Specifically, this is for Garry's Mod, however I don't think that matters too much in this problem. What I want to do is get one player, and set their value to another random player (so every player has a random 'target'). I want to do this with no repeats, and so that a player is not assigned to their self. To better illustrate:
The only difference to that picture is that I want each player to be assigned to another random player, so more like player1 => player 5, player 3 => player 2, etc.
Here is my code at the moment, however this always leaves one person unpicked:
validTargets = {}
TargetList = {}
local Swap = function(array, index1, index2)
array[index1], array[index2] = array[index2], array[index1]
end
GetShuffle = function(numelems)
local shuffle = {}
for i = 1, numelems do
shuffle[#shuffle + 1] = i
end
for ii = 1, numelems do
Swap(shuffle, ii, math.random(ii, numelems))
end
return shuffle
end
function assignTargets()
local shuffle = GetShuffle(#playing)
for k,v in ipairs(shuffle) do
TargetList[k] = v
end
SyncTargets()
end
function SyncTargets()
for k,v in pairs(TargetList) do
net.Start("sendTarget")
net.WriteEntity(v)
net.Send(k)
end
end
I have a lua function that generates a Random shuffle of numbers from 1 to n
, given n
.
The method is based on a popular algorithm to generate a random permutation of an array of elements .
You can try using that like so:
local Swap = function(array, index1, index2)
array[index1], array[index2] = array[index2], array[index1]
end
GetShuffle = function(numelems)
local shuffle = {}
for i = 1, numelems do
shuffle[#shuffle + 1] = i
end
for ii = 1, numelems do
Swap(shuffle, ii, math.random(ii, numelems))
end
return shuffle
end
function assignTargets()
local shuffle = GetShuffle(#playing) --assuming `playing` is a known global
for k,v in ipairs(shuffle) do
TargetList[k] = v
end
end