Re-organize all projects (#4166)
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139
Content.Shared/Rounding/ContentHelpers.cs
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139
Content.Shared/Rounding/ContentHelpers.cs
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#nullable enable
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using System;
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namespace Content.Shared.Rounding
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{
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public static class ContentHelpers
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{
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/// <summary>
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/// Assigns the value <paramref name="actual" /> going from 0 to <paramref name="max" />
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/// such that it is divided into a set of (amount <paramref name="levels" />) "levels".
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/// Rounding is performed to the "middle" so that the highest and lowest levels are only assigned
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/// if <paramref name="actual" /> is exactly <paramref name="max" /> or 0.
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/// </summary>
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/// <example>
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/// Say you have a progress bar going from 0 -> 100 inclusive and you want to map this to 6 sprite states (0, 4 intermediates and full).
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/// This method allows you to easily map this progress bar to the sprite states.
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/// </example>
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/// <param name="levels">The amount of levels to subdivide into.</param>
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/// <returns>An integer from 0 to <paramref name="levels" />-1.</returns>
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/// <exception cref="ArgumentException">
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/// Thrown if levels is less than 1.
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/// </exception>
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public static int RoundToLevels(double actual, double max, int levels)
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{
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if (levels <= 0)
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{
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throw new ArgumentException("Levels must be greater than 0.", nameof(levels));
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}
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if (actual >= max)
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{
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return levels - 1;
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}
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if (actual <= 0)
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{
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return 0;
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}
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var toOne = actual / max;
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double threshold;
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if (levels % 2 == 0)
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{
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// Basically, if we have an even count of levels, there's no exact "mid point".
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// Thus, I nominate the first one below the 50% mark.
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threshold = ((levels / 2f) - 1) / (levels - 1);
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}
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else
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{
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threshold = 0.5f;
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}
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var preround = toOne * (levels - 1);
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if (toOne <= threshold || levels <= 2)
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{
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return (int) Math.Ceiling(preround);
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}
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else
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{
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return (int) Math.Floor(preround);
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}
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}
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/// <summary>
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/// Returns the segment <paramref name="actual"/> lies on on a decimal scale from 0 to <paramref name="max"/> divided into
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/// <paramref name="levels"/> sections. In less mathematical terms, same as <see cref="RoundToLevels"/>
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/// except <paramref name="actual"/> is rounded to the nearest matching level instead of 0 and the highest level being
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/// precisely 0 and max and no other value.
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/// </summary>
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/// <example>
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/// You have a 5-segment progress bar used to display a percentile value.
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/// You want the display to match the percentile value as accurately as possible, so that eg.
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/// 95% is rounded up to 5, 89.99% is rounded down to 4, 15% is rounded up to 1 and 5% is rounded down
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/// to 0, in terms of number of segments lit.
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/// In this case you would use <code>RoundToNearestLevels(value, max, 5)</code>
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/// </example>
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/// <param name="actual">The point to be rounded to the nearest level.</param>
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/// <param name="max">The maximum value of the scale.</param>
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/// <param name="levels">Number of segments the scale is subdivided into.</param>
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/// <returns>The segment <paramref name="actual"/> lies on.</returns>
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/// <exception cref="ArgumentException">If level is 1 or less</exception>
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public static int RoundToNearestLevels(double actual, double max, int levels)
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{
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if (levels <= 1)
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{
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throw new ArgumentException("Levels must be greater than 1.", nameof(levels));
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}
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if (actual >= max)
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{
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return levels;
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}
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if (actual <= 0)
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{
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return 0;
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}
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return (int) Math.Round(actual / max * levels, MidpointRounding.AwayFromZero);
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}
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/// <summary>
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/// Basically helper for when you need to choose 0..N-1 element based on what
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/// percentage does actual/max takes.
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/// Example:
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/// We have a stack of 30 <paramref name="max"/> elements.
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/// When <paramref name="actual"/> is:
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/// - 0..9 we return 0.
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/// - 10..19 we return 1.
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/// - 20..30 we return 2.
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///
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/// Useful when selecting N sprites for display in stacks, etc.
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/// </summary>
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/// <param name="actual">How many out of max elements are there</param>
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/// <param name="max"></param>
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/// <param name="levels"></param>
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/// <returns>The </returns>
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/// <exception cref="ArgumentException">if level is one or less</exception>
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public static int RoundToEqualLevels(double actual, double max, int levels)
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{
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if (levels <= 1)
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{
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throw new ArgumentException("Levels must be greater than 1.", nameof(levels));
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}
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if (actual >= max)
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{
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return levels - 1;
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}
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if (actual <= 0)
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{
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return 0;
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}
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return (int) Math.Round(actual / max * levels, MidpointRounding.ToZero);
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}
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}
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}
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