User:PROXiCiDE/MathUtil

< User:PROXiCiDE
Revision as of 00:12, 27 April 2014 by imported>PROXiCiDE (Categorized / Added Example for Bit Manipulation)

Non SKSE

Math Code

;---------------------------------------------------------------------------------[Math]
; Math Functions
; 
; Version History
; 0.1 - Initial Release
; 0.2 - Optimizations by Cipscis
;	IsNumberEven ,IsNumberOdd ,InRange
; 0.3 - Bit Set/Xor/SetBool/Get/Clear/ClearFrom

;---------------------------------------------------------------------------------[Min]
; MinInt() / MinFloat()
; Returns the smallest of X and Y
;   If X is greater than Y, then Y is returned
;   If both are equivalent X is returned
Int Function MinInt(Int x,Int y) 
	If x < y 
		Return x 
	Else 
		Return y 
	EndIf
EndFunction

Float Function MinFloat(Float x,Float y) 
	If x < y 
		Return x 
	Else 
		Return y 
	EndIf
EndFunction

;---------------------------------------------------------------------------------[Max]
; MaxInt() / MaxFloat()
; Returns the largest of X and Y
;   If X is lesser than Y, then Y is returned
;   If both are equivalent X is returned
Int Function MaxInt(Int x,Int y)
	If x > y 
		Return x 
	Else 
		Return y
	EndIf
EndFunction

Float Function MaxFloat(Float x,Float y)
	If x > y 
		Return x 
	Else 
		Return y
	EndIf
EndFunction

;---------------------------------------------------------------------------------[IsNumberEven]
; Is the Number a Even Number?
;   2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30
Bool Function IsNumberEven (Int num)
	If Math.Floor(num % 2)
		Return False
	Else
		Return True
	EndIf
EndFunction

;---------------------------------------------------------------------------------[IsNumberOdd]
; Is the Number a Odd Number?
;   1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31
Bool Function IsNumberOdd (Int num)
	If Math.Floor(num % 2)
		Return True 
	Else 
		Return False 
	EndIf
EndFunction

;---------------------------------------------------------------------------------[Clamp]
; ClampInt() / ClampFloat()
; Clamps a Value with-in a given Min and Max Range
;   If X is lesser than Min , Results = Min
;   If X is greater than Max , Results = Max
;      Otherwise Return X
Float Function ClampFloat(Float x,Float min,Float max)
	Return MinFloat(MaxFloat(x,min),max)
EndFunction

Int Function ClampInt(Int x,Int min,Int max)
	Return MinInt(MaxInt(x,min),max)
EndFunction

;---------------------------------------------------------------------------------[InRange]
; Checks to see if Value is with-in a Range of Min and Max
;   If X is greater than Max, Returns False
;   If X is lesser than Min, Returns False
;      Otherwise return True
Bool Function InRange(Float x,Float min,Float max)
	Return (min <= x && x <= max)
EndFunction

;---------------------------------------------------------------------------------[Round]
; Float : afValue - number to round
; Int : iMult - Multiplier default is 10
; Int : iMode - Mode type for rounding
;    0 - Default
;    1 - Up
;    2 - Down
Int Function Round(Float afValue, Int iMult = 10, Int iMode = 0)
    If iMode == 1 ; Round Up
        Return Math.Ceiling(afValue / iMult) * iMult
    ElseIf iMode == 2; Round Down
        Return Math.Floor(afValue / iMult) * iMult
    Else
        Return Math.Floor((afValue * iMult) + 0.5) / iMult
    EndIf
EndFunction

Requires SKSE

Bit Code

;---------------------------------------------------------------------------------[Bit Manipulation]
; Requires SKSE
; Bits are range of 1, 30
;                     		  1............................30
;                     		  000000000000000000000000000000
;
; i = Bit_Set(0,2) 		= 010000000000000000000000000000
; i = Bit_Set(i,4) 		= 010100000000000000000000000000
; i = Bit_Set(i,1) 		= 110100000000000000000000000000
; i = Bit_Set(i,30) 		= 110100000000000000000000000001
; i = Bit_Xor(i,30) 		= 110100000000000000000000000000
; i = Bit_Clear(i,2) 		= 101111111111111111111111111111
; i = Bit_Clear(i,30) 		= 101111111111111111111111111110
; i = Bit_ClearFrom(i,15) 	= 101111111111110000000000000000
; i = Bit_Xor(i,30) 		= 101111111111110000000000000001
; i = Bit_ClearFrom(i,4) 	= 101000000000000000000000000000
; i = Bit_Set(i,5) 		= 101010000000000000000000000000
Int Function Bit_MakeByte(Int aiIndex = 1)
	aiIndex = ClampInt(aiIndex, 1, 30)
	Int iPos = aiIndex % 30
	return Math.LeftShift(1, iPos)
EndFunction

Int Function Bit_Set(Int aiValue, Int aiIndex = 1)
	Return Math.LogicalOr(aiValue,Bit_MakeByte(aiIndex))
EndFunction

Int Function Bit_Xor(Int aiValue, Int aiIndex = 1)
	Return Math.LogicalXor(aiValue,Bit_MakeByte(aiIndex))
EndFunction

Int Function Bit_SetBool(Int aiValue, Int aiIndex = 1, Bool abValue)
	If abValue
		Bit_Set(aiValue,aiIndex)
	Else
		Bit_Clear(aiValue,aiIndex)
	EndIf
EndFunction

Bool Function Bit_Get(Int aiValue, Int aiIndex = 1)
	Return Math.LogicalAnd(aiValue,Bit_MakeByte(aiIndex)) != 0
EndFunction

Int Function Bit_Clear(Int aiValue, Int aiIndex = 1)
	Return Math.LogicalAnd(aiValue,Math.LogicalNot(Bit_MakeByte(aiIndex)))
EndFunction

Int Function Bit_ClearFrom(Int aiValue, Int aiIndex = 1)
	aiIndex = ClampInt(aiIndex, 1, 30)
	
	If aiIndex > 1 && aiIndex < 30
		Int iPos = aiIndex
		While (iPos <= 30)
			aiValue = Bit_Clear(aiValue,iPos)
			iPos += 1
		EndWhile
		Return aiValue
	Else
		Return 0
	EndIf
EndFunction

Bit Manipulation Example

Following Example is incomplete code and only serves as a skeletal example for Bit Manipulation methods

Int PerkCTX_Bits = 0

;Perk Bits
Int PerkCTX_Bit_Ordered = 1
Int PerkCTX_Bit_PerkReset = 2
Int PerkCTX_Bit_SkillOverrideInit = 3
Int PerkCTX_Bit_SkillOverride = 4

Function PerkUI_Init(Int[] aiPerkCTX, Bool abOrdered = True, Bool abPerkReset = True, String asActorValue = "", Int aiPerkMult = 20, Int aiPerkRankMult = 20, Bool abSkillReqOverride = False)
	If Bit_Get(aiPerkCTX[PerkCTX_Bits],PerkCTX_Bit_SkillOverrideInit)
		_sSkillName = New String[18]
		;Combat
		_sSkillName[0] = "Marksman"
		_sSkillName[1] = "Block"
		_sSkillName[2] = "HeavyArmor"
		_sSkillName[3] = "OneHanded"
		_sSkillName[4] = "Smithing"
		_sSkillName[5] = "TwoHanded"
		;Magic
		_sSkillName[6] = "Alteration"
		_sSkillName[7] = "Conjuration"
		_sSkillName[8] = "Destruction"
		_sSkillName[9] = "Enchanting"
		_sSkillName[10] = "Illusion"
		_sSkillName[11] = "Restoration"
		;Stealth
		_sSkillName[12] = "Alchemy"
		_sSkillName[13] = "LightArmor"
		_sSkillName[14] = "Lockpicking"
		_sSkillName[15] = "Pickpocket"
		_sSkillName[16] = "Sneak"
		_sSkillName[17] = "Speechcraft"
		Bit_SetBool(aiPerkCTX[PerkCTX_Bits],PerkCTX_Bit_SkillOverrideInit,True)
	EndIf
	
	Bit_SetBool(aiPerkCTX[PerkCTX_Bits], PerkCTX_Bit_Ordered, abOrdered)
	Bit_SetBool(aiPerkCTX[PerkCTX_Bits], PerkCTX_Bit_PerkReset, abPerkReset)
	Bit_SetBool(aiPerkCTX[PerkCTX_Bits], PerkCTX_Bit_SkillOverride, abSkillReqOverride)
	
	aiPerkCTX[PerkCTX_PerkMult] = MakeDWord(aiPerkMult,aiPerkRankMult)
	aiPerkCTX[PerkCTX_PerkReserved] = 0 ; Reserved
	aiPerkCTX[PerkCTX_PerkSkillAttribute] = PerkUI_SetSkillNameToIndex(asActorValue)
EndFunction

Function PerkUI_ApplyByFormList(FormList akList, Int[] aiPerkCTX, Bool abAddPerks = True, Int[] aiSkillOverride)
	If akList == None
		Return
	EndIf
	
	
	Bool abOrdered = Bit_Get(aiPerkCTX[PerkCTX_Bits],PerkCTX_Bit_Ordered)
	Bool abPerkReset = Bit_Get(aiPerkCTX[PerkCTX_Bits],PerkCTX_Bit_PerkReset)
	...
	... Rest of Code
	...
EndFunction