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RandomNumberGenerator

Inherits: RefCounted<class_RefCounted> < Object<class_Object>

Provides methods for generating pseudo-random numbers.

classref-introduction-group

Description

RandomNumberGenerator is a class for generating pseudo-random numbers. It currently uses PCG32.

Note: The underlying algorithm is an implementation detail and should not be depended upon.

To generate a random float number (within a given range) based on a time-dependent seed:

var rng = RandomNumberGenerator.new()
func _ready():
    var my_random_number = rng.randf_range(-10.0, 10.0)

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Tutorials

  • Random number generation <../tutorials/math/random_number_generation>

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Properties

int<class_int> seed<class_RandomNumberGenerator_property_seed> 0
int<class_int> state<class_RandomNumberGenerator_property_state> 0

classref-reftable-group

Methods

int<class_int> rand_weighted<class_RandomNumberGenerator_method_rand_weighted>(weights: PackedFloat32Array<class_PackedFloat32Array>)
float<class_float> randf<class_RandomNumberGenerator_method_randf>()
float<class_float> randf_range<class_RandomNumberGenerator_method_randf_range>(from: float<class_float>, to: float<class_float>)
float<class_float> randfn<class_RandomNumberGenerator_method_randfn>(mean: float<class_float> = 0.0, deviation: float<class_float> = 1.0)
int<class_int> randi<class_RandomNumberGenerator_method_randi>()
int<class_int> randi_range<class_RandomNumberGenerator_method_randi_range>(from: int<class_int>, to: int<class_int>)
void (No return value.) :ref:randomize<class_RandomNumberGenerator_method_randomize>()

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classref-descriptions-group

Property Descriptions

classref-property

int<class_int> seed = 0

classref-property-setget

  • void (No return value.) set_seed(value: int<class_int>)
  • int<class_int> get_seed()

Initializes the random number generator state based on the given seed value. A given seed will give a reproducible sequence of pseudo-random numbers.

Note: The RNG does not have an avalanche effect, and can output similar random streams given similar seeds. Consider using a hash function to improve your seed quality if they're sourced externally.

Note: Setting this property produces a side effect of changing the internal state<class_RandomNumberGenerator_property_state>, so make sure to initialize the seed before modifying the state<class_RandomNumberGenerator_property_state>:

Note: The default value of this property is pseudo-random, and changes when calling randomize<class_RandomNumberGenerator_method_randomize>. The 0 value documented here is a placeholder, and not the actual default seed.

var rng = RandomNumberGenerator.new()
rng.seed = hash("Godot")
rng.state = 100 # Restore to some previously saved state.

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classref-property

int<class_int> state = 0

classref-property-setget

  • void (No return value.) set_state(value: int<class_int>)
  • int<class_int> get_state()

The current state of the random number generator. Save and restore this property to restore the generator to a previous state:

var rng = RandomNumberGenerator.new()
print(rng.randf())
var saved_state = rng.state # Store current state.
print(rng.randf()) # Advance internal state.
rng.state = saved_state # Restore the state.
print(rng.randf()) # Prints the same value as in previous.

Note: Do not set state to arbitrary values, since the random number generator requires the state to have certain qualities to behave properly. It should only be set to values that came from the state property itself. To initialize the random number generator with arbitrary input, use seed<class_RandomNumberGenerator_property_seed> instead.

Note: The default value of this property is pseudo-random, and changes when calling randomize<class_RandomNumberGenerator_method_randomize>. The 0 value documented here is a placeholder, and not the actual default seed.

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Method Descriptions

classref-method

int<class_int> rand_weighted(weights: PackedFloat32Array<class_PackedFloat32Array>)

Returns a random index with non-uniform weights. Prints an error and returns -1 if the array is empty.

gdscript

var rng = RandomNumberGenerator.new()

var my_array = ["one", "two", "three", "four"] var weights = PackedFloat32Array([0.5, 1, 1, 2])

# Prints one of the four elements in my_array. # It is more likely to print "four", and less likely to print "one". print(my_array[rng.rand_weighted(weights)])

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classref-method

float<class_float> randf()

Returns a pseudo-random float between 0.0 and 1.0 (inclusive).

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classref-method

float<class_float> randf_range(from: float<class_float>, to: float<class_float>)

Returns a pseudo-random float between from and to (inclusive).

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classref-method

float<class_float> randfn(mean: float<class_float> = 0.0, deviation: float<class_float> = 1.0)

Returns a normally-distributed, pseudo-random floating-point number from the specified mean and a standard deviation. This is also known as a Gaussian distribution.

Note: This method uses the Box-Muller transform algorithm.

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classref-method

int<class_int> randi()

Returns a pseudo-random 32-bit unsigned integer between 0 and 4294967295 (inclusive).

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classref-method

int<class_int> randi_range(from: int<class_int>, to: int<class_int>)

Returns a pseudo-random 32-bit signed integer between from and to (inclusive).

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classref-method

void (No return value.) randomize()

Sets up a time-based seed for this RandomNumberGenerator instance. Unlike the @GlobalScope<class_@GlobalScope> random number generation functions, different RandomNumberGenerator instances can use different seeds.