MoonTools.ECS/src/Random.cs

209 lines
4.4 KiB
C#

using System;
using System.Runtime.CompilerServices;
namespace MoonTools.ECS;
/// <summary>
/// This class implements the well equidistributed long-period linear pseudorandom number generator.
/// Code taken from Chris Lomont: http://lomont.org/papers/2008/Lomont_PRNG_2008.pdf
/// </summary>
public class Random
{
public const int STATE_BYTE_COUNT = 68; // 16 state ints + 1 index int
uint[] State = new uint[16];
uint Index = 0;
uint Seed;
/// <summary>
/// Initializes the RNG with an arbitrary seed.
/// </summary>
public Random()
{
Init((uint) Environment.TickCount);
}
/// <summary>
/// Initializes the RNG with a given seed.
/// </summary>
public void Init(uint seed)
{
Seed = seed;
uint s = seed;
for (int i = 0; i < 16; i++)
{
s = (((s * 214013 + 2531011) >> 16) & 0x7fffffff) | 0;
State[i] = ~ ~s; //i ;
}
Index = 0;
}
/// <summary>
/// Returns the seed that was used to initialize the RNG.
/// </summary>
public uint GetSeed()
{
return Seed;
}
/// <summary>
/// Returns the entire state of the RNG as a string.
/// </summary>
public string PrintState()
{
var s = "";
for (var i = 0; i < 16; i += 1)
{
s += State[i];
}
s += Index;
return s;
}
/// <summary>
/// Saves the entire state of the RNG to a Span.
/// </summary>
/// <param name="bytes">Must be a span of at least STATE_BYTE_COUNT bytes.</param>
/// <exception cref="ArgumentException">Thrown if the byte span is too short.</exception>
public unsafe void SaveState(Span<byte> bytes)
{
#if DEBUG
if (bytes.Length < STATE_BYTE_COUNT)
{
throw new ArgumentException("Byte span too short!");
}
#endif
fixed (byte* ptr = bytes)
{
var offset = 0;
for (var i = 0; i < 16; i += 1)
{
Unsafe.Write(ptr + offset, State[i]);
offset += 4;
}
Unsafe.Write(ptr + offset, Index);
}
}
/// <summary>
/// Loads the entire state of the RNG from a Span.
/// </summary>
/// <param name="bytes">Must be a span of at least STATE_BYTE_COUNT bytes.</param>
/// <exception cref="ArgumentException">Thrown if the byte span is too short.</exception>
public unsafe void LoadState(Span<byte> bytes)
{
#if DEBUG
if (bytes.Length < STATE_BYTE_COUNT)
{
throw new ArgumentException("Byte span too short!");
}
#endif
fixed (byte* ptr = bytes)
{
var offset = 0;
for (var i = 0; i < 16; i += 1)
{
State[i] = Unsafe.Read<uint>(ptr + offset);
offset += 4;
}
Index = Unsafe.Read<uint>(ptr + offset);
}
}
private uint NextInternal()
{
uint a, b, c, d;
a = State[Index];
c = State[(Index+13)&15];
b = a^c^(a<<16)^(c<<15);
c = State[(Index+9)&15];
c ^= (c>>11);
a = State[Index] = b^c;
d = (uint) (a ^((a<<5)&0xDA442D24UL));
Index = (Index + 15)&15;
a = State[Index];
State[Index] = a^b^d^(a<<2)^(b<<18)^(c<<28);
return State[Index];
}
/// <summary>
/// Returns a non-negative signed integer.
/// </summary>
public int Next()
{
return (int) (NextInternal() >>> 1); // unsigned bitshift right to get rid of signed bit
}
/// <summary>
/// Returns a non-negative signed integer less than max.
/// </summary>
public int Next(int max)
{
return (int) (((double) Next()) * max / int.MaxValue);
}
/// <summary>
/// Returns a signed integer greater than or equal to min and less than max.
/// </summary>
public int Next(int min, int max)
{
var diff = max - min;
var next = Next(diff);
return min + next;
}
/// <summary>
/// Returns a non-negative signed 64 bit integer.
/// </summary>
public long NextInt64()
{
long next = NextInternal();
next <<= 32;
next |= NextInternal();
next >>>= 1;
return next;
}
/// <summary>
/// Returns a non-negative signed 64 bit integer less than max.
/// </summary>
public long NextInt64(long max)
{
var next = NextInt64();
return (long) (((double) next) * max / long.MaxValue);
}
/// <summary>
/// Returns a non-negative signed 64 bit integer greater than or equal to min and less than max.
/// </summary>
public long NextInt64(long min, long max)
{
var diff = max - min;
var next = NextInt64(diff);
return min + next;
}
/// <summary>
/// Returns a single-precision floating point value between 0 and 1.
/// </summary>
public float NextSingle()
{
var n = NextInternal();
return ((float) n) / uint.MaxValue;
}
/// <summary>
/// Returns a double-precision floating point value between 0 and 1.
/// </summary>
public double NextDouble()
{
var n = NextInternal();
return ((double) n) / uint.MaxValue;
}
}