Random number: Difference between revisions

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m (stub)
(Added explanation of IUniformRandomStream, since I noticed a quirk to C++ programmers)
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''However'', you can use [[logic_case]]'s <code>PickRandom</code> input to trigger one of up to sixteen random outputs.
''However'', you can use [[logic_case]]'s <code>PickRandom</code> input to trigger one of up to sixteen random outputs.
[[Category:Technical]]
[[Category:Technical]]
== IUniformRandomStream ==
//-----------------------------------------------------------------------------
// A generator of uniformly distributed random numbers
//-----------------------------------------------------------------------------
class IUniformRandomStream
{
public:
// Sets the seed of the random number generator
virtual void SetSeed( int iSeed ) = 0;
// Generates random numbers
virtual float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f ) = 0;
virtual int RandomInt( int iMinVal, int iMaxVal ) = 0;
virtual float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f ) = 0;
};
This is a random generator included in the source SDK, which allows you to generate random numbers, for instance to choose a random spawn point within an area:
CEmpSpawn *picked = candidates[random->RandomInt(0, candidates.Count() - 1)];
Note the - 1; Although it is not documented anywhere, RandomInt(0,1) includes the upperbound, unlike its counterpart in the C++ stdlib and boost libraries. This upper bound behaviour can be readily tested by putting this anywhere you know will run:
for (int i = 0; i < 50000; ++i) {
  Assert(random->RandomInt(0, 2) < 2);
}

Revision as of 07:19, 31 December 2015

Stub

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There is no built-in entity to generate random numbers in Valve's Source games.

However, you can use logic_case's PickRandom input to trigger one of up to sixteen random outputs.

IUniformRandomStream

//----------------------------------------------------------------------------- // A generator of uniformly distributed random numbers //----------------------------------------------------------------------------- class IUniformRandomStream { public: // Sets the seed of the random number generator virtual void SetSeed( int iSeed ) = 0;

// Generates random numbers virtual float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f ) = 0; virtual int RandomInt( int iMinVal, int iMaxVal ) = 0; virtual float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f ) = 0; };

This is a random generator included in the source SDK, which allows you to generate random numbers, for instance to choose a random spawn point within an area:

CEmpSpawn *picked = candidates[random->RandomInt(0, candidates.Count() - 1)];

Note the - 1; Although it is not documented anywhere, RandomInt(0,1) includes the upperbound, unlike its counterpart in the C++ stdlib and boost libraries. This upper bound behaviour can be readily tested by putting this anywhere you know will run:

for (int i = 0; i < 50000; ++i) {

 Assert(random->RandomInt(0, 2) < 2);

}