/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2025 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.watabou.utils; import com.watabou.noosa.Game; import java.util.ArrayDeque; import java.util.Collection; import java.util.Collections; import java.util.HashMap; import java.util.List; public class Random { //we store a stack of random number generators, which may be seeded deliberately or randomly. //top of the stack is what is currently being used to generate new numbers. //the base generator is always created with no seed, and cannot be popped. private static ArrayDeque generators; static { resetGenerators(); } public static synchronized void resetGenerators(){ generators = new ArrayDeque<>(); generators.push(new java.util.Random()); } public static synchronized void pushGenerator(){ generators.push( new java.util.Random() ); } public static synchronized void pushGenerator( long seed ){ generators.push( new java.util.Random( scrambleSeed(seed) ) ); } //scrambles a given seed, this helps eliminate patterns between the outputs of similar seeds //Algorithm used is MX3 by Jon Maiga (jonkagstrom.com), CC0 license. private static synchronized long scrambleSeed( long seed ){ seed ^= seed >>> 32; seed *= 0xbea225f9eb34556dL; seed ^= seed >>> 29; seed *= 0xbea225f9eb34556dL; seed ^= seed >>> 32; seed *= 0xbea225f9eb34556dL; seed ^= seed >>> 29; return seed; } public static synchronized void popGenerator(){ if (generators.size() == 1){ Game.reportException( new RuntimeException("tried to pop the last random number generator!")); } else { generators.pop(); } } //returns a uniformly distributed float in the range [0, 1) public static synchronized float Float() { return Float(true); } public static synchronized float Float( boolean useGeneratorStack ) { if (useGeneratorStack) return generators.peekFirst().nextFloat(); else return generators.peekLast().nextFloat(); } //returns a uniformly distributed float in the range [0, max) public static float Float( float max ) { return Float() * max; } //returns a uniformly distributed float in the range [min, max) public static float Float( float min, float max ) { return min + Float(max - min); } //returns a triangularly distributed float in the range [min, max) public static float NormalFloat( float min, float max ) { return min + ((Float(max - min) + Float(max - min))/2f); } //returns a uniformly distributed int in the range [-2^31, 2^31) public static synchronized int Int() { return Int(true); } //returns a uniformly distributed int in the range [-2^31, 2^31) //can either use the current generator in the stack, or force the first generator (pure random) public static synchronized int Int( boolean useGeneratorStack ) { if (useGeneratorStack) return generators.peekFirst().nextInt(); else return generators.peekLast().nextInt(); } //returns a uniformly distributed int in the range [0, max) public static synchronized int Int( int max ) { return Int(max, true); } //returns a uniformly distributed int in the range [0, max) //can either use the current generator in the stack, or force the first generator (pure random) public static synchronized int Int( int max, boolean useGeneratorStack ) { if (max <= 0) return 0; else if (useGeneratorStack) return generators.peekFirst().nextInt(max); else return generators.peekLast().nextInt(max); } //returns a uniformly distributed int in the range [min, max) public static int Int( int min, int max ) { return min + Int(max - min); } //returns a uniformly distributed int in the range [min, max] public static int IntRange( int min, int max ) { return min + Int(max - min + 1); } //returns a triangularly distributed int in the range [min, max] //this makes results more likely as they get closer to the middle of the range public static int NormalIntRange( int min, int max ) { return min + (int)((Float() + Float()) * (max - min + 1) / 2f); } //returns an inverse triangularly distributed int in the range [min, max] //this makes results more likely as they get further from the middle of the range public static int InvNormalIntRange( int min, int max ){ float roll1 = Float(), roll2 = Float(); if (Math.abs(roll1-0.5f) >= Math.abs(roll2-0.5f)){ return min + (int)(roll1*(max - min + 1)); } else { return min + (int)(roll2*(max - min + 1)); } } //returns a uniformly distributed long in the range [-2^63, 2^63) public static synchronized long Long() { return Long(true); } //returns a uniformly distributed long in the range [-2^63, 2^63) //can either use the current generator in the stack, or force the first generator (pure random) public static synchronized long Long( boolean useGeneratorStack ) { if (useGeneratorStack) return generators.peekFirst().nextLong(); else return generators.peekLast().nextLong(); } //returns a mostly uniformly distributed long in the range [0, max) public static long Long( long max ) { long result = Long(); if (result < 0) result += Long.MAX_VALUE; //modulo isn't perfect, but as long as max is reasonably below 2^63 it's close enough return result % max; } //returns an index from chances, the probability of each index is the weight values in changes //negative values are treated as 0 public static int chances( float[] chances ) { int length = chances.length; float sum = 0; for (int i=0; i < length; i++) { sum += Math.max(0, chances[i]); } if (sum <= 0){ return -1; } float value = Float( sum ); sum = 0; for (int i=0; i < length; i++) { sum += Math.max(0, chances[i]); if (value < sum) { return i; } } return -1; } @SuppressWarnings("unchecked") //returns a key element from chances, the probability of each key is the weight value it maps to public static K chances( HashMap chances ) { int size = chances.size(); Object[] values = chances.keySet().toArray(); float[] probs = new float[size]; float sum = 0; for (int i=0; i < size; i++) { probs[i] = chances.get( values[i] ); sum += probs[i]; } if (sum <= 0) { return null; } float value = Float( sum ); sum = probs[0]; for (int i=0; i < size; i++) { if (value < sum) { return (K)values[i]; } sum += probs[i + 1]; } return null; } public static int index( Collection collection ) { return Int(collection.size()); } @SafeVarargs public static T oneOf(T... array ) { return array[Int(array.length)]; } public static T element( T[] array ) { return element( array, array.length ); } public static T element( T[] array, int max ) { return array[Int(max)]; } @SuppressWarnings("unchecked") public static T element( Collection collection ) { int size = collection.size(); return size > 0 ? (T)collection.toArray()[Int( size )] : null; } public synchronized static void shuffle( List list){ Collections.shuffle(list, generators.peek()); } public static void shuffle( int[] array ) { for (int i=0; i < array.length - 1; i++) { int j = Int( i, array.length ); if (j != i) { int t = array[i]; array[i] = array[j]; array[j] = t; } } } public static void shuffle( T[] array ) { for (int i=0; i < array.length - 1; i++) { int j = Int( i, array.length ); if (j != i) { T t = array[i]; array[i] = array[j]; array[j] = t; } } } public static void shuffle( U[] u, V[]v ) { for (int i=0; i < u.length - 1; i++) { int j = Int( i, u.length ); if (j != i) { U ut = u[i]; u[i] = u[j]; u[j] = ut; V vt = v[i]; v[i] = v[j]; v[j] = vt; } } } }