Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/utils/Random.java
2024-09-27 12:49:46 -04:00

281 lines
8.1 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2024 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 <http://www.gnu.org/licenses/>
*/
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<java.util.Random> 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
public static int chances( float[] chances ) {
int length = chances.length;
float sum = 0;
for (int i=0; i < length; i++) {
sum += chances[i];
}
float value = Float( sum );
sum = 0;
for (int i=0; i < length; i++) {
sum += 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> K chances( HashMap<K,Float> 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> T oneOf(T... array ) {
return array[Int(array.length)];
}
public static<T> T element( T[] array ) {
return element( array, array.length );
}
public static<T> T element( T[] array, int max ) {
return array[Int(max)];
}
@SuppressWarnings("unchecked")
public static<T> T element( Collection<? extends T> collection ) {
int size = collection.size();
return size > 0 ?
(T)collection.toArray()[Int( size )] :
null;
}
public synchronized static<T> void shuffle( List<?extends T> list){
Collections.shuffle(list, generators.peek());
}
public static<T> 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<U,V> 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;
}
}
}
}