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tbd-station-14/Content.Shared/Rounding/ContentHelpers.cs

137 lines
5.3 KiB
C#

namespace Content.Shared.Rounding
{
public static class ContentHelpers
{
/// <summary>
/// Assigns the value <paramref name="actual" /> going from 0 to <paramref name="max" />
/// such that it is divided into a set of (amount <paramref name="levels" />) "levels".
/// Rounding is performed to the "middle" so that the highest and lowest levels are only assigned
/// if <paramref name="actual" /> is exactly <paramref name="max" /> or 0.
/// </summary>
/// <example>
/// 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.
/// </example>
/// <param name="levels">The amount of levels to subdivide into.</param>
/// <returns>An integer from 0 to <paramref name="levels" />-1.</returns>
/// <exception cref="ArgumentException">
/// Thrown if levels is less than 1.
/// </exception>
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;
double threshold;
if (levels % 2 == 0)
{
// Basically, if we have an even count of levels, there's no exact "mid point".
// Thus, I nominate the first one below the 50% mark.
threshold = ((levels / 2f) - 1) / (levels - 1);
}
else
{
threshold = 0.5f;
}
var preround = toOne * (levels - 1);
if (toOne < threshold || levels <= 2)
{
return (int) Math.Ceiling(preround);
}
else
{
return (int) Math.Floor(preround);
}
}
/// <summary>
/// Returns the segment <paramref name="actual"/> lies on on a decimal scale from 0 to <paramref name="max"/> divided into
/// <paramref name="levels"/> sections. In less mathematical terms, same as <see cref="RoundToLevels"/>
/// except <paramref name="actual"/> is rounded to the nearest matching level instead of 0 and the highest level being
/// precisely 0 and max and no other value.
/// </summary>
/// <example>
/// 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 <code>RoundToNearestLevels(value, max, 5)</code>
/// </example>
/// <param name="actual">The point to be rounded to the nearest level.</param>
/// <param name="max">The maximum value of the scale.</param>
/// <param name="levels">Number of segments the scale is subdivided into.</param>
/// <returns>The segment <paramref name="actual"/> lies on.</returns>
/// <exception cref="ArgumentException">If level is 1 or less</exception>
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);
}
/// <summary>
/// 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 <paramref name="max"/> elements.
/// When <paramref name="actual"/> 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.
/// </summary>
/// <param name="actual">How many out of max elements are there</param>
/// <param name="max"></param>
/// <param name="levels"></param>
/// <returns>The </returns>
/// <exception cref="ArgumentException">if level is one or less</exception>
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);
}
}
}