generate random numbers as floats
as they get converted from double before use anyway
This commit is contained in:
2
OpenRA.FileFormats/Thirdparty/Random.cs
vendored
2
OpenRA.FileFormats/Thirdparty/Random.cs
vendored
@@ -49,7 +49,7 @@ namespace OpenRA.Thirdparty
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public int Next(int low, int high) { return low + Next() % (high - low); }
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public int Next(int high) { return Next() % high; }
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public double NextDouble() { return Math.Abs(Next() / (double)0x7fffffff); }
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public float NextFloat() { return Math.Abs(Next() / (float)0x7fffffff); }
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void Generate()
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{
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@@ -127,7 +127,7 @@ namespace OpenRA
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public static float Gauss1D(this Thirdparty.Random r, int samples)
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{
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return Exts.MakeArray(samples, _ => (float)r.NextDouble() * 2 - 1f)
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return Exts.MakeArray(samples, _ => r.NextFloat() * 2 - 1f)
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.Sum() / samples;
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}
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@@ -107,7 +107,7 @@ namespace OpenRA.Mods.RA
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{
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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nextScanTime = (int)(25 * (info.ScanTimeAverage +
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(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
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(self.World.SharedRandom.NextFloat() * 2 - 1) * info.ScanTimeSpread));
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, (int)(Game.CellSize * range));
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.RA
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void SpawnCrate(Actor self)
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{
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var inWater = self.World.SharedRandom.NextDouble() < Info.WaterChance;
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var inWater = self.World.SharedRandom.NextFloat() < Info.WaterChance;
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var pp = ChooseDropCell(self, inWater, 100);
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if (pp == null) return;
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.RA
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void SpawnCrate(Actor self, CrateSpawnerInfo info)
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{
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var threshold = 100;
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var inWater = self.World.SharedRandom.NextDouble() < info.WaterChance;
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var inWater = self.World.SharedRandom.NextFloat() < info.WaterChance;
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for (var n = 0; n < threshold; n++ )
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{
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