Pre-generate seeded random values ahead of time
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And use run-random values for unimportant things
This commit is contained in:
Michael Bradley 2025-03-28 22:38:55 -04:00
parent 4476bdfeeb
commit 0c0c306b25
Signed by: MichaelBradley
SSH key fingerprint: SHA256:cj/YZ5VT+QOKncqSkx+ibKTIn0Obg7OIzwzl9BL8EO8
3 changed files with 67 additions and 64 deletions

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@ -1,2 +0,0 @@
mod random;
pub use random::Random;

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@ -1,4 +1,8 @@
use std::f32::consts::PI;
use std::{
f32::consts::PI,
hash::{DefaultHasher, Hash, Hasher},
ops::Range,
};
use avian2d::{math::Vector, prelude::*};
use bevy::{
@ -10,11 +14,8 @@ use bevy::{
prelude::*,
};
use clap::Parser;
use distributed_physics_test::Random;
const AREA_WIDTH: f32 = 750.;
const PLAYER_SIZE: f32 = 30.;
use rand::{Rng, SeedableRng, rng};
use rand_chacha::ChaCha8Rng;
#[derive(Parser)]
#[command(version, about)]
@ -27,26 +28,49 @@ fn main() -> AppExit {
run_app(AppSettings::parse())
}
fn hash_string(string: &String) -> u64 {
let mut state = DefaultHasher::new();
string.hash(&mut state);
state.finish()
}
const BALL_SIZES: Range<f32> = 10.0..25.0;
const DIMENSION_SIZES: Range<f32> = 250.0..1000.0;
#[derive(Resource)]
struct PlayableArea(f32, f32);
#[derive(Resource)]
struct PlayerSize(f32);
fn run_app(settings: AppSettings) -> AppExit {
let mut rng = ChaCha8Rng::seed_from_u64(
settings
.seed
.parse::<u64>()
.unwrap_or_else(|_| hash_string(&settings.seed)),
);
App::new()
.add_plugins((
DefaultPlugins,
PhysicsPlugins::default().with_length_unit(50.0),
))
.add_systems(
Startup,
(setup_scene, setup_player, setup_balls, setup_walls),
)
.add_systems(Startup, (setup_balls, setup_ui, setup_player, setup_walls))
.add_systems(
Update,
(move_player, quit.run_if(input_pressed(KeyCode::KeyQ))),
)
.insert_resource(Gravity(Vector::ZERO))
.insert_resource(Random::seed(&settings.seed))
.insert_resource(PlayerSize(rng.random_range(BALL_SIZES)))
.insert_resource(PlayableArea(
rng.random_range(DIMENSION_SIZES),
rng.random_range(DIMENSION_SIZES),
))
.run()
}
fn setup_scene(mut commands: Commands) {
fn setup_ui(mut commands: Commands) {
commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera));
}
@ -62,22 +86,25 @@ fn setup_balls(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
mut rng: ResMut<Random>,
region: Res<PlayableArea>,
) {
let mut random = rng();
for _ in 0..20 {
let circle = Circle::new(rng.range(10.0..(PLAYER_SIZE - 5.)));
let mut transform = Transform::from_xyz(
0.,
rng.range((PLAYER_SIZE + 5.)..(AREA_WIDTH / 2. - PLAYER_SIZE)),
0.,
);
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_z(rng.range(0.0..(PI * 2.))));
let circle = Circle::new(random.random_range(BALL_SIZES));
commands.spawn((
Ball,
Collider::from(circle),
Mesh2d(meshes.add(circle)),
MeshMaterial2d(materials.add(Color::from(RED_400))),
transform,
Transform::from_xyz(
random.random_range(
(-region.0 / 2.0 + circle.radius)..(region.0 / 2.0 - circle.radius),
),
random.random_range(
(-region.1 / 2.0 + circle.radius)..(region.1 / 2.0 - circle.radius),
),
0.0,
),
));
}
}
@ -90,8 +117,9 @@ fn setup_player(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
radius: Res<PlayerSize>,
) {
let circle = Circle::new(PLAYER_SIZE);
let circle = Circle::new(radius.0);
commands.spawn((
Player,
Collider::from(circle),
@ -108,17 +136,27 @@ fn setup_walls(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
region: Res<PlayableArea>,
) {
let thickness = 20.;
let width = AREA_WIDTH + thickness;
let thickness = 20.0;
for i in 0..4 {
let mut transform = Transform::from_xyz(0., AREA_WIDTH / 2., 0.);
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_z((i as f32) * PI / 2.));
let (offset, length) = if i % 2 == 0 {
(region.0, region.1 + thickness)
} else {
(region.1, region.0 + thickness)
};
let mut transform = Transform::from_xyz(0.0, offset / 2.0, 0.0);
transform.rotate_around(
Vec3::ZERO,
Quat::from_rotation_z(((i + 1) as f32) * PI / 2.0),
);
commands.spawn((
Wall,
Collider::rectangle(width, thickness),
Mesh2d(meshes.add(Rectangle::new(width, thickness))),
Collider::rectangle(length, thickness),
Mesh2d(meshes.add(Rectangle::new(length, thickness))),
MeshMaterial2d(materials.add(Color::from(WHITE))),
transform,
));
@ -130,7 +168,7 @@ fn move_player(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut player: Query<&mut LinearVelocity, With<Player>>,
) {
let acceleration = 500.;
let acceleration = 500.0;
let mut velocity = player.single_mut();
let delta_time = time.delta_secs();

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@ -1,33 +0,0 @@
use std::hash::{DefaultHasher, Hash, Hasher};
use bevy::prelude::*;
use rand::{
Rng, SeedableRng,
distr::uniform::{SampleRange, SampleUniform},
};
use rand_chacha::ChaCha8Rng;
#[derive(Resource)]
pub struct Random(ChaCha8Rng);
impl Random {
pub fn seed(seed: &String) -> Self {
Random(ChaCha8Rng::seed_from_u64(
seed.parse::<u64>().unwrap_or_else(|_| hash_string(seed)),
))
}
pub fn range<T, R>(&mut self, range: R) -> T
where
T: SampleUniform,
R: SampleRange<T>,
{
self.0.random_range(range)
}
}
fn hash_string(string: &String) -> u64 {
let mut state = DefaultHasher::new();
string.hash(&mut state);
state.finish()
}