mirror of
https://github.com/smogon/pokemon-showdown.git
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The latest nightly of TypeScript changes how the checks work, and I'm tracking it because it also fixes several major bugs in --checkJs.
199 lines
5.9 KiB
JavaScript
199 lines
5.9 KiB
JavaScript
/**
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* PRNG
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* This file handles the random number generator for battles.
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*
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* @license MIT license
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*/
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'use strict';
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// This PNG is designed to emulate the on-cartridge PRNG for Gen 5 and uses a 64-bit initial seed
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/** @typedef {[number, number, number, number]} PRNGSeed */
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class PRNG {
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/**
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* Creates a new source of randomness for the given seed.
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*
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* @param {PRNGSeed} [seed]
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*/
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constructor(seed = PRNG.generateSeed()) {
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// We slice() the seed so we get a copy of it instead of the original seed.
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/** @type {PRNGSeed} */
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// @ts-ignore TypeScript bug
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this.initialSeed = seed.slice();
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/** @type {PRNGSeed} */
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// @ts-ignore TypeScript bug
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this.seed = seed.slice();
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}
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/**
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* Getter to the initial seed.
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*
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* This should be considered a hack and is only here for backwards compatibility.
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* @return {PRNGSeed}
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*/
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get startingSeed() {
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return this.initialSeed;
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}
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/**
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* Creates a clone of the current PRNG.
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*
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* The new PRNG will have its initial seed set to the seed of the current instance.
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*
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* @return {PRNG} - clone
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*/
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clone() {
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return new PRNG(this.seed);
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}
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/**
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* Retrieves the next random number in the sequence.
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* This function has three different results, depending on arguments:
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* - random() returns a real number in [0, 1), just like Math.random()
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* - random(n) returns an integer in [0, n)
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* - random(m, n) returns an integer in [m, n)
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* m and n are converted to integers via Math.floor. If the result is NaN, they are ignored.
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*
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* @param {number} [from]
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* @param {number} [to]
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* @return {number} - a real number in [0, 1) if no arguments are specified, an integer in [0, from) if from is specified, an integer in [from, to) if from and to are specified
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*/
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next(from, to) {
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this.seed = this.nextFrame(this.seed); // Advance the RNG
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let result = (this.seed[0] << 16 >>> 0) + this.seed[1]; // Use the upper 32 bits
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from = Math.floor(from);
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to = Math.floor(to);
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if (!from) {
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result = result / 0x100000000;
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} else if (!to) {
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result = Math.floor(result * from / 0x100000000);
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} else {
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result = Math.floor(result * (to - from) / 0x100000000) + from;
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}
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return result;
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}
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/**
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The RNG is a Linear Congruential Generator (LCG) in the form: `x_{n + 1} = (a x_n + c) % m`
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Where: `x_0` is the seed, `x_n` is the random number after n iterations,
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````
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a = 0x5D588B656C078965
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c = 0x00269EC3
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m = 2^64
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````
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Javascript doesnt handle such large numbers properly, so this function does it in 16-bit parts.
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````
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x_{n + 1} = (x_n * a) + c
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````
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Let any 64 bit number:
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````
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n = (n[0] << 48) + (n[1] << 32) + (n[2] << 16) + n[3]
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````
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Then:
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````
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x_{n + 1} =
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((a[3] x_n[0] + a[2] x_n[1] + a[1] x_n[2] + a[0] x_n[3] + c[0]) << 48) +
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((a[3] x_n[1] + a[2] x_n[2] + a[1] x_n[3] + c[1]) << 32) +
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((a[3] x_n[2] + a[2] x_n[3] + c[2]) << 16) +
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a[3] x_n[3] + c[3]
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````
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Which can be generalised where b is the number of 16 bit words in the number:
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````
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((a[b-1] + x_n[b-1] + c[b-1]) << (16 * 0)) +
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((a[b-1] x_n[b-2] + a[b-2] x_n[b-1] + c[b-2]) << (16 * 1)) +
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((a[b-1] x_n[b-3] + a[b-2] x_n[b-2] + a[b-3] x_n[b-1] + c[b-3]) << (16 * 2)) +
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...
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((a[b-1] x_n[1] + a[b-2] x_n[2] + ... + a[2] x_n[b-2] + a[1] + x_n[b-1] + c[1]) << (16 * (b-2))) +
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((a[b-1] x_n[0] + a[b-2] x_n[1] + ... + a[1] x_n[b-2] + a[0] + x_n[b-1] + c[0]) << (16 * (b-1)))
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````
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Which produces this equation:
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````
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\sum_{l=0}^{b-1}\left(\sum_{m=b-l-1}^{b-1}\left\{a[2b-m-l-2] x_n[m]\right\}+c[b-l-1]\ll16l\right)
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````
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Notice how the `a[]` word starts at `b-1`, and decrements every time it appears again on the line;
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`x_n[]` starts at `b-<line#>-1` and increments to b-1 at the end of the line per line, limiting the length of the line;
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`c[]` is at `b-<line#>-1` for each line and the left shift is `16 * <line#>`)
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This is all ignoring overflow/carry because that cannot be shown in a pseudo-mathematical equation.
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The below code implements a optimised version of that equation while also checking for overflow/carry.
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@param {PRNGSeed} initialSeed
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@param {number} [framesToAdvance = 1]
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@return {PRNGSeed} the new seed
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*/
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nextFrame(initialSeed, framesToAdvance = 1) {
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// Use Slice so we don't actually alter the original seed.
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/** @type {PRNGSeed} */
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// @ts-ignore TypeScript bug
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let seed = initialSeed.slice();
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for (let frame = 0; frame < framesToAdvance; ++frame) {
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const a = [0x5D58, 0x8B65, 0x6C07, 0x8965];
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const c = [0, 0, 0x26, 0x9EC3];
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/** @type {PRNGSeed} */
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const nextSeed = [0, 0, 0, 0];
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let carry = 0;
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for (let cN = seed.length - 1; cN >= 0; --cN) {
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nextSeed[cN] = carry;
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carry = 0;
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let aN = seed.length - 1;
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for (let seedN = cN; seedN < seed.length; --aN, ++seedN) {
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let nextWord = a[aN] * seed[seedN];
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carry += nextWord >>> 16;
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nextSeed[cN] += nextWord & 0xFFFF;
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}
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nextSeed[cN] += c[cN];
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carry += nextSeed[cN] >>> 16;
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nextSeed[cN] &= 0xFFFF;
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}
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seed = nextSeed;
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}
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return seed;
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}
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/**
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* @return {PRNGSeed}
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*/
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static generateSeed() {
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// use a random initial seed (64-bit, [high -> low])
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return [
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Math.floor(Math.random() * 0x10000),
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Math.floor(Math.random() * 0x10000),
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Math.floor(Math.random() * 0x10000),
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Math.floor(Math.random() * 0x10000),
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];
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}
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}
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// The following commented-out function is designed to emulate the on-cartridge
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// PRNG for Gens 3 and 4, as described in
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// http://www.smogon.com/ingame/rng/pid_iv_creation#pokemon_random_number_generator
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// This RNG uses a 32-bit initial seed
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// m and n are converted to integers via Math.floor. If the result is NaN, they
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// are ignored.
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/*
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random(m, n) {
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this.seed = (this.seed * 0x41C64E6D + 0x6073) >>> 0; // truncate the result to the last 32 bits
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let result = this.seed >>> 16; // the first 16 bits of the seed are the random value
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m = Math.floor(m)
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n = Math.floor(n)
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return (m ? (n ? (result % (n - m)) + m : result % m) : result / 0x10000)
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}
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*/
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module.exports = PRNG;
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