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Merge pull request #4024 from Calinou/add-random-number-generation-tutorial

Add a random number generation tutorial
Nathan Lovato 4 years ago
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      tutorials/math/index.rst
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      tutorials/math/random_number_generation.rst

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tutorials/math/index.rst

@@ -10,3 +10,4 @@ Math
    matrices_and_transforms
    interpolation
    beziers_and_curves
+   random_number_generation

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tutorials/math/random_number_generation.rst

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+.. _doc_random_number_generation:
+
+Random number generation
+========================
+
+Many games rely on randomness to implement core game mechanics. This page
+guides you through common types of randomness and how to implement them in
+Godot.
+
+After giving you a brief overview of useful functions that generate random
+numbers, you will learn how to get random elements from arrays, dictionaries,
+and how to use a noise generator in GDScript.
+
+.. note::
+
+    Computers cannot generate "true" random numbers. Instead, they rely on
+    `pseudorandom number generators
+    <https://en.wikipedia.org/wiki/Pseudorandom_number_generator>`__ (PRNGs).
+
+Global scope versus RandomNumberGenerator class
+-----------------------------------------------
+
+Godot exposes two ways to generate random numbers: via *global scope* methods or
+using the :ref:`class_RandomNumberGenerator` class.
+
+Global scope methods are easier to set up, but they don't offer as much control.
+
+RandomNumberGenerator requires more code to use, but exposes many methods not
+found in global scope such as :ref:`randi_range()
+<class_RandomNumberGenerator_method_randi_range>` and :ref:`randfn()
+<class_RandomNumberGenerator_method_randfn>`. On top of that, it allows creating
+multiple instances each with their own seed.
+
+This tutorial uses global scope methods, except when the method only exists in
+the RandomNumberGenerator class.
+
+The randomize() method
+----------------------
+
+In global scope, you can find a :ref:`randomize()
+<class_@GDScript_method_randomize>` method. **This method should be called only
+once when your project starts to initialize the random seed.** Calling it
+multiple times is unnecessary and may impact performance negatively.
+
+Putting it in your main scene script's ``_ready()`` method is a good choice::
+
+    func _ready():
+        randomize()
+
+You can also set a fixed random seed instead using :ref:`seed()
+<class_@GDScript_method_seed>`. Doing so will give you *deterministic* results
+across runs::
+
+    func _ready():
+        seed(12345)
+        # To use a string as a seed, you can hash it to a number.
+        seed("Hello world".hash())
+
+When using the RandomNumberGenerator class, you should call ``randomize()`` on
+the instance since it has its own seed::
+
+    var rng = RandomNumberGenerator.new()
+    rng.randomize()
+
+Getting a random number
+-----------------------
+
+Let's look at some of the most commonly used functions and methods to generate
+random numbers in Godot.
+
+The function :ref:`randi() <class_@GDScript_method_randi>` returns a random
+number between 0 and 2^32-1. Since the maximum value is huge, you most likely
+want to use the modulo operator (``%``) to bound the result between 0 and the
+denominator::
+
+    # Prints a random integer between 0 and 49.
+    print(randi() % 50)
+
+    # Prints a random integer between 10 and 60.
+    print(randi() % 51 + 10)
+
+:ref:`randf() <class_@GDScript_method_randf>` returns a random floating-point
+number between 0 and 1. This is useful to implement a
+:ref:`doc_random_number_generation_weighted_random_probability` system, among
+other things.
+
+:ref:`randfn() <class_RandomNumberGenerator_method_randfn>` returns a random
+floating-point number between 0 and 1. Unlike :ref:`randf()
+<class_@GDScript_method_randf>` which follows an uniform distribution, the
+returned number follows a `normal distribution
+<https://en.wikipedia.org/wiki/Normal_distribution>`__. This means the returned
+value is more likely to be around 0.5 compared to the extreme bounds (0 and 1)::
+
+    # Prints a normally distributed floating-point number between 0.0 and 1.0.
+    var rng = RandomNumberGenerator.new()
+    rng.randomize()
+    print(rng.randfn())
+
+:ref:`rand_range() <class_@GDScript_method_rand_range>` takes two arguments
+``from`` and ``to``, and returns a random floating-point number between ``from``
+and ``to``::
+
+    # Prints a random floating-point number between -4 and 6.5.
+    print(rand_range(-4, 6.5))
+
+:ref:`RandomNumberGenerator.randi_range()
+<class_RandomNumberGenerator_method_randi_range>` takes two arguments ``from``
+and ``to``, and returns a random integer between ``from`` and ``to``::
+
+    # Prints a random floating-point number between -10 and 10.
+    var rng = RandomNumberGenerator.new()
+    rng.randomize()
+    print(rng.randi_range(-10, 10)
+
+Get a random array element
+--------------------------
+
+We can use random integer generation to get a random element from an array::
+
+    var fruits = ["apple", "orange", "pear", "banana"]
+
+
+    func _ready():
+        randomize()
+
+        for i in 100:
+            # Pick 100 fruits randomly.
+            # (``for i in 100`` is a faster shorthand for ``for i in range(100)``.)
+            print(get_fruit())
+
+
+    func get_fruit():
+        var random_fruit = fruits[randi() % fruits.size()]
+        # Returns "apple", "orange", "pear", or "banana" every time the code runs.
+        # We may get the same fruit multiple times in a row.
+        return random_fruit
+
+To prevent the same fruit from being picked more than once in a row, we can add
+more logic to this method::
+
+    var fruits = ["apple", "orange", "pear", "banana"]
+    var last_fruit = ""
+
+
+    func _ready():
+        randomize()
+
+        # Pick 100 fruits randomly.
+        # Note: ``for i in 100`` is a shorthand for ``for i in range(100)``.
+        for i in 100:
+            print(get_fruit())
+
+
+    func get_fruit():
+        var random_fruit = fruits[randi() % fruits.size()]
+        while random_fruit == last_fruit:
+            # The last fruit was picked, try again until we get a different fruit.
+            random_fruit = fruits[randi() % fruits.size()]
+
+        # Note: if the random element to pick is passed by reference,
+        # such as an array or dictionary,
+        # use `last_fruit = random_fruit.duplicate()` instead.
+        last_fruit = random_fruit
+
+        # Returns "apple", "orange", "pear", or "banana" every time the code runs.
+        # The function will never return the same fruit more than once in a row.
+        return random_fruit
+
+This approach can be useful to make random number generation feel less
+repetitive. Still, it doesn't prevent results from "ping-ponging" between a
+limited set of values. To prevent this, use the :ref:`shuffle bag
+<doc_random_number_generation_shuffle_bags>` pattern instead.
+
+Get a random dictionary value
+-----------------------------
+
+We can apply similar logic from arrays to dictionaries as well::
+
+    var metals = {
+        "copper": {"quantity": 50, "price": 50},
+        "silver": {"quantity": 20, "price": 150},
+        "gold": {"quantity": 3, "price": 500},
+    }
+
+
+    func _ready():
+        randomize()
+
+        for i in 20:
+            print(get_metal())
+
+
+    func get_metal():
+        var random_metal = metals.values()[randi() % metals.size()]
+        # Returns a random metal value dictionary every time the code runs.
+        # The same metal may be selected multiple times in succession.
+        return random_metal
+
+
+.. _doc_random_number_generation_weighted_random_probability:
+
+Weighted random probability
+---------------------------
+
+The :ref:`randf() <class_@GDScript_method_randf>` method returns a
+floating-point number between 0.0 and 1.0. We can use this to create a
+"weighted" probability where different outcomes have different likelihoods::
+
+    func _ready():
+        randomize()
+
+        for i in 100:
+            print(get_item_rarity())
+
+
+    func get_item_rarity():
+        var random_float = randf()
+
+        if random_float < 0.8:
+            # 80% chance of being returned.
+            return "Common"
+        elif random_float < 0.95:
+            # 15% chance of being returned.
+            return "Uncommon"
+        else:
+            # 5% chance of being returned.
+            return "Rare"
+
+.. _doc_random_number_generation_shuffle_bags:
+
+"Better" randomness using shuffle bags
+--------------------------------------
+
+Taking the same example as above, we would like to pick fruits at random.
+However, relying on random number generation every time a fruit is selected can
+lead to a less *uniform* distribution. If the player is lucky (or unlucky), they
+could get the same fruit three or more times in a row.
+
+You can accomplish this using the *shuffle bag* pattern. It works by removing an
+element from the array after choosing it. After multiple selections, the array
+ends up empty. When that happens, you reinitialize it to its default value::
+
+    var fruits = ["apple", "orange", "pear", "banana"]
+    # A copy of the fruits array so we can restore the original value into `fruits`.
+    var fruits_full = []
+
+
+    func _ready():
+        randomize()
+        fruits_full = fruits.duplicate()
+        fruits.shuffle()
+
+        for i in 100:
+            print(get_fruit())
+
+
+    func get_fruit():
+        if fruits.empty():
+            # Fill the fruits array again and shuffle it.
+            fruits = fruits_full.duplicate()
+            fruits.shuffle()
+
+        # Get a random fruit, since we shuffled the array,
+        # and remove it from the `fruits` array.
+        var random_fruit = fruits.pop_front()
+        # Prints "apple", "orange", "pear", or "banana" every time the code runs.
+        return random_fruit
+
+When running the above code, there is a chance to get the same fruit twice in a
+row. Once we picked a fruit, it will no longer be a possible return value unless
+the array is now empty. When the array is empty, we reset it back to its default
+value, making it possible to have the same fruit again, but only once.
+
+Random noise
+------------
+
+The random number generation shown above can show its limits when you need a
+value that *slowly* changes depending on the input. The input can be a position,
+time, or anything else.
+
+To achieve this, you can use random *noise* functions. Noise functions are
+especially popular in procedural generation to generate realistic-looking
+terrain. Godot provides :ref:`class_opensimplexnoise` for this, which supports
+1D, 2D, 3D, and 4D noise. Here's an example with 1D noise::
+
+    var noise = OpenSimplexNoise.new()
+
+    func _ready():
+        randomize()
+        # Configure the OpenSimplexNoise instance.
+        noise.seed = randi()
+        noise.octaves = 4
+        noise.period = 20.0
+        noise.persistence = 0.8
+
+        for i in 100:
+            # Prints a slowly-changing series of floating-point numbers
+            # between -1.0 and 1.0.
+            print(noise.get_noise_1d(i))