Random
Random related methods.
SRL.GaussRand
function TSRL.GaussRand(Mean, Dev: Double): Double;
Generates a random gaussian/normal number.
SRL.TruncatedGauss
function TSRL.TruncatedGauss(Left:Double=0; Right:Double=1): Double;
Generates a random gaussian/normal number which is truncated and mapped within then
given range [left..right]
weighted towards left
SRL.TruncatedGauss
Generates a random gaussian/normal number which is truncated and mapped within then
given range [left..right]
weighted towards left
SRL.SkewedRand
function TSRL.SkewedRand(Mode, Lo, Hi: Double): Double; static;
Random skewed distribution generation. Mode is a number between Lo and Hi which is where the most of the generated numbers will land.
SRL.SkewedRand
function TSRL.SkewedRand(Mode, Lo, Hi: Double): Double; static;
Integer overload.
SRL.NormalRange
function TSRL.NormalRange(Min, Max: Double): Double;
Generates a random float in the given range, weighted towards the mean.
SRL.NormalRange
function TSRL.NormalRange(min, max: Int64): Int64;
Integer overload.
SRL.RandomPoint
function TSRL.RandomPoint(Mean: TPoint; MaxRad: Int32): TPoint;
Generates a random TPoint which weights around Mean
, with a max distance
from mean defined by MaxRad
.
SRL.RandomPoint
function TSRL.RandomPoint(Bounds: TBox): TPoint; overload;
Generates a random TPoint in the bounds of the given box Bounds
,
the point weights towards the middle of the box.
SRL.RandomPoint
function TSRL.RandomPoint(Rect: TRectangle): TPoint; overload;
Generates a random TPoint in the given rectangle Rect
,
The point weights towards the middle of the rectangle.
SRL.RandonPointEx
function TSRL.RandonPointEx(From: TPoint; B: TBox; Force: Double=0.35): TPoint; constref;
Generates a random point within the bounds of the given box B, the point generated is skewed towards towards the From-point. The last parameter Force defines how much the generated point is to be skewed towards or away from From - Expects value in the range 0..2
Force = 0: Result weighs heavily towrads the edge closest to From
Force = 1: Result in the middle of box is most common
Force = 2: Result weighs heavily towrads the edge furthest away from From
SRL.rowp
function TSRL.rowp(From: TPoint; Rect: TRectangle; Force: Double=-0.9; Smoothness: Double=PI/12): TPoint;
function TSRL.rowp(From: TPoint; Box: TBox; Force: Double=-0.9; Smoothness: Double=PI/12): TPoint;
rowp, short for Random Olly Weighted Point. Generates a random point based on a rough formula that Olly came up with for weighting points towards “From” point. Final implementation and math done by slacky.
Force ranges from -1 (close to) to 1 (away from), where 0 is mean, but with a bit of a skewiness…
SRL.Dice
function TSRL.Dice(ChancePercent: Double): Boolean; static;
Generates a random number and returns True
whenever the value generated is within the chance (in percentage).
Example
if SRL.Dice(10.5) then
WriteLn('This has a 10.5 percent chance of writing')
else
WriteLn('No dice');
Wait
procedure Wait(Min, Max: Double; Weight: EWaitDir=wdMean); overload;
Waits … Weighted towards the mean of Min and Max
WaitEx
procedure WaitEx(Mean, Dev: Double);
Waits … Regular gauss random