regression-test-project/AutomaticBugs/ValueCreator.gd
2021-02-16 08:21:20 +01:00

200 lines
5.3 KiB
GDScript

extends Node
var number : float = 0.0
var random : bool = false
var max_array_size : int = 15
func get_int() -> int:
if random:
if int(number) == 0:
return 0
return (randi() % int(number)) - int(number / 2.0)
else:
return int(number)
func get_int_string() -> String:
if random:
if int(number) == 0:
return "0"
return "(randi() % int(number)) - int(number / 2.0)".replace("number",str(number))
else:
return str(int(number))
func get_float() -> float:
if random:
return (randf() * number) - (number / 2.0)
else:
return number
func get_float_string() -> String:
if random:
return "(randf() * number) - (number / 2.0)".replace("number", str(number))
else:
return str(number)
func get_bool() -> bool:
if random:
if number < 2:
return bool()
return bool(randi() % 2)
else:
return bool()
func get_bool_string() -> String:
if random:
if number < 2:
return str(bool())
return "bool(randi() % 2)"
else:
return str(bool())
func get_vector2() -> Vector2:
return Vector2(get_float(), get_float())
func get_vector2_string() -> String:
return "Vector2(" + get_float_string() + ", " + get_float_string() + ")"
func get_vector3() -> Vector3:
return Vector3(get_float(),get_float(),get_float())
func get_vector3_string() -> String:
return "Vector3(" + get_float_string() + ", " + get_float_string() + ", " + get_float_string() + ")"
func get_aabb() -> AABB:
return AABB(get_vector3(),get_vector3())
func get_aabb_string() -> String:
return "AABB(" + get_vector3_string() + ", " + get_vector3_string() + ")"
func get_transform() -> Transform:
return Transform(get_vector3(),get_vector3(),get_vector3(),get_vector3())
func get_transform_string() -> String:
return "Transform(" + get_vector3_string() + ", " + get_vector3_string() + ", " + get_vector3_string() + ", " + get_vector3_string() + ")"
func get_transform2D() -> Transform2D:
return Transform2D(get_vector2(),get_vector2(),get_vector2())
func get_transform2D_string() -> String:
return "Transform2D(" + get_vector2_string() + ", " + get_vector2_string()+ ", " + get_vector2_string() + ")"
func get_plane() -> Plane:
return Plane(get_vector3(),get_vector3(),get_vector3())
func get_plane_string() -> String:
return "Plane(" + get_vector3_string() + ", " + get_vector3_string()+ ", " + get_vector3_string() + ")"
func get_quat() -> Quat:
return Quat(get_vector3())
func get_quat_string() -> String:
return "Quat(" + get_vector3_string() + ")"
func get_basis() -> Basis:
return Basis(get_vector3())
func get_basis_string() -> String:
return "Basis(" + get_vector3_string() + ")"
func get_rect2() -> Rect2:
return Rect2(get_vector2(), get_vector2())
func get_rect2_string() -> String:
return "Rect2(" + get_vector2_string() + ", " + get_vector2_string()+ ")"
func get_color() -> Color:
return Color(get_float(), get_float(),get_float())
func get_color_string() -> String:
return "Color(" + get_float_string() + ", " + get_float_string()+ ", " + get_float_string() + ")"
# TODO
func get_string() -> String:
if random:
if randi() % 2 == 0:
return String(".")
else:
return str(randi())
return String()
func get_string_string() -> String:
if random:
if randi() % 2 == 0:
return "\".\""
else:
return "\"randi())\""
return "\"\""
# TODO
func get_nodepath() -> NodePath:
return NodePath(get_string())
# TODO
func get_array() -> Array:
var array : Array = []
for _i in range(int(min(max_array_size,number))):
array.append([])
return Array([])
# TODO
func get_dictionary() -> Dictionary:
return Dictionary({})
func get_pool_string_array() -> PoolStringArray:
var array : Array = []
for _i in range(int(min(max_array_size,number))):
array.append(get_string())
return PoolStringArray(array)
func get_pool_int_array() -> PoolIntArray:
var array : Array = []
for _i in range(int(min(max_array_size,number))):
array.append(get_int())
return PoolIntArray(array)
func get_pool_byte_array() -> PoolByteArray:
var array : Array = []
for _i in range(int(min(max_array_size,number))):
array.append(get_int())
return PoolByteArray(array)
func get_pool_real_array() -> PoolRealArray:
var array : Array = []
for _i in range(int(min(max_array_size,number))):
array.append(get_float())
return PoolRealArray(array)
func get_pool_vector2_array() -> PoolVector2Array:
var array : Array = []
for _i in range(int(min(max_array_size,number))):
array.append(get_vector2())
return PoolVector2Array(array)
func get_pool_vector3_array() -> PoolVector3Array:
var array : Array = []
for _i in range(int(min(max_array_size,number))):
array.append(get_vector3())
return PoolVector3Array(array)
func get_pool_color_array() -> PoolColorArray:
var array : Array = []
for _i in range(int(min(max_array_size,number))):
array.append(get_color())
return PoolColorArray(array)
func get_object(object_name : String) -> Object:
if random:
var classes = ClassDB.get_class_list()
while true:
var choosen_class : String = classes[randi()%classes.size()]
if ClassDB.is_class(choosen_class) && ClassDB.can_instance(choosen_class) && (ClassDB.is_parent_class(choosen_class,"Node")||(ClassDB.is_parent_class(choosen_class,"Reference"))):
return ClassDB.instance(choosen_class)
else:
if ClassDB.is_class(object_name) && ClassDB.can_instance(object_name):
return ClassDB.instance(object_name)
else:
return BoxShape.new()
return BoxShape.new()