Gaussian Spread

This commit is contained in:
Marco 2025-05-01 11:59:32 +02:00
commit 2c72f36108
11 changed files with 84 additions and 11 deletions

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@ -0,0 +1,40 @@
using System;
using Godot;
namespace Cirno.Scripts.Utils;
public static class RandomStuff
{
public static double GaussianRandom(double mean = 0.0, double stdDev = 1.0)
{
// Box-Muller transform
float u1 = GD.Randf();
float u2 = GD.Randf();
// Ensure u1 is strictly > 0
while (u1 <= 0f)
u1 = GD.Randf();
float randStdNormal = Mathf.Sqrt(-2f * Mathf.Log(u1)) * Mathf.Sin(2f * Mathf.Pi * u2);
return mean + stdDev * randStdNormal;
}
public static float GaussianClamped(float mean, float stdDev, float min, float max)
{
float value;
do
{
float u1 = GD.Randf();
float u2 = GD.Randf();
// Ensure u1 > 0 to avoid log(0)
while (u1 <= 0f) u1 = GD.Randf();
float randStdNormal = Mathf.Sqrt(-2f * Mathf.Log(u1)) * Mathf.Sin(2f * Mathf.Pi * u2);
value = mean + stdDev * randStdNormal;
}
while (value < min || value > max); // reject out-of-bounds values
return value;
}
}

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uid://tkwp2w30xi32

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@ -4,6 +4,7 @@ using System.Diagnostics;
using Cirno.Scripts;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Utils;
public partial class Weapon : Node2D
{
@ -123,6 +124,18 @@ public partial class Weapon : Node2D
// Calculate angle offset for this bullet
float spreadOffset = -halfSpread + (spreadStep * i);
// Add random spread
if (WeaponData.RandomSpread > 0)
{
// Gaussian with mean = 0, stddev = WeaponData.RandomSpread
spreadOffset += RandomStuff.GaussianClamped(
mean: 0f,
stdDev: WeaponData.RandomSpread, // tuning knob
min: -halfSpread,
max: halfSpread
);
}
// Rotate the ShootDirection by the spread angle
Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));