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https://github.com/godotengine/godot-docs.git
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@@ -10,3 +10,4 @@ Math
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matrices_and_transforms
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interpolation
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beziers_and_curves
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random_number_generation
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296
tutorials/math/random_number_generation.rst
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296
tutorials/math/random_number_generation.rst
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.. _doc_random_number_generation:
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Random number generation
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========================
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Many games rely on randomness to implement core game mechanics. This tutorial
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guides you through common types of randomness and how to implement them in
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Godot.
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.. note::
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Computers cannot generate "true" random numbers. Instead, they rely on
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`psuedorandom number generators <https://en.wikipedia.org/wiki/Pseudorandom_number_generator>`__
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(PRNGs).
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Global scope versus RandomNumberGenerator class
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-----------------------------------------------
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Godot exposes two ways to generate random numbers: via *global scope* methods
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or using the :ref:`class_RandomNumberGenerator` class.
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Global scope methods are easier to set up, but they don't offer as much control.
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RandomNumberGenerator requires more code to use, but exposes many methods not
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found in global scope such as
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:ref:`randi_range() <class_RandomNumberGenerator_method_randi_range>` and
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:ref:`randfn() <class_RandomNumberGenerator_method_randfn>`. On top of that,
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it allows creating multiple instances each with their own seed.
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This tutorial uses global scope methods, except when the method is only found in
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the RandomNumberGenerator class.
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The randomize() method
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----------------------
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In global scope, you can find a :ref:`randomize() <class_@GDScript_method_randomize>`
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method.
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**This method should be called only once when your project starts to initialize
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the random seed.** Calling it multiple times is unnecessary and may impact
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performance negatively.
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Putting it in your main scene script's ``_ready()`` method is a good choice::
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func _ready():
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randomize()
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You can also set a fixed random seed instead using
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:ref:`seed() <class_@GDScript_method_seed>`. This will give you *deterministic*
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results across runs::
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func _ready():
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seed(12345)
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# To use a string as a seed, you can hash it to a number.
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seed("Hello world".hash())
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When using the RandomNumberGenerator class, you should call ``randomize()``
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on the instance since it has its own seed::
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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Get a random number
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-------------------
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Godot provides several methods to get random numbers.
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:ref:`randi() <class_@GDScript_method_randi>` returns a random number between 0
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and 2^32-1. Since the maximum value is really high, you most likely want to use
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the modulo operator (``%``) to bound the result between 0 and the denominator::
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# Prints a random integer between 0 and 49.
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print(randi() % 50)
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# Prints a random integer between 10 and 60.
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print(randi() % 51 + 10)
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:ref:`randf() <class_@GDScript_method_randf>` returns a random floating-point number
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between 0 and 1. This is useful to implement a
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:ref:`doc_random_number_generation_weighted_random_probability` system, among
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other things.
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:ref:`randfn() <class_RandomNumberGenerator_method_randfn>` returns a random floating-point
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number between 0 and 1. Unlike :ref:`randf() <class_@GDScript_method_randf>` which follows
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an uniform distribution, the returned number follows a
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`normal distribution <https://en.wikipedia.org/wiki/Normal_distribution>`__.
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This means the returned value is more likely to be around 0.5 compared to the
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extreme bounds (0 and 1)::
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# Prints a normally distributed floating-point number between 0.0 and 1.0.
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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print(rng.randfn())
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:ref:`rand_range() <class_@GDScript_method_rand_range>` takes two arguments ``from`` and
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``to``, and returns a random floating-point number between ``from`` and ``to``::
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# Prints a random floating-point number between -4 and 6.5.
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print(rand_range(-4, 6.5))
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:ref:`RandomNumberGenerator.randi_range() <class_RandomNumberGenerator_method_randi_range>`
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takes two arguments ``from`` and ``to``, and returns a random integer between
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``from`` and ``to``::
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# Prints a random floating-point number between -10 and 10.
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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print(rng.randi_range(-10, 10)
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Get a random array element
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--------------------------
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We can use random integer generation to get a random element from an array::
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var fruits = ["apple", "orange", "pear", "banana"]
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func _ready():
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randomize()
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for i in 100:
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# Pick 100 fruits randomly.
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# (``for i in 100`` is a faster shorthand for ``for i in range(100)``.)
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print(get_fruit())
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func get_fruit():
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var random_fruit = fruits[randi() % fruits.size()]
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# Returns "apple", "orange", "pear", or "banana" every time the code is run.
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# The same fruit may be selected multiple times in succession.
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return random_fruit
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To prevent the same fruit from being picked more than once in a row, we can add more
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logic to this method::
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var fruits = ["apple", "orange", "pear", "banana"]
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var last_fruit = ""
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func _ready():
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randomize()
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for i in 100:
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# Pick 100 fruits randomly.
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# (``for i in 100`` is a faster shorthand for ``for i in range(100)``.)
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print(get_fruit())
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func get_fruit():
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var random_fruit = fruits[randi() % fruits.size()]
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while random_fruit == last_fruit:
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# The last fruit was picked, try again until we get a different fruit.
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random_fruit = fruits[randi() % fruits.size()]
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# Note: If the random element to pick is passed by reference
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# (such as an array or dictionary),
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# use `last_fruit = random_fruit.duplicate()` instead.
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last_fruit = random_fruit
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# Returns "apple", "orange", "pear", or "banana" every time the code is run.
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# The same fruit will never be returned more than once in a row.
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return random_fruit
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This approach can be useful to make random number generation feel less
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repetitive, but it doesn't prevent results from "ping-ponging" between a limited
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set of values. To prevent this, use the
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:ref:`shuffle bag <doc_random_number_generation_shuffle_bags>` pattern instead.
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Get a random dictionary value
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-----------------------------
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We can apply similar logic from arrays to dictionaries as well::
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var metals = {
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"copper": {"quantity": 50, "price": 50},
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"silver": {"quantity": 20, "price": 150},
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"gold": {"quantity": 3, "price": 500},
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}
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func _ready():
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randomize()
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for i in 20:
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print(get_metal())
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func get_metal():
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var random_metal = metals.values()[randi() % metals.size()]
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# Returns a random metal value dictionary every time the code is run.
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# The same metal may be selected multiple times in succession.
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return random_metal
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.. _doc_random_number_generation_weighted_random_probability:
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Weighted random probability
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---------------------------
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The :ref:`randf() <class_@GDScript_method_randf>` method returns a floating-point number
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between 0.0 and 1.0. We can use this to create a "weighted" probability where
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different outcomes have different likelihoods::
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func _ready():
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randomize()
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for i in 100:
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print(get_item_rarity())
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func get_item_rarity():
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var random_float = randf()
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if random_float < 0.8:
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# 80% chance of being returned.
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return "Common"
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elif random_float < 0.95:
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# 15% chance of being returned.
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return "Uncommon"
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else:
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# 5% chance of being returned.
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return "Rare"
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.. _doc_random_number_generation_shuffle_bags:
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"Better" randomness using shuffle bags
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--------------------------------------
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Taking the same exemple as above, we would like to pick fruits at random.
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However, relying on random number generation every time a fruit is selected can
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lead to a less *uniform* distribution. If the player is lucky (or unlucky), they
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could get the same fruit 3 or more times in a row.
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This can be accomplished by using the *shuffle bag* pattern. It works by
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removing the element from the array once it has been chosen. If this is done
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multiple times, the array might end up being empty. In this case, its value is
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reinitialized to its default state where it's full::
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var fruits = ["apple", "orange", "pear", "banana"]
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# A copy of the fruits array so we can restore the original value into `fruits`.
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var fruits_full = []
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func _ready():
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randomize()
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fruits_full = fruits.duplicate()
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fruits.shuffle()
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for i in 100:
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print(get_fruit())
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func get_fruit():
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if fruits.empty():
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# Fill the fruits array again and shuffle it.
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fruits = fruits_full.duplicate()
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fruits.shuffle()
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# Get a random fruit (since the array has been suffled)
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# and remove it from the `fruits` array.
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var random_fruit = fruits.pop_front()
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# Prints "apple", "orange", "pear", or "banana" every time the code is run.
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return random_fruit
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When running the above code, the same fruit will *never* be picked more than
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twice in a row. This is because once a fruit has been picked, it will no longer
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be a possible return value unless the array is now empty. When the array is
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empty, we reset it back to its full state, which makes it possible to have the
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same fruit again (but only once).
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Random noise
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------------
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The random number generation shown above can show its limits when you need a
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value that *slowly* changes depending on the input. (The input can be a
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position, time, or anything else.)
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To achieve this, you can use random *noise* functions. Noise functions are
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especially poopular in producedural generation to generate realistic-looking
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terrain. Godot provides :ref:`class_opensimplexnoise` for this, which supports
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1D, 2D, 3D, and 4D noise. Here's an example with 1D noise::
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var noise = OpenSimplexNoise.new()
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func _ready():
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randomize()
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# Configure the OpenSimplexNoise instance.
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noise.seed = randi()
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noise.octaves = 4
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noise.period = 20.0
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noise.persistence = 0.8
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for i in 100:
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# Prints a slowly-changing series of floating-point numbers
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# between -1.0 and 1.0.
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print(noise.get_noise_1d(i))
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Reference in New Issue
Block a user