185 lines
5.6 KiB
JavaScript
185 lines
5.6 KiB
JavaScript
"use strict";
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var __defProp = Object.defineProperty;
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var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
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var __getOwnPropNames = Object.getOwnPropertyNames;
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var __hasOwnProp = Object.prototype.hasOwnProperty;
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var __export = (target, all) => {
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for (var name in all)
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__defProp(target, name, { get: all[name], enumerable: true });
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};
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var __copyProps = (to, from, except, desc) => {
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if (from && typeof from === "object" || typeof from === "function") {
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for (let key of __getOwnPropNames(from))
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if (!__hasOwnProp.call(to, key) && key !== except)
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__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
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}
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return to;
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};
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var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
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var prng_exports = {};
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__export(prng_exports, {
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PRNG: () => PRNG
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});
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module.exports = __toCommonJS(prng_exports);
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/**
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* PRNG
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* This simulates the on-cartridge PRNG used in the real games.
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*
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* In addition to potentially allowing us to read replays from in-game,
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* this also makes it possible to record an "input log" (a seed +
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* initial teams + move/switch decisions) and "replay" a simulation to
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* get the same result.
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*
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* @license MIT license
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*/
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class PRNG {
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/** Creates a new source of randomness for the given seed. */
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constructor(seed = null) {
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if (!seed)
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seed = PRNG.generateSeed();
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this.initialSeed = seed.slice();
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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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*/
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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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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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next(from, to) {
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this.seed = this.nextFrame(this.seed);
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let result = (this.seed[0] << 16 >>> 0) + this.seed[1];
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if (from)
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from = Math.floor(from);
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if (to)
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to = Math.floor(to);
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if (from === void 0) {
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result = result / 4294967296;
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} else if (!to) {
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result = Math.floor(result * from / 4294967296);
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} else {
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result = Math.floor(result * (to - from) / 4294967296) + 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, denominator) {
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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(items) {
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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 === void 0 && !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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* A Fisher-Yates shuffle. 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(items, start = 0, end = 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, b, c) {
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const out = [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 & 65535;
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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, framesToAdvance = 1) {
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const a = [23896, 35685, 27655, 35173];
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const c = [0, 0, 38, 40643];
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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() * 65536),
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Math.floor(Math.random() * 65536),
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Math.floor(Math.random() * 65536),
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Math.floor(Math.random() * 65536)
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];
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}
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}
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//# sourceMappingURL=prng.js.map
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