Minecraft-STC-Modpack/showdown/sim/prng.js
2023-08-14 21:45:09 -04:00

185 lines
5.6 KiB
JavaScript

"use strict";
var __defProp = Object.defineProperty;
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
var __getOwnPropNames = Object.getOwnPropertyNames;
var __hasOwnProp = Object.prototype.hasOwnProperty;
var __export = (target, all) => {
for (var name in all)
__defProp(target, name, { get: all[name], enumerable: true });
};
var __copyProps = (to, from, except, desc) => {
if (from && typeof from === "object" || typeof from === "function") {
for (let key of __getOwnPropNames(from))
if (!__hasOwnProp.call(to, key) && key !== except)
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
}
return to;
};
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
var prng_exports = {};
__export(prng_exports, {
PRNG: () => PRNG
});
module.exports = __toCommonJS(prng_exports);
/**
* PRNG
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This simulates the on-cartridge PRNG used in the real games.
*
* In addition to potentially allowing us to read replays from in-game,
* this also makes it possible to record an "input log" (a seed +
* initial teams + move/switch decisions) and "replay" a simulation to
* get the same result.
*
* @license MIT license
*/
class PRNG {
/** Creates a new source of randomness for the given seed. */
constructor(seed = null) {
if (!seed)
seed = PRNG.generateSeed();
this.initialSeed = seed.slice();
this.seed = seed.slice();
}
/**
* Getter to the initial seed.
*
* This should be considered a hack and is only here for backwards compatibility.
*/
get startingSeed() {
return this.initialSeed;
}
/**
* Creates a clone of the current PRNG.
*
* The new PRNG will have its initial seed set to the seed of the current instance.
*/
clone() {
return new PRNG(this.seed);
}
/**
* Retrieves the next random number in the sequence.
* This function has three different results, depending on arguments:
* - random() returns a real number in [0, 1), just like Math.random()
* - random(n) returns an integer in [0, n)
* - random(m, n) returns an integer in [m, n)
* m and n are converted to integers via Math.floor. If the result is NaN, they are ignored.
*/
next(from, to) {
this.seed = this.nextFrame(this.seed);
let result = (this.seed[0] << 16 >>> 0) + this.seed[1];
if (from)
from = Math.floor(from);
if (to)
to = Math.floor(to);
if (from === void 0) {
result = result / 4294967296;
} else if (!to) {
result = Math.floor(result * from / 4294967296);
} else {
result = Math.floor(result * (to - from) / 4294967296) + from;
}
return result;
}
/**
* Flip a coin (two-sided die), returning true or false.
*
* This function returns true with probability `P`, where `P = numerator
* / denominator`. This function returns false with probability `1 - P`.
*
* The numerator must be a non-negative integer (`>= 0`).
*
* The denominator must be a positive integer (`> 0`).
*/
randomChance(numerator, denominator) {
return this.next(denominator) < numerator;
}
/**
* Return a random item from the given array.
*
* This function chooses items in the array with equal probability.
*
* If there are duplicate items in the array, each duplicate is
* considered separately. For example, sample(['x', 'x', 'y']) returns
* 'x' 67% of the time and 'y' 33% of the time.
*
* The array must contain at least one item.
*
* The array must not be sparse.
*/
sample(items) {
if (items.length === 0) {
throw new RangeError(`Cannot sample an empty array`);
}
const index = this.next(items.length);
const item = items[index];
if (item === void 0 && !Object.prototype.hasOwnProperty.call(items, index)) {
throw new RangeError(`Cannot sample a sparse array`);
}
return item;
}
/**
* A Fisher-Yates shuffle. This is how the game resolves speed ties.
*
* At least according to V4 in
* https://github.com/smogon/pokemon-showdown/issues/1157#issuecomment-214454873
*/
shuffle(items, start = 0, end = items.length) {
while (start < end - 1) {
const nextIndex = this.next(start, end);
if (start !== nextIndex) {
[items[start], items[nextIndex]] = [items[nextIndex], items[start]];
}
start++;
}
}
/**
* Calculates `a * b + c` (with 64-bit 2's complement integers)
*
* If you've done long multiplication, this is the same thing.
*/
multiplyAdd(a, b, c) {
const out = [0, 0, 0, 0];
let carry = 0;
for (let outIndex = 3; outIndex >= 0; outIndex--) {
for (let bIndex = outIndex; bIndex < 4; bIndex++) {
const aIndex = 3 - (bIndex - outIndex);
carry += a[aIndex] * b[bIndex];
}
carry += c[outIndex];
out[outIndex] = carry & 65535;
carry >>>= 16;
}
return out;
}
/**
* The RNG is a Linear Congruential Generator (LCG) in the form: `x_{n + 1} = (a x_n + c) % m`
*
* Where: `x_0` is the seed, `x_n` is the random number after n iterations,
*
* ````
* a = 0x5D588B656C078965
* c = 0x00269EC3
* m = 2^64
* ````
*/
nextFrame(seed, framesToAdvance = 1) {
const a = [23896, 35685, 27655, 35173];
const c = [0, 0, 38, 40643];
for (let i = 0; i < framesToAdvance; i++) {
seed = this.multiplyAdd(seed, a, c);
}
return seed;
}
static generateSeed() {
return [
Math.floor(Math.random() * 65536),
Math.floor(Math.random() * 65536),
Math.floor(Math.random() * 65536),
Math.floor(Math.random() * 65536)
];
}
}
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