
public IEnumerable<T> CombineWith(params IEnumerable<T>[] collections)
{
return collection.Concat(collections.Flatten());
}
/// <summary>
/// Executes an action for each element in a collection
/// </summary>
/// <param name="action">The action to execute for each element</param>
[Annotations.CollectionAccess(Annotations.CollectionAccessType.Read)]
public void Do([Annotations.InstantHandle] Action<T> action)
{
if (collection is List<T> list)
{
for (var i = 0; i < list.Count; i++) action(list[i]);
return;
}
foreach (T element in collection) action(element);
}
/// <summary>
/// Executes an action for each element in a collection if the predicate is true
/// </summary>
/// <param name="fast">Whether to use a fast loop or linq</param>
/// <param name="predicate">The predicate to check for each element</param>
/// <param name="action">The action to execute for each element that satisfies the predicate</param>
[Annotations.CollectionAccess(Annotations.CollectionAccessType.Read)]
public void DoIf(Func<T, bool> predicate, [Annotations.InstantHandle] Action<T> action, bool fast = true)
{
if (fast)
{
if (collection is List<T> list)
{
for (var i = 0; i < list.Count; i++)
{
T element = list[i];
if (predicate(element)) action(element);
}
return;
}
foreach (T element in collection)
{
if (predicate(element))
action(element);
}
return;
}
collection.Where(predicate).ToArray().Do(action);
}
/// <summary>
/// Splits a collection into two collections based on a predicate
/// </summary>
/// <param name="predicate">The predicate to split the collection by</param>
/// <returns>
/// A tuple containing two collections: one with elements that satisfy the predicate, and one with elements that
/// do not
/// </returns>
public (List<T> TrueList, List<T> FalseList) Split(Func<T, bool> predicate)
{
var list1 = new List<T>();
var list2 = new List<T>();
foreach (T element in collection)
{
if (predicate(element))
list1.Add(element);
else
list2.Add(element);
}
return (list1, list2);
}
/// <summary>
/// Determines whether a collection contains any elements that satisfy a predicate and returns the first element that
/// satisfies the predicate
/// </summary>
/// <param name="predicate">The predicate to check for each element</param>
/// <param name="element">
/// The first element that satisfies the predicate, or the default value of <typeparamref name="T" />
/// if no elements satisfy the predicate
/// </param>
/// <returns><c>true</c> if the collection contains any elements that satisfy the predicate, <c>false</c> otherwise</returns>
[Annotations.CollectionAccess(Annotations.CollectionAccessType.Read)]
public bool FindFirst([Annotations.InstantHandle] Func<T, bool> predicate, out T element)
{
if (collection is List<T> list)
{
for (var i = 0; i < list.Count; i++)
{
T item = list[i];
if (predicate(item))
{
element = item;
return true;
}
}
element = default(T);
return false;
}
foreach (T item in collection)
{
if (predicate(item))
{
element = item;
return true;
}
}
element = default(T);
return false;
}
/// <summary>
/// Takes the specified number of random elements from the collection to a List, and yields its elements for enumeration.
/// </summary>
/// <param name="count">The number of random elements to pick.</param>
/// <returns>A new collection with the specified number of random elements from the original collection.</returns>
public IEnumerable<T> TakeRandom(int count)
{
if (collection == null || count <= 0)
yield break;
var reservoir = new List<T>(count);
int i = 0;
foreach (var item in collection)
{
if (i < count)
{
reservoir.Add(item);
}
else
{
int j = IRandom.Instance.Next(i + 1);
if (j < count)
reservoir[j] = item;
}
i++;
}
// yield instead of returning list to avoid extra allocation
foreach (var item in reservoir)
yield return item;
}
/// <summary>
/// Takes the specified number of random elements from the collection, and adds them to a new List.
/// </summary>
/// <param name="count">The number of random elements to pick.</param>
/// <returns>A new List with the specified number of random elements from the original collection.</returns>
public List<T> TakeRandomToList(int count)
{
if (collection == null || count <= 0)
return [];
var reservoir = new List<T>(count);
int i = 0;
foreach (var item in collection)
{
if (i < count)
{
reservoir.Add(item);
}
else
{
int j = IRandom.Instance.Next(i + 1);
if (j < count)
reservoir[j] = item;
}
i++;
}
return reservoir;
}
/// <summary>
/// Partitions a collection into a specified number of parts
/// </summary>
/// <param name="parts">The number of parts to partition the collection into</param>
/// <returns>A collection of collections, each containing a part of the original collection</returns>
public IEnumerable<IEnumerable<T>> Partition(int parts)
{
List<T> list = collection.ToList();
int length = list.Count;
if (parts <= 0 || length == 0) yield break;
if (parts > length) parts = length;
int size = length / parts;
int remainder = length % parts;
var index = 0;
for (var i = 0; i < parts; i++)
{
int partSize = size + (i < remainder ? 1 : 0);
yield return list.Skip(index).Take(partSize);
index += partSize;
}
}
/// <summary>
/// Removes an element from a collection
/// </summary>
/// <param name="element">The element to remove</param>
/// <returns>
/// A collection containing all elements of <paramref name="collection" /> except for <paramref name="element" />
/// </returns>
public IEnumerable<T> Without(T element)
{
return collection.Where(x => !x.Equals(element));
}
/// <summary>
/// Shuffles all elements in a collection randomly
/// </summary>
/// <returns>A new, shuffled collection as a <see cref="List{T}" /></returns>
public List<T> Shuffle()
{
if (collection is not List<T> list)
list = collection.ToList();
int n = list.Count;
var r = IRandom.Instance;
while (n > 1)
{
n--;
int k = r.Next(n + 1);
(list[n], list[k]) = (list[k], list[n]);
}
return list;
}
}
/// <param name="collection">The collection</param>
/// <typeparam name="T">The type of the collection</typeparam>
extension<T>(IReadOnlyList<T> collection)
{
/// <summary>
/// Partitions a list into a specified number of parts
/// </summary>
/// <param name="parts">The number of parts to partition the list into</param>
/// <returns>A list of lists, each containing a part of the original list</returns>
public IEnumerable<IEnumerable<T>> Partition(int parts)
{
int length = collection.Count;
if (parts <= 0 || length == 0) yield break;
if (parts > length) parts = length;
int size = length / parts;
int remainder = length % parts;
var index = 0;
for (var i = 0; i < parts; i++)
{
int partSize = size + (i < remainder ? 1 : 0);
yield return collection.Skip(index).Take(partSize);
index += partSize;
}
}
/// <summary>
/// Takes the specified number of random elements from the collection.
/// </summary>
/// <param name="count">The number of random elements to pick.</param>
/// <returns>A new collection with the specified number of random elements from the original collection.</returns>
public IEnumerable<T> TakeRandom(int count)
{
if (collection == null || collection.Count == 0 || count <= 0)
yield break;
int n = collection.Count;
// If asking for >= all elements, just return everything
if (count >= n)
{
for (int i = 0; i < n; i++)
yield return collection[i];
yield break;
}
// If k is small relative to n → pick unique indices via HashSet
// If k is large → invert selection (pick excluded indices instead)
if (count <= n / 2)
{
var chosen = new HashSet<int>();
while (chosen.Count < count)
{
int idx = IRandom.Instance.Next(n);
if (chosen.Add(idx))
yield return collection[idx];
}
}
else
{
// More efficient to exclude (n - count) items
int excludeCount = n - count;
var excluded = new HashSet<int>();
while (excluded.Count < excludeCount)
excluded.Add(IRandom.Instance.Next(n));
for (int i = 0; i < n; i++)
{
if (!excluded.Contains(i))
yield return collection[i];
}
}
}
/// <summary>
/// Returns a random element from a collection
/// </summary>
/// <returns>
/// A random element from the collection, or the default value of <typeparamref name="T" /> if the collection is
/// empty
/// </returns>
public T RandomElement()
{
if (collection.Count == 0) return default(T);
return collection[IRandom.Instance.Next(collection.Count)];
}
}
/// <summary>
/// Flattens a collection of collections into a single collection
/// </summary>
/// <param name="collection">The collection of collections to flatten</param>
/// <typeparam name="T">The type of the elements in the collections</typeparam>
/// <returns>A single collection containing all elements of the collections in <paramref name="collection" /></returns>
public static IEnumerable<T> Flatten<T>(this IEnumerable<IEnumerable<T>> collection)
{
return collection.SelectMany(x => x);
}
public static void NotifyPlayers(this IEnumerable<PlayerControl> players, string text, float time = 6f, bool overrideAll = false, bool log = true, bool setName = true)
{
var sender = CustomRpcSender.Create("NotifyPlayers", SendOption.Reliable);
var hasValue = false;
foreach (PlayerControl player in players)
{
hasValue |= sender.Notify(player, text, time, overrideAll, log, setName);
if (sender.stream.Length > 500)
{
sender.SendMessage();
sender = CustomRpcSender.Create("NotifyPlayers", SendOption.Reliable);
hasValue = false;
}
}
sender.SendMessage(dispose: !hasValue);
}
#region ToValidPlayers
/// <summary>
/// Converts a collection of player IDs to a collection of <see cref="PlayerControl" /> instances
/// </summary>
/// <param name="playerIds"></param>
/// <returns></returns>
public static IEnumerable<PlayerControl> ToValidPlayers(this IEnumerable<byte> playerIds)
{
return playerIds.Select(Utils.GetPlayer).Where(x => x);
}
/// <summary>
/// Converts a list of player IDs to a list of <see cref="PlayerControl" /> instances
/// </summary>
/// <param name="playerIds"></param>
/// <returns></returns>
public static List<PlayerControl> ToValidPlayers(this List<byte> playerIds)
{
return playerIds.ConvertAll(Utils.GetPlayer).FindAll(x => x);
}
#endregion
#region Without
/// <summary>
/// Removes an element from a collection
/// </summary>
/// <param name="collection">The collection to remove the element from</param>
/// <param name="element">The element to remove</param>
/// <returns>
/// A collection containing all elements of <paramref name="collection" /> except for <paramref name="element" />
/// </returns>
public static IEnumerable<PlayerControl> Without(this IEnumerable<PlayerControl> collection, PlayerControl element)
{
return collection.Where(x => x.PlayerId != element.PlayerId);
}
/// <summary>
/// Removes an element from a collection
/// </summary>
/// <param name="collection">The collection to remove the element from</param>
/// <param name="element">The element to remove</param>
/// <returns>
/// A collection containing all elements of <paramref name="collection" /> except for <paramref name="element" />
/// </returns>
public static IEnumerable<PlainShipRoom> Without(this IEnumerable<PlainShipRoom> collection, PlainShipRoom element)
{
return collection.Where(x => x != element);
}
#endregion
#region Shuffle
/// <summary>
/// Shuffles all elements in a collection randomly
/// </summary>
/// <param name="collection">The collection to be shuffled</param>
/// <typeparam name="T">The type of the collection</typeparam>
/// <returns>The same collection with its elements shuffled</returns>
public static List<T> Shuffle<T>(this List<T> collection)
{
int n = collection.Count;
var r = IRandom.Instance;
while (n > 1)
{
n--;
int k = r.Next(n + 1);
(collection[n], collection[k]) = (collection[k], collection[n]);
}
return collection;
}
/// <summary>
/// Shuffles all elements in an array randomly
/// </summary>
/// <param name="collection">The array to be shuffled</param>
/// <typeparam name="T">The type of the array</typeparam>
/// <returns>The same array with its elements shuffled</returns>
public static T[] Shuffle<T>(this T[] collection)
{
int n = collection.Length;
var r = IRandom.Instance;
while (n > 1)
{
n--;
int k = r.Next(n + 1);
(collection[n], collection[k]) = (collection[k], collection[n]);
}
return collection;
}
/// <summary>
/// Shuffles all elements in an IList randomly
/// </summary>
/// <param name="collection">The IList to be shuffled</param>
/// <typeparam name="T">The type of the IList</typeparam>
/// <returns>The same IList with its elements shuffled</returns>
public static IList<T> Shuffle<T>(this IList<T> collection)
{
int n = collection.Count;
var r = IRandom.Instance;
while (n > 1)
{
n--;
int k = r.Next(n + 1);
(collection[n], collection[k]) = (collection[k], collection[n]);
}
return collection;
}
#endregion
}
public static class Loop
{
public static void Times(int count, Action<int> action)
{
for (var i = 0; i < count; i++) action(i);
}
}