Random.Next()
randomness failures are almost always caused by creating and then using multiple instances of System.Random
with the same seed, either with a time seed or a manual one. However, this is the only instance creation code in my class:
System.Random rNG;
if (string.IsNullOrEmpty(Map.Seed))
{
rNG = new System.Random();
}
else
{
rNG = new System.Random(Map.Seed.GetHashCode());
}
Looping through this second attempt code correctly creates random numbers:
var resourceRoll = rNG.Next(0, this.ResourceByRoll.Count);
var resourceRow = from row in this.ProcGenResourceTable.AsEnumerable()
.Where(row => row["Resource"].Equals(
this.ResourceByRoll[resourceRoll]
))
Looping through this original attempt code often creates the same number twice in a row:
var resourceRow = from row in this.ProcGenResourceTable.AsEnumerable()
.Where(row => row["Resource"].Equals(
this.ResourceByRoll[rNG.Next(0, this.ResourceByRoll.Count)]
))
Am I somehow silently creating a new instance of System.Random when using a Random.Next
call as a dictionary index? Why does my original code often return the same number twice in a row?
If it matters:
- This class is a Unity script
- I am using System.Random, not UnityEngine.Random
- My complete class is below:
using Assets.Code.Tools;
using System;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using UnityEngine;
public class Map : MonoBehaviour
{
public static int Length { get; set; }
public static int Width { get; set; }
public static int ResourceChanceDenominator { get; set; }
public static string Seed { get; set; }
private static int[,] objectGrid;
private DataTable ProcGenResourceTable { get; set; }
private Dictionary<int, string> ResourceByRoll { get; set; }
private List<GameObject> prefabTrees;
private List<GameObject> prefabStones;
private void Start()
{
this.prefabTrees = GeneralTools.GetPrefabsWithTag("Tree");
this.prefabStones = GeneralTools.GetPrefabsWithTag("Stone");
GenerateMap();
}
public void GenerateMap()
{
var procGenResourceTable = Resources.Load("ProcGenResourceTable") as TextAsset;
if (procGenResourceTable != null)
{
this.ProcGenResourceTable = GeneralTools.GetDataTableFromCSV(procGenResourceTable, "|", true, false);
}
else
{
Console.WriteLine("ProcGenResourceTable could not be found");
return;
}
Map.objectGrid = new int[Map.Width, Map.Length];
this.ResourceByRoll = GetPopulatedResourceByRollDictionary();
System.Random rNG;
if (string.IsNullOrEmpty(Map.Seed))
{
rNG = new System.Random();
}
else
{
rNG = new System.Random(Map.Seed.GetHashCode());
}
for (var i = 0; i < Map.Length; i++)
{
for (var j = 0; j < Map.Width; j++)
{
var roll = rNG.Next(Map.ResourceChanceDenominator);
if (roll == 1)
{
// var resourceRoll = rNG.Next(0, this.ResourceByRoll.Count);
var resourceRow = from row in this.ProcGenResourceTable.AsEnumerable()
.Where(row => row["Resource"].Equals(
this.ResourceByRoll[rNG.Next(0, this.ResourceByRoll.Count)]
))
select new
{
ModelFamily = row["Model Family"],
Tags = row["Tags"]
};
foreach (var row in resourceRow)
{
GameObject resource = null;
switch (row.ModelFamily)
{
case "Tree":
resource = Instantiate(this.prefabTrees[rNG.Next(this.prefabTrees.Count - 1)], new Vector3(i, 0, j), new Quaternion());
break;
case "Stone":
resource = Instantiate(this.prefabStones[rNG.Next(this.prefabStones.Count - 1)], new Vector3(i, 0, j), new Quaternion());
break;
default:
resource = Instantiate(this.prefabTrees[rNG.Next(this.prefabTrees.Count - 1)], new Vector3(i, 0, j), new Quaternion());
break;
}
var tagsListForResource = row.Tags.ToString().Split(new char[] { '|' }).ToList();
if (tagsListForResource.Contains("Resource"))
{
resource.tag = "Resource";
}
}
}
}
}
}
private Dictionary<int, string> GetPopulatedResourceByRollDictionary()
{
var resourceByRoll = new Dictionary<int, string>();
foreach (DataRow row in this.ProcGenResourceTable.Rows)
{
if (!string.IsNullOrEmpty(row["Weight"].ToString()))
{
for (var i = 0; i < Convert.ToInt32(row["Weight"]); i++)
{
resourceByRoll.Add(resourceByRoll.Count, row["Resource"].ToString());
}
}
}
return resourceByRoll;
}
}