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#ifndef RANDOM2_HPP
#define RANDOM2_HPP
# include "random.hpp"
# include "utils2.hpp"
# include <algorithm>
namespace random_
{
namespace detail
{
struct RandomIterator
{
int bound;
int current;
bool frist;
void operator ++()
{
frist = false;
// TODO: reimplement in terms of LFSRs, so that certain
// blockage patterns don't favor adjacent cells.
current = current + 1;
if (current == bound)
current = 0;
}
int operator *()
{
return current;
}
};
inline
bool operator == (RandomIterator l, RandomIterator r)
{
return l.current == r.current && l.frist == r.frist;
}
inline
bool operator != (RandomIterator l, RandomIterator r)
{
return !(l == r);
}
}
/// Yield every cell from 0 .. bound - 1 in some order.
/// The starting position is random, but not the order itself.
///
/// Expected usage:
/// for (int i : random_::iterator(vec.size()))
/// if (vec[i].okay())
/// return frob(vec[i]);
inline
IteratorPair<detail::RandomIterator> iterator(int bound)
{
int current = random_::to(bound);
return
{
detail::RandomIterator{bound, current, true},
detail::RandomIterator{bound, current, false}
};
}
/// similar to std::random_shuffle(c.begin(), c.end()), but guaranteed
/// to use a good source of randomness.
template<class C>
void shuffle(C&& c)
{
std::random_shuffle(c.begin(), c.end(), random_::to);
}
} // namespace random_
#endif // RANDOM2_HPP
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