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+.. _doc_random_number_generation:
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+Random number generation
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+========================
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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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+
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+.. note::
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+
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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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+
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+Global scope versus RandomNumberGenerator class
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+-----------------------------------------------
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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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+
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+Global scope methods are easier to set up, but they don't offer as much control.
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+
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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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+
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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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+
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+The randomize() method
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+----------------------
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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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+
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+Putting it in your main scene script's ``_ready()`` method is a good choice::
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+
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+ func _ready():
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+ randomize()
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+
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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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+
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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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+
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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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+
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+ var rng = RandomNumberGenerator.new()
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+ rng.randomize()
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+
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+Get a random number
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+-------------------
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+
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+Godot provides several methods to get random numbers.
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+
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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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+
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+ # Prints a random integer between 0 and 49.
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+ print(randi() % 50)
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+
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+ # Prints a random integer between 10 and 60.
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+ print(randi() % 51 + 10)
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+Get a random array element
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+--------------------------
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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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+
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+ var fruits = ["apple", "orange", "pear", "banana"]
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+
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+
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+ func _ready():
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+ randomize()
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+
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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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+
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+
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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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+
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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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+
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+ var fruits = ["apple", "orange", "pear", "banana"]
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+ var last_fruit = ""
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+
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+
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+ func _ready():
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+ randomize()
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+
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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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+
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+
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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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+
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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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+
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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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+
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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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+
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+Get a random dictionary value
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+-----------------------------
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+
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+We can apply similar logic from arrays to dictionaries as well::
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+
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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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+
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+
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+ func _ready():
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+ randomize()
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+
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+ for i in 20:
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+ print(get_metal())
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+
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+
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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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+
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+
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+.. _doc_random_number_generation_weighted_random_probability:
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+
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+Weighted random probability
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+---------------------------
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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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+
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+ func _ready():
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+ randomize()
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+
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+ for i in 100:
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+ print(get_item_rarity())
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+
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+
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+ func get_item_rarity():
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+ var random_float = randf()
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+
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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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+
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+.. _doc_random_number_generation_shuffle_bags:
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+
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+"Better" randomness using shuffle bags
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+--------------------------------------
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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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+
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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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+
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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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+
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+
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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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+
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+ for i in 100:
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+ print(get_fruit())
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+
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+
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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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+
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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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+
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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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+
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+Random noise
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+------------
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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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+
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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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+
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+ var noise = OpenSimplexNoise.new()
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+
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+
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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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+
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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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