mirror of
https://github.com/Relintai/regression-test-project.git
synced 2025-03-12 18:38:50 +01:00
188 lines
4.5 KiB
GDScript
188 lines
4.5 KiB
GDScript
extends Node
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# Creates random or not objects, variables etc.
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var number: float = 0.0
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var max_array_size: int = 15
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func _ready() -> void:
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randomize()
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func get_int() -> int:
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return int(number)
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func get_int_string() -> String:
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return str(int(number))
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func get_float() -> float:
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return number
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func get_float_string() -> String:
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return str(number)
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func get_bool() -> bool:
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return bool()
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func get_bool_string() -> String:
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return str(bool())
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func get_vector2() -> Vector2:
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return Vector2(get_float(), get_float())
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func get_vector2i() -> Vector2i:
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return Vector2i(get_int(), get_int())
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func get_vector3() -> Vector3:
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return Vector3(get_float(), get_float(), get_float())
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func get_vector3i() -> Vector3i:
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return Vector3i(get_int(), get_int(), get_int())
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func get_aabb() -> AABB:
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return AABB(get_vector3(), get_vector3())
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func get_transform3D() -> Transform3D:
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return Transform3D(get_vector3(), get_vector3(), get_vector3(), get_vector3())
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func get_transform2D() -> Transform2D:
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return Transform2D(get_vector2(), get_vector2(), get_vector2())
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func get_plane() -> Plane:
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return Plane(get_vector3(), get_vector3(), get_vector3())
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func get_quaternion() -> Quaternion:
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return Quaternion(get_vector3())
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func get_basis() -> Basis:
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return Basis(get_vector3(), get_vector3(), get_vector3())
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func get_rect2() -> Rect2:
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return Rect2(get_vector2(), get_vector2())
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func get_rect2i() -> Rect2i:
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return Rect2i(get_vector2i(), get_vector2i())
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func get_color() -> Color:
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return Color(get_float(), get_float(), get_float())
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func get_string() -> String:
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return String()
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func get_nodepath() -> NodePath:
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return NodePath(get_string())
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func get_dictionary() -> Dictionary:
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return Dictionary({})
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func get_array() -> Array:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append([])
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return Array([])
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func get_Packed_string_array() -> PackedStringArray:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_string())
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return PackedStringArray(array)
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func get_Packed_int32_array() -> PackedInt32Array:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_int())
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return PackedInt32Array(array)
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func get_Packed_int64_array() -> PackedInt32Array:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_int())
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return PackedInt32Array(array)
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func get_Packed_byte_array() -> PackedByteArray:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_int())
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return PackedByteArray(array)
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func get_Packed_float32_array() -> PackedFloat32Array:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_float())
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return PackedFloat32Array(array)
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func get_Packed_float64_array() -> PackedFloat64Array:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_float())
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return PackedFloat64Array(array)
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func get_Packed_vector2_array() -> PackedVector2Array:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_vector2())
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return PackedVector2Array(array)
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func get_Packed_vector3_array() -> PackedVector3Array:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_vector3())
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return PackedVector3Array(array)
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func get_Packed_color_array() -> PackedColorArray:
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var array: Array = []
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for _i in range(int(min(max_array_size, number))):
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array.append(get_color())
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return PackedColorArray(array)
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func get_object(object_name: String) -> Object:
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assert(ClassDB.class_exists(object_name)) #,"Class " + object_name + " doesn't exists.")
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# if object_name == "PhysicsDirectSpaceState3D" || object_name == "PhysicsDirectSpaceState2D":
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# return BoxShape3D.new()
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var a = 0
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if ClassDB.can_instantiate(object_name): # E.g. Texture2D is not instantable or shouldn't be, but ImageTexture is
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return ClassDB.instantiate(object_name)
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else:
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# Checking for children of non instantable object
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var list_of_class = ClassDB.get_inheriters_from_class(object_name)
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assert(list_of_class.size() > 0) # Number of inherited class of non instantable class must be greater than 0, otherwise this function would be useless#,"Cannot find proper instantable child for " + object_name)
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for i in list_of_class:
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if ClassDB.can_instantiate(i) && (ClassDB.is_parent_class(i, "Node") || ClassDB.is_parent_class(i, "RefCounted")):
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return ClassDB.instantiate(i)
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assert(false) #,"Cannot find proper instantable child for " + object_name)
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return BoxShape3D.new()
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