这篇文章主要介绍了.net制作的抽餐厅和游戏装备的小程序,小伙伴们以后再也不用每天都考虑去哪里吃饭了,非常好玩和实用,需要的朋友可以参考下

随便新建一个asp.net web项目,拖入即可。现在知道为什么游戏老是暴不出好装备,因为他的权重是非常小地。。。中午吃饭随机一下,想去哪一家,就把权重值设大一点,再中不了,就认命吧!

Default.aspx

<%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %>
 
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
 
<html xmlns="http://www.w3.org/1999/xhtml">
<head runat="server">
  <title>加权随机</title>
</head>
<body>
  <form id="form1" runat="server">
  








</form> </body> </html>
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 Default.aspx.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Web.UI;
using System.Web.UI.WebControls;
 
public partial class _Default : System.Web.UI.Page
{
  //:<名称:权重>
  public Dictionary Goods = new Dictionary();
  public int TotalWeight = 0;
 
  public class Good
  {
    /// 
    /// 名称
    /// 
    public string Name
    {
      get;
      set;
    }
    /// 
    /// 权重(大于等于1,否则出现的可能性为0)
    /// 
    public int Weight
    {
      get;
      set;
    }
  }
 
  public List Result = new List();
 
  protected void Page_Load(object sender, EventArgs e)
  {
  }
 
  /// 
  /// 初始化装备 俺是《梦三国》玩家,嘿嘿
  /// 
  protected void InitGoods()
  {
    Goods.Clear();
    TotalWeight = 0;
 
    Goods.Add("寒冰爪", 2);     //神器(拳爪类)
    Goods.Add("重毛皮", 300);
    Goods.Add("小毛皮", 1000);
    Goods.Add("轻毛皮", 1000);
    Goods.Add("神之防具打造书", 5);
    Goods.Add("传说武器打造书", 20);
    Goods.Add("紫檀树枝", 300);
    Goods.Add("硬毛皮", 600);
    Goods.Add("勾魂水晶", 8);
    Goods.Add("真龙炙舞剑", 30);
    Goods.Add("董卓勾魂", 1);    //神器中的神器(长柄类)
 
    foreach (KeyValuePair kvp in Goods)
    {
      TotalWeight += kvp.Value;
    } 
  }
 
  /// 
  /// 初始化餐厅,公司楼下餐厅比较多,只写几个,意思意思。。。
  /// 
  protected void InitFood()
  {
    Goods.Clear();
    TotalWeight = 0;
 
    Goods.Add("清真兰州", 1);
    Goods.Add("长安客", 1);
    Goods.Add("迎客松", 1);
    Goods.Add("吉祥混沌", 1);
 
    foreach (KeyValuePair kvp in Goods)
    {
      TotalWeight += kvp.Value;
    }
  }
 
  protected int GetTryParse()
  {
    try
    {
      return int.Parse(txtNum.Text);
    }
    catch {
      return 1;
    }
  }
 
  //开始抽奖(装备)
  protected void btnRandom_Click(object sender, EventArgs e)
  {
    InitGoods();
 
    lblResult.Text = lblResult.Text + "
"; int Count = GetTryParse(); for (int i = 1; i <= Count; i++) { Random rdm = new Random(GetRandomSeed()); int Weight = rdm.Next(1, TotalWeight + 1); ProduceResult(Weight); } foreach (KeyValuePair kvp in Goods) { int c = Result.Count(d => d.Name == kvp.Key); double rate = c * 1.0 / Count * 1.0 * 100; lblResult.Text = lblResult.Text + "物品名称:" + kvp.Key + " 权重:" + kvp.Value + " 暴出次数:" + c.ToString() + " 暴出率:" + rate + "%
"; } } //开始抽奖(餐厅) protected void btnRandomFood_Click(object sender, EventArgs e) { InitFood(); lblResult.Text = lblResult.Text + "
"; int Count = GetTryParse(); for (int i = 1; i <= Count; i++) { Random rdm = new Random(GetRandomSeed()); int Weight = rdm.Next(1, TotalWeight + 1); ProduceResult(Weight); } foreach (KeyValuePair kvp in Goods) { int c = Result.Count(d => d.Name == kvp.Key); double rate = c * 1.0 / Count * 1.0 * 100; lblResult.Text = lblResult.Text + "餐厅名称:" + kvp.Key + " 权重:" + kvp.Value + " 暴出次数:" + c.ToString() + " 暴出率:" + rate + "%
"; } } /// /// 根据随机权重判断所在范围 /// /// protected void ProduceResult(int Weight) { int min = 1; int max = 1; foreach (KeyValuePair kvp in Goods) { max = min + kvp.Value - 1; if (Weight >= min && Weight <= max) { Good g = new Good(); g.Name = kvp.Key; g.Weight = kvp.Value; Result.Add(g); return; } min = max + 1; } } /// /// 随机种子值(防止速度过快造成的重复) /// /// private static int GetRandomSeed() { byte[] bytes = new byte[4]; System.Security.Cryptography.RNGCryptoServiceProvider rng = new System.Security.Cryptography.RNGCryptoServiceProvider(); rng.GetBytes(bytes); return BitConverter.ToInt32(bytes, 0); } //清屏操作 protected void btnClear_Click(object sender, EventArgs e) { lblResult.Text = ""; } }
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