mirror of
https://github.com/Relintai/regression-test-project.git
synced 2025-02-04 16:16:05 +01:00
200 lines
5.3 KiB
GDScript
200 lines
5.3 KiB
GDScript
extends Node
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var number : float = 0.0
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var random : bool = false
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var max_array_size : int = 15
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func get_int() -> int:
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if random:
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if int(number) == 0:
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return 0
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return (randi() % int(number)) - int(number / 2.0)
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else:
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return int(number)
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func get_int_string() -> String:
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if random:
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if int(number) == 0:
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return "0"
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return "(randi() % int(number)) - int(number / 2.0)".replace("number",str(number))
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else:
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return str(int(number))
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func get_float() -> float:
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if random:
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return (randf() * number) - (number / 2.0)
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else:
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return number
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func get_float_string() -> String:
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if random:
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return "(randf() * number) - (number / 2.0)".replace("number", str(number))
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else:
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return str(number)
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func get_bool() -> bool:
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if random:
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if number < 2:
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return bool()
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return bool(randi() % 2)
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else:
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return bool()
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func get_bool_string() -> String:
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if random:
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if number < 2:
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return str(bool())
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return "bool(randi() % 2)"
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else:
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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_vector2_string() -> String:
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return "Vector2(" + get_float_string() + ", " + get_float_string() + ")"
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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_vector3_string() -> String:
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return "Vector3(" + get_float_string() + ", " + get_float_string() + ", " + get_float_string() + ")"
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func get_aabb() -> AABB:
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return AABB(get_vector3(),get_vector3())
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func get_aabb_string() -> String:
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return "AABB(" + get_vector3_string() + ", " + get_vector3_string() + ")"
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func get_transform() -> Transform:
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return Transform(get_vector3(),get_vector3(),get_vector3(),get_vector3())
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func get_transform_string() -> String:
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return "Transform(" + get_vector3_string() + ", " + get_vector3_string() + ", " + get_vector3_string() + ", " + get_vector3_string() + ")"
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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_transform2D_string() -> String:
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return "Transform2D(" + get_vector2_string() + ", " + get_vector2_string()+ ", " + get_vector2_string() + ")"
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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_plane_string() -> String:
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return "Plane(" + get_vector3_string() + ", " + get_vector3_string()+ ", " + get_vector3_string() + ")"
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func get_quat() -> Quat:
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return Quat(get_vector3())
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func get_quat_string() -> String:
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return "Quat(" + get_vector3_string() + ")"
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func get_basis() -> Basis:
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return Basis(get_vector3())
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func get_basis_string() -> String:
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return "Basis(" + get_vector3_string() + ")"
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func get_rect2() -> Rect2:
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return Rect2(get_vector2(), get_vector2())
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func get_rect2_string() -> String:
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return "Rect2(" + get_vector2_string() + ", " + get_vector2_string()+ ")"
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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_color_string() -> String:
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return "Color(" + get_float_string() + ", " + get_float_string()+ ", " + get_float_string() + ")"
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# TODO
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func get_string() -> String:
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if random:
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if randi() % 2 == 0:
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return String(".")
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else:
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return str(randi())
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return String()
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func get_string_string() -> String:
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if random:
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if randi() % 2 == 0:
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return "\".\""
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else:
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return "\"randi())\""
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return "\"\""
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# TODO
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func get_nodepath() -> NodePath:
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return NodePath(get_string())
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# TODO
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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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# TODO
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func get_dictionary() -> Dictionary:
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return Dictionary({})
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func get_pool_string_array() -> PoolStringArray:
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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 PoolStringArray(array)
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func get_pool_int_array() -> PoolIntArray:
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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 PoolIntArray(array)
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func get_pool_byte_array() -> PoolByteArray:
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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 PoolByteArray(array)
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func get_pool_real_array() -> PoolRealArray:
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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 PoolRealArray(array)
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func get_pool_vector2_array() -> PoolVector2Array:
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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 PoolVector2Array(array)
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func get_pool_vector3_array() -> PoolVector3Array:
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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 PoolVector3Array(array)
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func get_pool_color_array() -> PoolColorArray:
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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 PoolColorArray(array)
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func get_object(object_name : String) -> Object:
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if random:
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var classes = ClassDB.get_class_list()
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while true:
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var choosen_class : String = classes[randi()%classes.size()]
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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"))):
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return ClassDB.instance(choosen_class)
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else:
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if ClassDB.is_class(object_name) && ClassDB.can_instance(object_name):
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return ClassDB.instance(object_name)
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else:
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return BoxShape.new()
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return BoxShape.new()
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