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