/** * PRNG * Pokemon Showdown - http://pokemonshowdown.com/ * * This file handles the random number generator for battles. * * @license MIT license */ /** 64-bit [high -> low] */ export type PRNGSeed = [number, number, number, number]; /** * A PRNG intended to emulate the on-cartridge PRNG for Gen 5 with a 64-bit * initial seed. */ export class PRNG { readonly initialSeed: PRNGSeed; seed: PRNGSeed; /** Creates a new source of randomness for the given seed. */ constructor(seed: PRNGSeed | null = null) { if (!seed) seed = PRNG.generateSeed(); this.initialSeed = seed.slice() as PRNGSeed; // make a copy this.seed = seed.slice() as PRNGSeed; } /** * Getter to the initial seed. * * This should be considered a hack and is only here for backwards compatibility. */ get startingSeed(): PRNGSeed { 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(): PRNG { 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?: number, to?: number): number { this.seed = this.nextFrame(this.seed); // Advance the RNG let result = (this.seed[0] << 16 >>> 0) + this.seed[1]; // Use the upper 32 bits if (from) from = Math.floor(from); if (to) to = Math.floor(to); if (from === undefined) { result = result / 0x100000000; } else if (!to) { result = Math.floor(result * from / 0x100000000); } else { result = Math.floor(result * (to - from) / 0x100000000) + 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: number, denominator: number): boolean { 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: readonly T[]): T { if (items.length === 0) { throw new RangeError(`Cannot sample an empty array`); } const index = this.next(items.length); const item = items[index]; if (item === undefined && !Object.prototype.hasOwnProperty.call(items, index)) { throw new RangeError(`Cannot sample a sparse array`); } return item; } /** * 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: T[], start = 0, end: number = items.length) { while (start < end - 1) { const nextIndex = this.next(start, end); if (start !== nextIndex) { [items[start], items[nextIndex]] = [items[nextIndex], items[start]]; } start++; } } /** * 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 * ```` * * Javascript doesnt handle such large numbers properly, so this function does it in 16-bit parts. * ```` * x_{n + 1} = (x_n * a) + c * ```` * * Let any 64 bit number: * ```` * n = (n[0] << 48) + (n[1] << 32) + (n[2] << 16) + n[3] * ```` * * Then: * ```` * x_{n + 1} = * ((a[3] x_n[0] + a[2] x_n[1] + a[1] x_n[2] + a[0] x_n[3] + c[0]) << 48) + * ((a[3] x_n[1] + a[2] x_n[2] + a[1] x_n[3] + c[1]) << 32) + * ((a[3] x_n[2] + a[2] x_n[3] + c[2]) << 16) + * a[3] x_n[3] + c[3] * ```` * * Which can be generalised where b is the number of 16 bit words in the number: * ```` * ((a[b-1] + x_n[b-1] + c[b-1]) << (16 * 0)) + * ((a[b-1] x_n[b-2] + a[b-2] x_n[b-1] + c[b-2]) << (16 * 1)) + * ((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)) + * ... * ((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))) + * ((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))) * ```` * * Which produces this equation: * ```` * \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) * ```` * * Notice how the `a[]` word starts at `b-1`, and decrements every time it appears again on the line; * `x_n[]` starts at `b--1` and increments to b-1 at the end of the line per line, limiting the * length of the line; `c[]` is at `b--1` for each line and the left shift is `16 * `) * * This is all ignoring overflow/carry because that cannot be shown in a pseudo-mathematical equation. * The below code implements a optimised version of that equation while also checking for overflow/carry. */ nextFrame(initialSeed: PRNGSeed, framesToAdvance = 1): PRNGSeed { // Use Slice so we don't actually alter the original seed. let seed: PRNGSeed = initialSeed.slice() as PRNGSeed; for (let frame = 0; frame < framesToAdvance; ++frame) { const a = [0x5D58, 0x8B65, 0x6C07, 0x8965]; const c = [0, 0, 0x26, 0x9EC3]; const nextSeed: PRNGSeed = [0, 0, 0, 0]; let carry = 0; for (let cN = seed.length - 1; cN >= 0; --cN) { nextSeed[cN] = carry; carry = 0; let aN = seed.length - 1; for (let seedN = cN; seedN < seed.length; --aN, ++seedN) { const nextWord = a[aN] * seed[seedN]; carry += nextWord >>> 16; nextSeed[cN] += nextWord & 0xFFFF; } nextSeed[cN] += c[cN]; carry += nextSeed[cN] >>> 16; nextSeed[cN] &= 0xFFFF; } seed = nextSeed; } return seed; } static generateSeed() { return [ Math.floor(Math.random() * 0x10000), Math.floor(Math.random() * 0x10000), Math.floor(Math.random() * 0x10000), Math.floor(Math.random() * 0x10000), ] as PRNGSeed; } } // The following commented-out function is designed to emulate the on-cartridge // PRNG for Gens 3 and 4, as described in // https://www.smogon.com/ingame/rng/pid_iv_creation#pokemon_random_number_generator // This RNG uses a 32-bit initial seed // m and n are converted to integers via Math.floor. If the result is NaN, they // are ignored. /* random(m: number, n: number) { this.seed = (this.seed * 0x41C64E6D + 0x6073) >>> 0; // truncate the result to the last 32 bits let result = this.seed >>> 16; // the first 16 bits of the seed are the random value m = Math.floor(m) n = Math.floor(n) return (m ? (n ? (result % (n - m)) + m : result % m) : result / 0x10000) } */