Improved variable names
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@@ -144,13 +144,13 @@ public class ProbabilityObjectArray<T, K, V> : List<T> where T : ProbabilityObje
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* Draw random element of the ProbabilityObject N times to return an array of N keys.
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* Drawing can be with or without replacement
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* @param count The number of times we want to draw
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* @param replacement Draw with or without replacement from the input dict (true = dont remove after drawing)
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* @param removeAfterDraw Draw with or without replacement from the input dict (true = dont remove after drawing)
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* @param lockList list keys which shall be replaced even if drawing without replacement
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* @returns Array consisting of N random keys for this ProbabilityObjectArray
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*/
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public List<K> Draw(int count = 1, bool replacement = true, List<K>? lockList = null)
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public List<K> Draw(int drawCount = 1, bool removeAfterDraw = true, List<K>? neverRemoveWhitelist = null)
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{
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lockList ??= [];
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neverRemoveWhitelist ??= [];
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if (Count == 0)
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{
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return [];
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@@ -169,12 +169,12 @@ public class ProbabilityObjectArray<T, K, V> : List<T> where T : ProbabilityObje
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var probCumsum = CumulativeProbability(totals.probArray);
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var drawnKeys = new List<K>();
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for (var i = 0; i < count; i++)
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for (var i = 0; i < drawCount; i++)
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{
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var rand = Random.Shared.NextDouble();
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var randomIndex = (int)probCumsum.FindIndex((x) => x > rand);
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// We cannot put Math.random() directly in the findIndex because then it draws anew for each of its iteration
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if (replacement || lockList.Contains(totals.keyArray[randomIndex]))
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if (removeAfterDraw || neverRemoveWhitelist.Contains(totals.keyArray[randomIndex]))
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{
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// Add random item from possible value into return array
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drawnKeys.Add(totals.keyArray[randomIndex]);
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