heliostat/addons/beehave/nodes/composites/randomized_composite.gd

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2024-07-29 05:10:46 +00:00
@tool
class_name RandomizedComposite extends Composite
const WEIGHTS_PREFIX = "Weights/"
## Sets a predicable seed
@export var random_seed: int = 0:
set(rs):
random_seed = rs
if random_seed != 0:
seed(random_seed)
else:
randomize()
## Wether to use weights for every child or not.
@export var use_weights: bool:
set(value):
use_weights = value
if use_weights:
_update_weights(get_children())
_connect_children_changing_signals()
notify_property_list_changed()
var _weights: Dictionary
var _exiting_tree: bool
func _ready():
_connect_children_changing_signals()
func _connect_children_changing_signals():
if not child_entered_tree.is_connected(_on_child_entered_tree):
child_entered_tree.connect(_on_child_entered_tree)
if not child_exiting_tree.is_connected(_on_child_exiting_tree):
child_exiting_tree.connect(_on_child_exiting_tree)
func get_shuffled_children() -> Array[Node]:
var children_bag: Array[Node] = get_children().duplicate()
if use_weights:
var weights: Array[int]
weights.assign(children_bag.map(func(child): return _weights[child.name]))
children_bag.assign(_weighted_shuffle(children_bag, weights))
else:
children_bag.shuffle()
return children_bag
## Returns a shuffled version of a given array using the supplied array of weights.
## Think of weights as the chance of a given item being the first in the array.
func _weighted_shuffle(items: Array, weights: Array[int]) -> Array:
if len(items) != len(weights):
push_error(
(
"items and weights size mismatch: expected %d weights, got %d instead."
% [len(items), len(weights)]
)
)
return items
# This method is based on the weighted random sampling algorithm
# by Efraimidis, Spirakis; 2005. This runs in O(n log(n)).
# For each index, it will calculate random_value^(1/weight).
var chance_calc = func(i): return [i, randf() ** (1.0 / weights[i])]
var random_distribuition = range(len(items)).map(chance_calc)
# Now we just have to order by the calculated value, descending.
random_distribuition.sort_custom(func(a, b): return a[1] > b[1])
return random_distribuition.map(func(dist): return items[dist[0]])
func _get_property_list():
var properties = []
if use_weights:
for key in _weights.keys():
properties.append(
{
"name": WEIGHTS_PREFIX + key,
"type": TYPE_INT,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "1,100"
}
)
return properties
func _set(property: StringName, value: Variant) -> bool:
if property.begins_with(WEIGHTS_PREFIX):
var weight_name = property.trim_prefix(WEIGHTS_PREFIX)
_weights[weight_name] = value
return true
return false
func _get(property: StringName):
if property.begins_with(WEIGHTS_PREFIX):
var weight_name = property.trim_prefix(WEIGHTS_PREFIX)
return _weights[weight_name]
return null
func _update_weights(children: Array[Node]) -> void:
var new_weights = {}
for c in children:
if _weights.has(c.name):
new_weights[c.name] = _weights[c.name]
else:
new_weights[c.name] = 1
_weights = new_weights
notify_property_list_changed()
func _exit_tree() -> void:
_exiting_tree = true
func _enter_tree() -> void:
_exiting_tree = false
func _on_child_entered_tree(node: Node):
_update_weights(get_children())
var renamed_callable = _on_child_renamed.bind(node.name, node)
if not node.renamed.is_connected(renamed_callable):
node.renamed.connect(renamed_callable)
if not node.tree_exited.is_connected(_on_child_tree_exited):
node.tree_exited.connect(_on_child_tree_exited.bind(node))
func _on_child_exiting_tree(node: Node):
var renamed_callable = _on_child_renamed.bind(node.name, node)
if node.renamed.is_connected(renamed_callable):
node.renamed.disconnect(renamed_callable)
func _on_child_tree_exited(node: Node) -> void:
# don't erase the individual child if the whole tree is exiting together
if not _exiting_tree:
var children = get_children()
children.erase(node)
_update_weights(children)
if node.tree_exited.is_connected(_on_child_tree_exited):
node.tree_exited.disconnect(_on_child_tree_exited)
func _on_child_renamed(old_name: String, renamed_child: Node):
if old_name == renamed_child.name:
return # No need to update the weights.
# Disconnect signal with old name...
renamed_child.renamed.disconnect(_on_child_renamed.bind(old_name, renamed_child))
# ...and connect with the new name.
renamed_child.renamed.connect(_on_child_renamed.bind(renamed_child.name, renamed_child))
var original_weight = _weights[old_name]
_weights.erase(old_name)
_weights[renamed_child.name] = original_weight
notify_property_list_changed()
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"RandomizedComposite")
return classes