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LuaRand.cpp
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LuaRand.cpp
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// Copyright © 2008-2015 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include "LuaObject.h"
#include "Random.h"
/*
* Class: Rand
*
* Class for a random number generator.
*/
/*
* Function: New
*
* Creates a new random number generator.
*
* > rand = Rand.New(seed)
*
* Parameters:
*
* seed - optional, the value to seed the generator with. If omitted it will
* be set to the current system (not game) time. seed must be numeric
* if given.
*
* Return:
*
* rand - the newly-created generator
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_rand_new(lua_State *l)
{
int seed = int(time(0));
if (!lua_isnoneornil(l, 1)) {
if (lua_isnumber(l, 1))
seed = lua_tointeger(l, 1);
else
luaL_error(l, "seed must be numeric if given");
}
LuaObject<Random>::PushToLua(new Random(seed));
return 1;
}
/*
* Method: Number
*
* Generates a real (non-integer) number.
*
* > number = rand:Number()
* > number = rand:Number(max)
* > number = rand:Number(min, max)
*
* Parameters:
*
* min - optional, the minimum possible value for the generated number. If
* omitted, defaults to 0
*
* max - optional, the maximum possible value for the generated number. If
* omitted, defaults to a very large number (currently 2^32-1)
*
* Return:
*
* number - the random number
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_rand_number(lua_State *l)
{
Random *rand = LuaObject<Random>::CheckFromLua(1);
double min, max;
if (lua_isnumber(l, 2) && lua_isnumber(l, 3)) {
min = lua_tonumber(l, 2);
max = lua_tonumber(l, 3);
}
else if (lua_isnumber(l, 2)) {
min = 0.0;
max = lua_tonumber(l, 2);
}
else {
lua_pushnumber(l, rand->Double());
return 1;
}
if (min > max)
luaL_error(l, "Max must be bigger than min in random number range");
lua_pushnumber(l, rand->Double(min, max));
return 1;
}
/*
* Method: Poisson
*
* Generates a random integer drawn from a Poisson distribution.
*
* > number = rand:Poisson(lambda)
*
* Parameters:
*
* lambda - the mean of the distribution.
*
* Return:
*
* number - the random integer number
*
* Availability:
*
* November 2014
*
* Status:
*
* Experimental
*/
static int l_rand_poisson(lua_State *l)
{
Random *rand = LuaObject<Random>::CheckFromLua(1);
double lambda = 0;
if (lua_isnumber(l, 2))
lambda = lua_tonumber(l, 2);
else
luaL_error(l, "Error reading mean for Poisson");
lua_pushnumber(l, rand->Poisson(lambda));
return 1;
}
/*
* Method: Normal
*
* Generates a random number drawn from a Gaussian distribution.
*
* > number = rand:Normal()
* > number = rand:Normal(mean)
* > number = rand:Normal(mean, stddev)
*
* Parameters:
*
* mean - optional, the mean (center) of the distribution. If omitted, defaults to 0.
*
* stddev - optional, the standard deviation (width) of the distribution. If
* omitted, defaults to 1.
*
* Return:
*
* number - the random number
*
* Availability:
*
* January 2014
*
* Status:
*
* Experimental
*/
static int l_rand_normal(lua_State *l)
{
Random *rand = LuaObject<Random>::CheckFromLua(1);
double mean, stddev;
if (lua_isnumber(l, 2) && lua_isnumber(l, 3)) {
mean = lua_tonumber(l, 2);
stddev = lua_tonumber(l, 3);
}
else if (lua_isnumber(l, 2)) {
mean = lua_tonumber(l, 2);
stddev = 1;
}
else {
lua_pushnumber(l, rand->Normal());
return 1;
}
if (stddev < 0)
luaL_error(l, "Standard deviation should not be negative.");
lua_pushnumber(l, rand->Normal(mean, stddev));
return 1;
}
/*
* Method: Integer
*
* Generates an integer number
*
* > number = rand:Integer()
* > number = rand:Integer(max)
* > number = rand:Integer(min, max)
*
* Parameters:
*
* min - optional, the minimum possible value for the generated number. If
* omitted, defaults to 0
*
* max - optional, the maximum possible value for the generated number. If
* omitted, defaults to a very large number (currently 2^32-1)
*
* Return:
*
* number - the random number
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_rand_integer(lua_State *l)
{
Random *rand = LuaObject<Random>::CheckFromLua(1);
int min, max;
if (lua_isnumber(l, 2) && lua_isnumber(l, 3)) {
min = lua_tointeger(l, 2);
max = lua_tointeger(l, 3);
}
else if (lua_isnumber(l, 2)) {
min = 0;
max = lua_tointeger(l, 2);
}
else {
lua_pushnumber(l, rand->Int32());
return 1;
}
if (min > max)
luaL_error(l, "Max must be bigger than min in random number range");
lua_pushnumber(l, rand->Int32(min, max));
return 1;
}
template <> const char *LuaObject<Random>::s_type = "Rand";
template <> void LuaObject<Random>::RegisterClass()
{
static const luaL_Reg l_methods[] = {
{ "New", l_rand_new },
{ "Number", l_rand_number },
{ "Poisson", l_rand_poisson },
{ "Normal", l_rand_normal },
{ "Integer", l_rand_integer },
{ 0, 0 }
};
LuaObjectBase::CreateClass(s_type, 0, l_methods, 0, 0);
}