Struct cogs_gamedev::chance::WeightedPicker [−][src]
pub struct WeightedPicker<T> { /* fields omitted */ }
Expand description
It’s often helpful to have weighted probabilities. This struct serves as a sort of weighted bag; you can give it entries with various weights, and then randomly sample them.
This is the way Minecraft loot tables work, if this sounds familiar.
The algorithm used is Vose’s Alias Method (scroll to the bottom), which to be honest I absolutely do not understand. But it has O(n) creation and O(1) selection, so sounds good to me.
You can’t edit the probabilities after you’ve created it due to the algorithm.
Implementations
Initialize a WeightedPicker from the given items and weights.
Panics if you pass it an empty Vec.
let picker = WeightedPicker::new(vec![ ("common", 10.0), ("uncommon", 5.0), ("rare", 2.0), ("legendary", 1.0), ("mythic", 0.1), ]); let mut rng = rand::thread_rng(); for _ in 0..10 { println!("- {}", picker.get(&mut rng)); } /* A sample output: - legendary - rare - uncommon - common - common - rare - uncommon - common - common - uncommon */
Get an index into the internal list.
You can use this function to save some space by passing a vec
where T
is ()
, if you want usize
outputs, I guess.
Trait Implementations
Auto Trait Implementations
impl<T> RefUnwindSafe for WeightedPicker<T> where
T: RefUnwindSafe,
impl<T> Send for WeightedPicker<T> where
T: Send,
impl<T> Sync for WeightedPicker<T> where
T: Sync,
impl<T> Unpin for WeightedPicker<T> where
T: Unpin,
impl<T> UnwindSafe for WeightedPicker<T> where
T: UnwindSafe,
Blanket Implementations
Mutably borrows from an owned value. Read more
pub fn vzip(self) -> V