Core/Random: Changed random functions returning doubles to return floats

Port From (https://github.com/TrinityCore/TrinityCore/commit/9894f6b802c974bb36acd7fbb0d083455a1f0f1b)
This commit is contained in:
hondacrx
2024-02-02 14:39:02 -05:00
parent c5538d6d40
commit a5bc0d0d9b
10 changed files with 24 additions and 24 deletions
@@ -158,7 +158,7 @@ namespace System.Collections.Generic
{ {
float totalWeight = sequence.Sum(weightSelector); float totalWeight = sequence.Sum(weightSelector);
// The weight we are after... // The weight we are after...
float itemWeightIndex = (float)RandomHelper.NextDouble() * totalWeight; float itemWeightIndex = RandomHelper.NextSingle() * totalWeight;
float currentWeightIndex = 0; float currentWeightIndex = 0;
foreach (var item in from weightedItem in sequence select new { Value = weightedItem, Weight = weightSelector(weightedItem) }) foreach (var item in from weightedItem in sequence select new { Value = weightedItem, Weight = weightSelector(weightedItem) })
+2 -2
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@@ -16,9 +16,9 @@ public class RandomHelper
/// Returns a random number between 0.0 and 1.0. /// Returns a random number between 0.0 and 1.0.
/// </summary> /// </summary>
/// <returns></returns> /// <returns></returns>
public static double NextDouble() public static float NextSingle()
{ {
return rand.NextDouble(); return rand.NextSingle();
} }
/// <summary> /// <summary>
+5 -5
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@@ -3389,12 +3389,12 @@ namespace Game.Entities
} }
// angle to face `obj` to `this` // angle to face `obj` to `this`
float angle = (float)RandomHelper.NextDouble() * (2 * MathFunctions.PI); float angle = RandomHelper.NextSingle() * (2 * MathFunctions.PI);
float new_dist = (float)RandomHelper.NextDouble() + (float)RandomHelper.NextDouble(); float new_dist = RandomHelper.NextSingle() + RandomHelper.NextSingle();
new_dist = distance * (new_dist > 1 ? new_dist - 2 : new_dist); new_dist = distance * (new_dist > 1 ? new_dist - 2 : new_dist);
rand_x = (float)(pos.posX + new_dist * Math.Cos(angle)); rand_x = (pos.posX + new_dist * MathF.Cos(angle));
rand_y = (float)(pos.posY + new_dist * Math.Sin(angle)); rand_y = (pos.posY + new_dist * MathF.Sin(angle));
rand_z = pos.posZ; rand_z = pos.posZ;
GridDefines.NormalizeMapCoord(ref rand_x); GridDefines.NormalizeMapCoord(ref rand_x);
@@ -3570,7 +3570,7 @@ namespace Game.Entities
public Position GetRandomNearPosition(float radius) public Position GetRandomNearPosition(float radius)
{ {
var pos = GetPosition(); var pos = GetPosition();
MovePosition(pos, radius * (float)RandomHelper.NextDouble(), (float)RandomHelper.NextDouble() * MathFunctions.PI * 2); MovePosition(pos, radius * RandomHelper.NextSingle(), RandomHelper.NextSingle() * MathFunctions.PI * 2);
return pos; return pos;
} }
+1 -1
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@@ -3410,7 +3410,7 @@ namespace Game.Entities
discreteResistProbability[i] = Math.Max(0.5f - 2.5f * Math.Abs(0.1f * i - averageResist), 0.0f); discreteResistProbability[i] = Math.Max(0.5f - 2.5f * Math.Abs(0.1f * i - averageResist), 0.0f);
} }
float roll = (float)RandomHelper.NextDouble(); float roll = RandomHelper.NextSingle();
float probabilitySum = 0.0f; float probabilitySum = 0.0f;
uint resistance = 0; uint resistance = 0;
+5 -5
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@@ -995,9 +995,9 @@ namespace Game.Spells
{ {
float minDist = m_spellInfo.GetMinRange(true); float minDist = m_spellInfo.GetMinRange(true);
float maxDist = m_spellInfo.GetMaxRange(true); float maxDist = m_spellInfo.GetMaxRange(true);
float dis = (float)RandomHelper.NextDouble() * (maxDist - minDist) + minDist; float dis = RandomHelper.NextSingle() * (maxDist - minDist) + minDist;
float x, y, z; float x, y, z;
float angle = (float)RandomHelper.NextDouble() * (MathFunctions.PI * 35.0f / 180.0f) - (float)(Math.PI * 17.5f / 180.0f); float angle = RandomHelper.NextSingle() * (MathF.PI * 35.0f / 180.0f) - (MathF.PI * 17.5f / 180.0f);
m_caster.GetClosePoint(out x, out y, out z, SharedConst.DefaultPlayerBoundingRadius, dis, angle); m_caster.GetClosePoint(out x, out y, out z, SharedConst.DefaultPlayerBoundingRadius, dis, angle);
float ground = m_caster.GetMapHeight(x, y, z); float ground = m_caster.GetMapHeight(x, y, z);
@@ -1114,7 +1114,7 @@ namespace Game.Spells
break; break;
case Targets.DestCasterRandom: case Targets.DestCasterRandom:
if (dist > objSize) if (dist > objSize)
dist = objSize + (dist - objSize) * (float)RandomHelper.NextDouble(); dist = objSize + (dist - objSize) * RandomHelper.NextSingle();
break; break;
case Targets.DestCasterFrontLeft: case Targets.DestCasterFrontLeft:
case Targets.DestCasterBackLeft: case Targets.DestCasterBackLeft:
@@ -1165,7 +1165,7 @@ namespace Game.Spells
float angle = targetType.CalcDirectionAngle(); float angle = targetType.CalcDirectionAngle();
float dist = spellEffectInfo.CalcRadius(null, targetIndex); float dist = spellEffectInfo.CalcRadius(null, targetIndex);
if (targetType.GetTarget() == Targets.DestRandom) if (targetType.GetTarget() == Targets.DestRandom)
dist *= (float)RandomHelper.NextDouble(); dist *= RandomHelper.NextSingle();
Position pos = new(dest.Position); Position pos = new(dest.Position);
target.MovePositionToFirstCollision(pos, dist, angle); target.MovePositionToFirstCollision(pos, dist, angle);
@@ -1219,7 +1219,7 @@ namespace Game.Spells
float angle = targetType.CalcDirectionAngle(); float angle = targetType.CalcDirectionAngle();
float dist = spellEffectInfo.CalcRadius(m_caster, targetIndex); float dist = spellEffectInfo.CalcRadius(m_caster, targetIndex);
if (targetType.GetTarget() == Targets.DestRandom) if (targetType.GetTarget() == Targets.DestRandom)
dist *= (float)RandomHelper.NextDouble(); dist *= RandomHelper.NextSingle();
Position pos = new(m_targets.GetDstPos()); Position pos = new(m_targets.GetDstPos());
m_caster.MovePositionToFirstCollision(pos, dist, angle); m_caster.MovePositionToFirstCollision(pos, dist, angle);
+1 -1
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@@ -4129,7 +4129,7 @@ namespace Game.Spells
//GO is always friendly to it's creator, get range for friends //GO is always friendly to it's creator, get range for friends
float min_dis = m_spellInfo.GetMinRange(true); float min_dis = m_spellInfo.GetMinRange(true);
float max_dis = m_spellInfo.GetMaxRange(true); float max_dis = m_spellInfo.GetMaxRange(true);
float dis = (float)RandomHelper.NextDouble() * (max_dis - min_dis) + min_dis; float dis = RandomHelper.NextSingle() * (max_dis - min_dis) + min_dis;
unitCaster.GetClosePoint(out fx, out fy, out fz, SharedConst.DefaultPlayerBoundingRadius, dis); unitCaster.GetClosePoint(out fx, out fy, out fz, SharedConst.DefaultPlayerBoundingRadius, dis);
fo = unitCaster.GetOrientation(); fo = unitCaster.GetOrientation();
+3 -3
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@@ -28,7 +28,7 @@ namespace Game.Spells
continue; continue;
_effects.EnsureWritableListIndex((uint)spellEffect.EffectIndex, new SpellEffectInfo(this)); _effects.EnsureWritableListIndex((uint)spellEffect.EffectIndex, new SpellEffectInfo(this));
_effects[(int)spellEffect.EffectIndex] = new SpellEffectInfo(this, spellEffect); _effects[spellEffect.EffectIndex] = new SpellEffectInfo(this, spellEffect);
} }
// Correct EffectIndex for blank effects // Correct EffectIndex for blank effects
@@ -1007,7 +1007,7 @@ namespace Game.Spells
if (HasAttribute(SpellAttr8.OnlyTargetIfSameCreator)) if (HasAttribute(SpellAttr8.OnlyTargetIfSameCreator))
{ {
ObjectGuid getCreatorOrSelf(WorldObject obj) var getCreatorOrSelf = (WorldObject obj) =>
{ {
ObjectGuid creator = obj.GetCreatorGUID(); ObjectGuid creator = obj.GetCreatorGUID();
if (creator.IsEmpty()) if (creator.IsEmpty())
@@ -5005,7 +5005,7 @@ namespace Game.Spells
case SpellTargetDirectionTypes.FrontLeft: case SpellTargetDirectionTypes.FrontLeft:
return pi / 4; return pi / 4;
case SpellTargetDirectionTypes.Random: case SpellTargetDirectionTypes.Random:
return (float)RandomHelper.NextDouble() * (2 * pi); return RandomHelper.NextSingle() * (2 * pi);
default: default:
return 0.0f; return 0.0f;
} }
+3 -3
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@@ -217,16 +217,16 @@ namespace Game
} }
else if (u < 90) else if (u < 90)
{ {
m_intensity = (float)RandomHelper.NextDouble() * 0.3333f; m_intensity = RandomHelper.NextSingle() * 0.3333f;
} }
else else
{ {
// Severe change, but how severe? // Severe change, but how severe?
rn = RandomHelper.URand(0, 99); rn = RandomHelper.URand(0, 99);
if (rn < 50) if (rn < 50)
m_intensity = (float)RandomHelper.NextDouble() * 0.3333f + 0.3334f; m_intensity = RandomHelper.NextSingle() * 0.3333f + 0.3334f;
else else
m_intensity = (float)RandomHelper.NextDouble() * 0.3333f + 0.6667f; m_intensity = RandomHelper.NextSingle() * 0.3333f + 0.6667f;
} }
// return true only in case weather changes // return true only in case weather changes
+2 -2
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@@ -276,7 +276,7 @@ namespace Scripts.Events
void HandleDummy(uint effIndex) void HandleDummy(uint effIndex)
{ {
Position dest = GetCaster().GetFirstCollisionPosition(30.0f, (float)RandomHelper.NextDouble() * (float)(2 * MathF.PI)); Position dest = GetCaster().GetFirstCollisionPosition(30.0f, RandomHelper.NextSingle() * (float)(2 * MathF.PI));
GetCaster().CastSpell(dest, FlingTorch.SpellFlingTorchTriggered, true); GetCaster().CastSpell(dest, FlingTorch.SpellFlingTorchTriggered, true);
GetCaster().CastSpell(dest, FlingTorch.SpellFlingTorchShadow); GetCaster().CastSpell(dest, FlingTorch.SpellFlingTorchShadow);
} }
@@ -355,7 +355,7 @@ namespace Scripts.Events
} }
else else
{ {
Position dest = player.GetFirstCollisionPosition(15.0f, (float)RandomHelper.NextDouble() * (float)(2 * MathF.PI)); Position dest = player.GetFirstCollisionPosition(15.0f, RandomHelper.NextSingle() * (2 * MathF.PI));
player.CastSpell(player, FlingTorch.SpellTorchesCaught); player.CastSpell(player, FlingTorch.SpellTorchesCaught);
player.CastSpell(dest, FlingTorch.SpellFlingTorchTriggered, true); player.CastSpell(dest, FlingTorch.SpellFlingTorchTriggered, true);
player.CastSpell(dest, FlingTorch.SpellFlingTorchShadow); player.CastSpell(dest, FlingTorch.SpellFlingTorchShadow);
+1 -1
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@@ -261,7 +261,7 @@ namespace Scripts.Events.ZalazaneFall
me.SetDisplayId(trollmodel[RandomHelper.URand(0, 39)]); me.SetDisplayId(trollmodel[RandomHelper.URand(0, 39)]);
Player player = me.GetOwner().ToPlayer(); Player player = me.GetOwner().ToPlayer();
if (player != null) if (player != null)
me.GetMotionMaster().MoveFollow(player, 5.0f, (float)(RandomHelper.NextDouble() + 1.0f) * (float)(MathF.PI) / 3.0f * 4.0f); me.GetMotionMaster().MoveFollow(player, 5.0f, (RandomHelper.NextSingle() + 1.0f) * (MathF.PI) / 3.0f * 4.0f);
} }
public override void Reset() public override void Reset()