Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Utils/MathUtil.cs
T

118 lines
4.0 KiB
C#

using SPTarkov.DI.Annotations;
namespace SPTarkov.Server.Core.Utils;
[Injectable(InjectionType.Singleton)]
public class MathUtil
{
/// <summary>
/// Helper to create the sum of all list elements
/// </summary>
/// <param name="values">List of floats to sum</param>
/// <returns>sum of all values</returns>
public double ListSum(List<double> values)
{
// Sum the list starting with an initial value of 0
return values.Sum();
}
/// <summary>
/// Helper to create the cumulative sum of all list elements
/// ListCumSum([1, 2, 3, 4]) = [1, 3, 6, 10]
/// </summary>
/// <param name="values">The list with numbers of which to calculate the cumulative sum</param>
/// <returns>cumulative sum of values</returns>
public List<double> ListCumSum(List<double> values)
{
if (values.Count == 0)
{
return [];
}
var cumSumArray = new double[values.Count];
cumSumArray[0] = values[0];
for (var i = 1; i < values.Count; i++)
{
cumSumArray[i] = cumSumArray[i - 1] + values[i];
}
return [..cumSumArray];
}
/// <summary>
/// Helper to create the product of each element times factor
/// </summary>
/// <param name="values">The list of numbers which shall be multiplied by the factor</param>
/// <param name="factor">Number to multiply each element by</param>
/// <returns>A list of elements all multiplied by the factor</returns>
public List<double> ListProduct(List<double> values, double factor)
{
return values.Select(v => v * factor).ToList();
}
/// <summary>
/// Helper to add a constant to all list elements
/// </summary>
/// <param name="values">The list of numbers to which the summand should be added</param>
/// <param name="additive"></param>
/// <returns>A list of elements with the additive added to all elements</returns>
public List<double> ListAdd(List<double> values, double additive)
{
return values.Select(v => v + additive).ToList();
}
/// <summary>
/// Maps a value from an input range to an output range linearly.
/// Example:
/// a_min = 0; a_max=1;
/// b_min = 1; b_max=3;
/// MapToRange(0.5, a_min, a_max, b_min, b_max) // returns 2
/// </summary>
/// <param name="x">The value from the input range to be mapped to the output range.</param>
/// <param name="minIn">Minimum of the input range.</param>
/// <param name="maxIn">Maximum of the input range.</param>
/// <param name="minOut">Minimum of the output range.</param>
/// <param name="maxOut">Maximum of the output range.</param>
/// <returns>The result of the mapping.</returns>
public double MapToRange(double x, double minIn, double maxIn, double minOut, double maxOut)
{
var deltaIn = maxIn - minIn;
var deltaOut = maxOut - minOut;
var xScale = (x - minIn) / deltaIn;
return Math.Max(minOut, Math.Min(maxOut, minOut + xScale * deltaOut));
}
/// <summary>
/// Linear interpolation
/// e.g. used to do a continuous integration for quest rewards which are defined for specific support centers of pmcLevel
/// </summary>
/// <param name="xp">The point of x at which to interpolate</param>
/// <param name="x">Support points in x (of same length as y)</param>
/// <param name="y">Support points in y (of same length as x)</param>
/// <returns>Interpolated value at xp, or null if xp is out of bounds</returns>
public double? Interp1(double xp, List<double> x, List<double> y)
{
if (xp > x[^1]) // ^1 is the last index in C#
{
return y[^1];
}
if (xp < x[0])
{
return y[0];
}
for (var i = 0; i < x.Count - 1; i++)
{
if (xp >= x[i] && xp <= x[i + 1])
{
return y[i] + (xp - x[i]) * (y[i + 1] - y[i]) / (x[i + 1] - x[i]);
}
}
return null;
}
}