Fluent Random Picker is a nice, performant, fluent way to pick random values. Probabilities can be specified, values can be weighted.
$ dotnet add package FluentRandomPicker![]()
Fluent Random Picker is a user-friendly, but also performant .NET library that simplifies random value selection / picking. It allows you to specify probabilities and weights for each value, making it easy to handle complex randomization tasks.
<!-- TOC --> <!-- /TOC -->Fluent Random Picker targets .Net Standard 2.0 and is therefore compatible with the following target frameworks:
Install the nuget package (https://www.nuget.org/packages/FluentRandomPicker/)
Add the using directive:
using FluentRandomPicker;
To get started, use the Out.Of() syntax as shown in the examples below:
var randomNumber = Out.Of().Value(5).AndValue(6).PickOne();
// randomNumber is 5 or 6 with equal probability.
var randomChar = Out.Of()
.Value('a').WithPercentage(70)
.AndValue('b').WithPercentage(30)
.PickOne();
// randomChar is 'a' with a probability of 70 % and 'b' with a probability of 30 %.
var randomString = Out.Of()
.Value("hello").WithWeight(2)
.AndValue("world").WithWeight(3)
.PickOne();
// randomString is "hello" or "world", but the probability for "world" is 1.5 times as high.
var randomChar = Out.Of().Values(new List<char> { 'a', 'b' })
.WithPercentages(new List<int> { 70, 30 })
.PickOne();
// randomChar is 'a' with a probability of 70 % and 'b' with a probability of 30 %.
var randomChar = Out.Of().Values(new HashSet<string> { "hello", "world" })
.WithWeights(new List<int> { 2, 3 })
.PickOne();
// randomString is "hello" or "world", but the probability for "world" is 1.5 times as high.
var randomInts = Out.Of()
.Value(1).WithPercentage(70)
.AndValue(10).WithPercentage(15)
.AndValue(100).WithPercentage(10)
.AndValue(1000).WithPercentage(5)
.Pick(5);
// randomInts can be [1, 1, 1, 1, 1] with a higher probability or [1, 1, 100, 10, 1]
// or even [1000, 1000, 1000, 1000, 1000] with a very small probability.
var randomInts = Out.Of()
.Values(new List<int> { 1, 10, 100, 1000 })
.WithPercentages(70, 15, 10, 5)
.PickDistinct(2);
// randomInts can be [1, 10], [1, 100], ..., [1000, 100], but not [1, 1], [10, 10], ...
class Item {
public int Rarity { get; set; }
public string Name { get; set; }
}
var items = new Item[]
{
new Item { Name = "Stone", Rarity = 5 }, // common
new Item { Name = "Silver helmet", Rarity = 2 }, // uncommon
new Item { Name = "Gold sword", Rarity = 1 }, // rare
};
var itemName = Out.Of()
.PrioritizedElements(items)
.WithValueSelector(x => x.Name)
.AndWeightSelector(x => x.Rarity)
.PickOne();
// itemName is "Stone" in 5/8 of the cases, "Silver helmet" in 2/8 of the cases and "Gold sword" in 1/8 of the cases.
// If no value selector is specified, the whole item object will be returned instead of only its name.
var randomChar = Out.Of()
.Value('a').WithPercentage(80)
.AndValue('b') // no percentage
.AndValue('c') // no percentage
.PickOne();
// The missing percentages to reach 100% are equally distributed on the values without specified percentages.
// Attention! The missing percentages to reach 100% must be divisible without remainder through the number of values without percentages.
// randomChar is 'a' with a probability of 80% or 'b' or 'c' with a probability of each 10%.
var randomString = Out.Of()
.Value("hello").WithWeight(4)
.AndValue("world") // no weight
.PickOne();
// The default weight is 1.
// randomString is "hello" with a probability of 80% (4 of 5) and "world" with a probability of 20% (1 of 5).
var operation = Out.Of<Func<long, long>>()
.Value(i => i + 2)
.AndValue(i => i * 2)
.AndValue(i => (long)Math.Pow(i, 2))
.AndValue(i => (long)Math.Pow(i, i))
.PickOne();
var result = operation(10);
// result equals 10 + 2 or 10 * 2 or 10^2 or 10^10.
Please see README-Advanced.md for more advanced topics like:
The namespace was changed to match coding conventions. Please replace:
using Fluent_Random_Picker;
with
using FluentRandomPicker;
Some method parameter identifiers do also have changed to match the coding conventions of Microsoft.