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Add FRandomPick
- This is RandomPick but for floats. Considering what RandomPick translates into in the scripting branch, I hope I don't regret not using type inference on RandomPick instead of creating a new keyword.
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commit
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5 changed files with 30 additions and 10 deletions
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@ -159,6 +159,7 @@ std2:
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'random2' { RET(TK_Random2); }
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'frandom' { RET(TK_FRandom); }
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'randompick' { RET(TK_RandomPick); }
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'frandompick' { RET(TK_FRandomPick); }
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L (L|D)* { RET(TK_Identifier); }
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@ -122,5 +122,6 @@ xx(TK_Array, "'array'")
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xx(TK_In, "'in'")
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xx(TK_SizeOf, "'sizeof'")
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xx(TK_AlignOf, "'alignof'")
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xx(TK_RandomPick, "'randompick'")
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xx(TK_RandomPick, "'randompick'")
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xx(TK_FRandomPick, "'frandompick'")
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#undef xx
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@ -371,8 +371,9 @@ static FxExpression *ParseExpression0 (FScanner &sc, const PClass *cls)
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return new FxRandom(rng, min, max, sc);
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}
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else if (sc.CheckToken(TK_RandomPick))
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else if (sc.CheckToken(TK_RandomPick) || sc.CheckToken(TK_FRandomPick))
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{
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bool floaty = sc.TokenType == TK_FRandomPick;
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FRandom *rng;
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TArray<FxExpression*> list;
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list.Clear();
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@ -398,7 +399,7 @@ static FxExpression *ParseExpression0 (FScanner &sc, const PClass *cls)
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break;
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sc.MustGetToken(',');
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}
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return new FxRandomPick(rng, list, sc);
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return new FxRandomPick(rng, list, floaty, sc);
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}
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else if (sc.CheckToken(TK_FRandom))
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{
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@ -587,7 +587,7 @@ protected:
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public:
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FxRandomPick(FRandom *, TArray<FxExpression*> mi, const FScriptPosition &pos);
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FxRandomPick(FRandom *, TArray<FxExpression*> mi, bool floaty, const FScriptPosition &pos);
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~FxRandomPick();
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FxExpression *Resolve(FCompileContext&);
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@ -1774,15 +1774,24 @@ ExpVal FxRandom::EvalExpression (AActor *self)
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//
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//
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//==========================================================================
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FxRandomPick::FxRandomPick(FRandom * r, TArray<FxExpression*> mi, const FScriptPosition &pos)
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FxRandomPick::FxRandomPick(FRandom * r, TArray<FxExpression*> mi, bool floaty, const FScriptPosition &pos)
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: FxExpression(pos)
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{
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for (unsigned int index = 0; index < mi.Size(); index++)
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{
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min.Push(new FxIntCast(mi[index]));
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FxExpression *casted;
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if (floaty)
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{
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casted = new FxFloatCast(mi[index]);
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}
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else
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{
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casted = new FxIntCast(mi[index]);
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}
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min.Push(casted);
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}
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rng = r;
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ValueType = VAL_Int;
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ValueType = floaty ? VAL_Float : VAL_Int;
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}
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//==========================================================================
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@ -1822,17 +1831,25 @@ FxExpression *FxRandomPick::Resolve(FCompileContext &ctx)
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ExpVal FxRandomPick::EvalExpression(AActor *self)
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{
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ExpVal val;
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val.Type = VAL_Int;
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int max = min.Size();
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if (max > 0)
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{
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int select = (*rng)(max);
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val.Int = min[select]->EvalExpression(self).GetInt();
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val = min[select]->EvalExpression(self);
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}
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/* Is a default even important when the parser requires at least one
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* choice? Why do we do this? */
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else if (ValueType == VAL_Int)
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{
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val.Type = VAL_Int;
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val.Int = (*rng)();
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}
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else
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{
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val.Int = (*rng)();
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val.Type = VAL_Float;
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val.Float = (*rng)(0x40000000) / double(0x40000000);
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}
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assert(val.Type == ValueType);
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return val;
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}
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