@tool extends Node var letter_to_number = { "A": 1, "B": 2, "C": 3, "D": 4, "E": 5, "F": 6, "G": 7, "H": 8, "I": 9, "J": 10, "K": 11, "L": 12, "M": 13, "N": 14, "O": 15, "P": 16, "Q": 17, "R": 18, "S": 19, "T": 20, "U": 21, "V": 22, "W": 23, "X": 24, "Y": 25, "Z": 26 } ## ANGLES # Check if a colliding body is aligned within a given angle of the object # max_angle_diff --- note: set to 1 if angle won't be counted # currently only works when objects are scaled (1,1,1) func angle_velocity_aligned(source:Node, source_angle:Vector3, body:Node, max_angle_diff:Vector3): var obj_direction = source.basis * source_angle var player_direction = body.velocity.normalized() var diff = abs(abs(obj_direction) - abs(player_direction)) if diff.x <= max_angle_diff.x and diff.y <= max_angle_diff.y and diff.z <= max_angle_diff.z: return true else: return false #pass in a dictornary of weighted random choices, returns id of selection func weighted_random(choices): var sum_of_choices = 0.0 #Get sum of all choices for i in choices: sum_of_choices += choices[i] var random_number = randf_range(0,sum_of_choices) for i in choices: if random_number < choices[i]: return i random_number -= choices[i] func only_valid_chars(input_string: String) -> String: var valid_chars = "" for char in input_string: if char.is_valid_identifier(): valid_chars += char return valid_chars func checksum(check_data): var checksum_array = [] #hash all passed-in data and add to new array for data in check_data: var hashed_data = hash(data) checksum_array.append(hashed_data) #add together var checksum_final = 0 for num in checksum_array: if num is int: checksum_final += num #finally, re-hash checksum_final = hash(checksum_final) return checksum_final func clear_spawned_objects(): #clear spawned objects for node in get_tree().get_nodes_in_group("spawned"): node.queue_free()