local mathUtils = {} -- imports local constants = require("Constants") -- constants local TICKS_A_MINUTE = constants.TICKS_A_MINUTE local INTERVAL_LOGIC = constants.INTERVAL_LOGIC -- imported functions local mMax = math.max local mSqrt = math.sqrt local mLog10 = math.log10 local mFloor = math.floor local mRandom = math.random -- module code function mathUtils.roundToNearest(number, multiple) local num = number + (multiple * 0.5) return num - (num % multiple) end function mathUtils.randomTickEvent(tick, low, high) local minutesToTick = mMax(high * mRandom(), low) local nextTick = mathUtils.roundToNearest(TICKS_A_MINUTE * minutesToTick, INTERVAL_LOGIC) return tick + nextTick end --[[ Used for gaussian random numbers --]] local function marsagliaPolarMethod(rg) local iid1 local iid2 local q repeat if rg then iid1 = 2 * rg() + -1 iid2 = 2 * rg() + -1 else iid1 = 2 * mRandom() + -1 iid2 = 2 * mRandom() + -1 end q = (iid1 * iid1) + (iid2 * iid2) until (q ~= 0) and (q < 1) local s = mSqrt((-2 * mLog10(q)) / q) return iid1 * s end function mathUtils.gaussianRandom(mean, std_dev, rg) return mean + (marsagliaPolarMethod(rg) * std_dev) end function mathUtils.gaussianRandomRange(mean, std_dev, min, max, rg) local q repeat q = mathUtils.gaussianRandom(mean, std_dev, rg) until (q >= min) and (q <= max) return q end function mathUtils.positionToChunkOffset(position) return mFloor(position.x * 0.03125), mFloor(position.y * 0.03125) end function mathUtils.euclideanDistanceNamed(p1, p2) local xs = p1.x - p2.x local ys = p1.y - p2.y return ((xs * xs) + (ys * ys)) ^ 0.5 end function mathUtils.euclideanDistancePoints(x1, y1, x2, y2) local xs = x1 - x2 local ys = y1 - y2 return ((xs * xs) + (ys * ys)) ^ 0.5 end function mathUtils.euclideanDistanceArray(p1, p2) local xs = p1[1] - p2[1] local ys = p1[2] - p2[2] return ((xs * xs) + (ys * ys)) ^ 0.5 end function mathUtils.distortPosition(position) local xDistort = mathUtils.gaussianRandomRange(1, 0.5, 0, 2) - 1 local yDistort = mathUtils.gaussianRandomRange(1, 0.5, 0, 2) - 1 position.x = position.x + (xDistort * 48) position.y = position.y + (yDistort * 48) end return mathUtils