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* Implement our own Xorshift32 RNG algo to manage independent number sequences * Fix issues with seed 0 * adress @MeirGavish's review * Apply suggestions from @MeirGavish's code review Co-authored-by: MeirGavish <meir.gavish@gmail.com> * adress the rest of @MeirGavish's review * adress @MeirGavish's review * Fix last issues --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com> Co-authored-by: MeirGavish <meir.gavish@gmail.com> Co-authored-by: MonteCrysto <monte.crysto31@gmail.com>
101 lines
2.9 KiB
C
101 lines
2.9 KiB
C
/**
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* @file random.h
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*
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* @brief Common functions to handle RNG manipulation. Using this interface has three goals:
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* 1. Make RNG repeatable so that people can share seeds and saves, and end up with the same run
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* 2. Prevent the players from engaging in save-scumming since the pseudo-RNG is deterministic
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* 3. Accomodate for base-36 seeds, so that we can freely chose one with alpha-numeric characters in
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* the seed screen input
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*/
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#ifndef RANDOM_H
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#define RANDOM_H
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#include <tonc.h>
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/**
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* @brief Keys to different independent RNG sequences
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*/
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enum RngSequence
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{
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RNG_SEQ_CARD_SHUFFLE,
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RNG_SEQ_BLIND,
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RNG_SEQ_SHOP_ITEMS,
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RNG_SEQ_SKIP_TAGS,
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// Each Joker with a random effect has its own independent RNG sequence
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RNG_SEQ_JOKER_MISPRINT,
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RNG_SEQ_JOKER_RESERVED_PARKING,
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RNG_SEQ_JOKER_BUSINESS_CARD,
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// For non-gameplay related things such as sound effects or visual effects, so as to not
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// interfere with important stuff like Shop rolls or Joker effects.
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RNG_SEQ_MISC,
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RNG_SEQ_MAX
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};
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/**
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* @brief Information to track and restore RNG state
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*/
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typedef struct
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{
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/** Initial seed */
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u32 seed;
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/** Individual states for independent rng sequences */
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u32 states[RNG_SEQ_MAX];
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} RngInfo;
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/**
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* @brief Starts counting CPU cycles, which will be used by rng_shuffle_seed to
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* generate a more random seed. To be called once on game start.
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*/
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void rng_init(void);
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/**
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* @brief Accumulates CPU cycles for RNG seed generation, call exaclty once per frame.
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*/
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void rng_update(void);
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/**
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* @brief Set the rng seed to the chosen value, and reset the step counter to 0.
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* The seed will be capped at `MAX_BASE36` for compatibility with the Seed Input screen
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* used to choose a seed for seeded runs.
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*
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* @param seed the new RNG seed
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*/
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void rng_set_seed(u32 seed);
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/**
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* @brief Sets a new randomized seed for the RNG using a source of entropy.
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*
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* This needs to be called at least once before generating anything random but not on the very
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* first cycle because it uses a CPU timer for entropy.
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*
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* This would also be used to generate the new seed when starting a new non-player-seeded run
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*
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* @note `rng_init` needs to have been called, so that the CPU profiling can provide entropy.
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* @sa rng_init
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*/
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void rng_shuffle_seed(void);
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/**
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* @brief Get the next "randomly" generated number in the sequence corresponding to the given type.
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*
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* @param key key to the RNG sequence we need to pull a random number from
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*
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* @return u32
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*/
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u32 rng_get_u32(enum RngSequence key);
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/**
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* @brief Restore RNG info struct in the GameVariables. Sets the `seed` and restores the state for
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* each independent sequence
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*
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* @param info RngInfo struct applied
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*
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* @note Consistency of the RNG after reloading the RngInfo struct has yet to be tested properly
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*/
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void rng_restore(RngInfo info);
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#endif // RANDOM_H
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