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TheHistoricApple
- Prole
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- Joined: Sun Jan 15, 2017 6:46 am
Post
by TheHistoricApple » Fri Jan 20, 2017 3:57 am
So let's say I have a table of planets called Objects
So each index of objects is a planet, so if I wanted planet number 3 I'd do
Now in each planets index I have two more values for location
Code: Select all
Objects[3] = {math.random (1, 25), math.random (1,25)}
I use math.random to keep planet locations random each game. So this works fine, except I only want one planet at one location.
Ex: I don't want
Code: Select all
Objects[3][1] == Objects[4][1] and Objects[3][2] == Objects[4][2]
I've tried using a loop to keep radomizing it until it doesn't match any other planets location but it doesn't seem to work.
Last edited by
TheHistoricApple on Fri Jan 20, 2017 11:50 pm, edited 1 time in total.
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raidho36
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Post
by raidho36 » Fri Jan 20, 2017 4:11 am
This is in fact a common approach and should work, so there probably is an error on the code somewhere.
You can try using the available list method - compile a list of available places, randomly select one and immediately remove it from the list. Because it's no longer on the list, it will never get selected again.
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TheHistoricApple
- Prole
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- Joined: Sun Jan 15, 2017 6:46 am
Post
by TheHistoricApple » Fri Jan 20, 2017 4:20 am
What loop would I use what I currently do is
Code: Select all
for i = 1, #Objects do
for e = 1, #Objects do
if Objects[i][1] == Objects[e][1] and Objects[i][2] == Objects[e][2] then
Objects[i][1] = math.random(1, 25)
Objects[i][2] = math.random (1, 25)
end
end
end
Last edited by
TheHistoricApple on Fri Jan 20, 2017 4:36 am, edited 1 time in total.
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TheHistoricApple
- Prole
- Posts: 26
- Joined: Sun Jan 15, 2017 6:46 am
Post
by TheHistoricApple » Fri Jan 20, 2017 4:32 am
I can't really use the list and remove method because of the number of planets I'd have
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raidho36
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Post
by raidho36 » Fri Jan 20, 2017 4:53 am
I see your problem - because it runs over all planets in both loops, at one point it will compare with itself, which will always return true and trigger reposition. There is also nothing preventing planets from getting repositioned into another planet or even forcing it to move at all (with 0.16% chance). But it's not the best approach in general.
What you should do is check for space being occupied when you create each planet, and shift it around until it's place is free, only then put it to the planet list.
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Skeletonxf
- Citizen
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Post
by Skeletonxf » Fri Jan 20, 2017 9:47 am
Why not fill in all 1-25 x 1-25 as a planet position and then run randomly through the list creating holes where you delete the planet?
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Positive07
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- Location: Argentina
Post
by Positive07 » Fri Jan 20, 2017 2:51 pm
From what raidho said I can infere this would work
Code: Select all
for i = 1, #Objects do
for e = 1, #Objects do
if e ~= i then
if Objects[i][1] == Objects[e][1] and Objects[i][2] == Objects[e][2] then
Objects[i][1] = math.random(1, 25)
Objects[i][2] = math.random (1, 25)
end
end
end
end
You could do this when creating the planets in order to avoid looping through all objects but I don't know, I wouldn't do this at all
for i, person
in ipairs(everybody)
do
[tab]if not person.obey
then person:setObey(
true)
end
end
love.system.openURL(
Github.com/Positive07)
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raidho36
- Party member
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- Joined: Mon Jun 17, 2013 12:00 pm
Post
by raidho36 » Fri Jan 20, 2017 7:31 pm
No it wouldn't. It doesn't reposition the planet itself for the second time but it still doesn't ensure that repositioned planet can't move into another plant thus defeating the purpose, or even move at all.
Code: Select all
local finished = false
while not finished do
finished = true
planet[ 1 ] = math.random ( 1, 25 )
planet[ 2 ] = math.random ( 1, 25 )
for i = 1, #objects do
if planet[ 1 ] == objects[ i ][ 1 ] and planet[ 2 ] == objects[ i ][ 2 ] then
finished = false
break
end
end
end
objects[ #objects + 1 ] = planet
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Positive07
- Party member
- Posts: 1006
- Joined: Sun Aug 12, 2012 4:34 pm
- Location: Argentina
Post
by Positive07 » Fri Jan 20, 2017 9:12 pm
Yeah I knew, I just keeped the code he was using, I still consider there should be a better way to do this, something like a table with all valid positions and removing the already used items or something like that... I think that performing this loop every single time to add a planet to the map would be a real pain...
for i, person
in ipairs(everybody)
do
[tab]if not person.obey
then person:setObey(
true)
end
end
love.system.openURL(
Github.com/Positive07)
-
raidho36
- Party member
- Posts: 2063
- Joined: Mon Jun 17, 2013 12:00 pm
Post
by raidho36 » Fri Jan 20, 2017 10:27 pm
That depends on how many planets are there and how big is the field. Odds of running into another planet randomly are N / W × H, to reach 50:50 odds on 25x25 map you'll need 63 planets in it, and even then there's still 50% chance it'll make it into a free spot on the first try, 75% on second try, 87.5% on third try and so on. It really only stops working well when available space is almost completely exhausted.
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