mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-04-08 10:06:26 -05:00
194 lines
5.5 KiB
TypeScript
194 lines
5.5 KiB
TypeScript
/**
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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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/** 64-bit big-endian [high -> low] int */
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export type PRNGSeed = [number, number, number, number];
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/**
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* A PRNG intended to emulate the on-cartridge PRNG for Gen 5 with a 64-bit
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* initial seed.
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*/
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export class PRNG {
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readonly initialSeed: PRNGSeed;
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seed: PRNGSeed;
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/** Creates a new source of randomness for the given seed. */
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constructor(seed: PRNGSeed | null = null) {
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if (!seed) seed = PRNG.generateSeed();
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this.initialSeed = seed.slice() as PRNGSeed; // make a copy
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this.seed = seed.slice() as PRNGSeed;
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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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*/
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get startingSeed(): PRNGSeed {
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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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clone(): PRNG {
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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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next(from?: number, to?: number): number {
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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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if (from) from = Math.floor(from);
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if (to) to = Math.floor(to);
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if (from === undefined) {
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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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* Flip a coin (two-sided die), returning true or false.
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*
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* This function returns true with probability `P`, where `P = numerator
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* / denominator`. This function returns false with probability `1 - P`.
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*
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* The numerator must be a non-negative integer (`>= 0`).
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*
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* The denominator must be a positive integer (`> 0`).
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*/
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randomChance(numerator: number, denominator: number): boolean {
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return this.next(denominator) < numerator;
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}
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/**
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* Return a random item from the given array.
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*
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* This function chooses items in the array with equal probability.
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*
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* If there are duplicate items in the array, each duplicate is
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* considered separately. For example, sample(['x', 'x', 'y']) returns
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* 'x' 67% of the time and 'y' 33% of the time.
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*
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* The array must contain at least one item.
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*
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* The array must not be sparse.
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*/
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sample<T>(items: readonly T[]): T {
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if (items.length === 0) {
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throw new RangeError(`Cannot sample an empty array`);
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}
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const index = this.next(items.length);
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const item = items[index];
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if (item === undefined && !Object.prototype.hasOwnProperty.call(items, index)) {
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throw new RangeError(`Cannot sample a sparse array`);
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}
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return item;
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}
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/**
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* This is how the game resolves speed ties.
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*
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* At least according to V4 in
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* https://github.com/smogon/pokemon-showdown/issues/1157#issuecomment-214454873
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*/
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shuffle<T>(items: T[], start = 0, end: number = items.length) {
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while (start < end - 1) {
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const nextIndex = this.next(start, end);
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if (start !== nextIndex) {
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[items[start], items[nextIndex]] = [items[nextIndex], items[start]];
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}
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start++;
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}
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}
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/**
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* Calculates `a * b + c` (with 64-bit 2's complement integers)
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*
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* If you've done long multiplication, this is the same thing.
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*/
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multiplyAdd(a: PRNGSeed, b: PRNGSeed, c: PRNGSeed) {
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const out: PRNGSeed = [0, 0, 0, 0];
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let carry = 0;
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for (let outIndex = 3; outIndex >= 0; outIndex--) {
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for (let bIndex = outIndex; bIndex < 4; bIndex++) {
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const aIndex = 3 - (bIndex - outIndex);
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carry += a[aIndex] * b[bIndex];
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}
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carry += c[outIndex];
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out[outIndex] = carry & 0xFFFF;
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carry >>>= 16;
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}
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return out;
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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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*
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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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* ````
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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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*/
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nextFrame(seed: PRNGSeed, framesToAdvance = 1): PRNGSeed {
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const a: PRNGSeed = [0x5D58, 0x8B65, 0x6C07, 0x8965];
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const c: PRNGSeed = [0, 0, 0x26, 0x9EC3];
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for (let i = 0; i < framesToAdvance; i++) {
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seed = this.multiplyAdd(seed, a, c);
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}
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return seed;
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}
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static generateSeed() {
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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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] as PRNGSeed;
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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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// https://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: number, n: number) {
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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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