namespace Content.Shared.Rounding { public static class ContentHelpers { /// /// Assigns the value going from 0 to /// such that it is divided into a set of (amount ) "levels". /// Rounding is performed to the "middle" so that the highest and lowest levels are only assigned /// if is exactly or 0. /// /// /// 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). /// This method allows you to easily map this progress bar to the sprite states. /// /// The amount of levels to subdivide into. /// An integer from 0 to -1. /// /// Thrown if levels is less than 1. /// public static int RoundToLevels(double actual, double max, int levels) { if (levels <= 0) { throw new ArgumentException("Levels must be greater than 0.", nameof(levels)); } if (actual >= max) { return levels - 1; } if (actual <= 0) { return 0; } var toOne = actual / max; return (int) Math.Ceiling(toOne * (levels - 2)); } /// /// Returns the segment lies on on a decimal scale from 0 to divided into /// sections. In less mathematical terms, same as /// except is rounded to the nearest matching level instead of 0 and the highest level being /// precisely 0 and max and no other value. /// /// /// You have a 5-segment progress bar used to display a percentile value. /// You want the display to match the percentile value as accurately as possible, so that eg. /// 95% is rounded up to 5, 89.99% is rounded down to 4, 15% is rounded up to 1 and 5% is rounded down /// to 0, in terms of number of segments lit. /// In this case you would use RoundToNearestLevels(value, max, 5) /// /// The point to be rounded to the nearest level. /// The maximum value of the scale. /// Number of segments the scale is subdivided into. /// The segment lies on. /// If level is 1 or less public static int RoundToNearestLevels(double actual, double max, int levels) { if (levels <= 1) { throw new ArgumentException("Levels must be greater than 1.", nameof(levels)); } if (actual >= max) { return levels; } if (actual <= 0) { return 0; } return (int) Math.Round(actual / max * levels, MidpointRounding.AwayFromZero); } /// /// Basically helper for when you need to choose 0..N-1 element based on what /// percentage does actual/max takes. /// Example: /// We have a stack of 30 elements. /// When is: /// - 0..9 we return 0. /// - 10..19 we return 1. /// - 20..30 we return 2. /// /// Useful when selecting N sprites for display in stacks, etc. /// /// How many out of max elements are there /// /// /// The /// if level is one or less public static int RoundToEqualLevels(double actual, double max, int levels) { if (levels <= 1) { throw new ArgumentException("Levels must be greater than 1.", nameof(levels)); } if (actual >= max) { return levels - 1; } if (actual <= 0) { return 0; } return (int) Math.Round(actual / max * levels, MidpointRounding.ToZero); } } }