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#include "AppHdr.h"
#include "random.h"
#include <cinttypes>
#include <cmath>
#if defined(UNIX) || defined(TARGET_COMPILER_MINGW)
# include <unistd.h>
#else
# include <process.h>
#endif
#include "pcg.h"
#include "syscalls.h"
#include "branch-type.h"
#include "state.h"
#include "store.h"
#include "options.h"
namespace rng
{
// global/persistent rng state that will be saved
static FixedVector<PcgRNG, rng::NUM_RNGS> _global_state;
// temporary rng state
static rng_type _generator = rng::GAMEPLAY;
// TODO: once we have c++17, convert to type optional<PcgRNG>
static PcgRNG * _sub_generator = nullptr;
CrawlVector generators_to_vector()
{
CrawlVector store;
for (PcgRNG& rng : _global_state)
store.push_back(rng.to_vector()); // TODO is this ok memory-wise?
return store;
}
vector<uint64_t> get_states()
{
// this doesn't return the internal state per se, but it returns the count
// of 32 bit integers that have been drawn, which amounts to the same thing.
// This isn't saved, though, so it's mainly useful for debugging within a
// session.
vector<uint64_t> result;
for (PcgRNG& rng : _global_state)
result.push_back(rng.get_count());
return result;
}
void load_generators(const CrawlVector &v)
{
// as-is, decreasing the number of rngs (e.g. by removing a branch) will
// break save compatibility.
ASSERT(v.size() <= _global_state.size());
for (int i = 0; i < v.size(); i++)
{
CrawlVector state = v[i].get_vector();
_global_state[i] = PcgRNG(state);
}
}
generator::generator(rng_type g) : previous(_generator)
{
ASSERT(g != rng::SUB_GENERATOR);
_generator = g;
}
rng_type get_branch_generator(const branch_type b)
{
return static_cast<rng_type>(rng::LEVELGEN + static_cast<int>(b));
}
generator::generator(branch_type b) : previous(_generator)
{
_generator = get_branch_generator(b);
}
generator::~generator()
{
_generator = previous;
}
subgenerator::subgenerator(uint64_t seed, uint64_t sequence)
: current(seed, sequence),
previous(_sub_generator),
previous_main(_generator)
{
_generator = rng::SUB_GENERATOR;
_sub_generator = ¤t;
}
subgenerator::~subgenerator()
{
_generator = previous_main;
_sub_generator = previous;
}
subgenerator::subgenerator(uint64_t seed)
: subgenerator(seed, get_uint64())
{ }
// call the 1-arg constructor so as to ensure a sequence point between the
// two get_uint64 calls.
subgenerator::subgenerator()
: subgenerator(get_uint64())
{ }
PcgRNG *get_generator(rng_type r)
{
UNUSED(r);
ASSERT(_generator != ASSERT_NO_RNG);
if (_generator == SUB_GENERATOR)
return _sub_generator;
else
return &_global_state[_generator];
}
PcgRNG ¤t_generator()
{
PcgRNG *ret = get_generator(_generator);
ASSERT(ret);
return *ret;
}
uint32_t get_uint32()
{
return current_generator().get_uint32();
}
uint32_t peek_uint32()
{
PcgRNG tmp = current_generator(); // make a copy
return tmp.get_uint32();
}
uint64_t get_uint64()
{
return current_generator().get_uint64();
}
uint64_t peek_uint64()
{
PcgRNG tmp = current_generator(); // make a copy
return tmp.get_uint64();
}
static void _do_seeding(PcgRNG &master)
{
// TODO: don't initialize gameplay/ui rng?
// Use the just seeded RNG to initialize the rest.
for (PcgRNG& rng : _global_state)
{
uint64_t init_state = master.get_uint64();
uint64_t seq = master.get_uint64();
rng = PcgRNG(init_state, seq);
}
}
void seed(uint64_t seed)
{
// use the default stream
PcgRNG master = PcgRNG(seed);
_do_seeding(master);
}
void seed()
{
// seed both state and sequence from system randomness.
uint64_t seed_key[2];
bool seeded = read_urandom((char*)(&seed_key), sizeof(seed_key));
ASSERT(seeded);
PcgRNG master = PcgRNG(seed_key[0], seed_key[1]);
_do_seeding(master);
}
/**
* Reset RNG to Options seed, and if that seed is 0, generate a new one.
*/
void reset()
{
crawl_state.seed = Options.seed;
while (!crawl_state.seed) // 0 = random seed
{
rng::seed(); // reset entirely via read_urandom
crawl_state.seed = get_uint64();
}
dprf("Setting game seed to %" PRIu64, crawl_state.seed);
you.game_seed = crawl_state.seed;
rng::seed(crawl_state.seed);
}
}
// TODO: probably this could all be in the rng namespace
// [low, high]
int random_range(int low, int high)
{
ASSERT(low <= high);
return low + random2(high - low + 1);
}
// [low, high]
int random_range(int low, int high, int nrolls)
{
ASSERT(nrolls > 0);
const int roll = random2avg(high - low + 1, nrolls);
return low + roll;
}
// [0, max)
int random2(int max)
{
if (max <= 1)
return 0;
return rng::current_generator().get_bounded_uint32(max);
}
// [0, max), separate RNG state
int ui_random(int max)
{
rng::generator ui(rng::UI);
return random2(max);
}
// [0, 1]
bool coinflip()
{
return static_cast<bool>(random2(2));
}
// Returns random2(x) if random_factor is true, otherwise the mean.
// [0, x)
int maybe_random2(int x, bool random_factor)
{
if (x <= 1)
return 0;
if (random_factor)
return random2(x);
else
return x / 2;
}
// [0, ceil(nom/denom)]
int maybe_random2_div(int nom, int denom, bool random_factor)
{
if (nom <= 0)
return 0;
if (random_factor)
return random2(nom + denom) / denom;
else
return nom / 2 / denom;
}
// [num, num*size]
int maybe_roll_dice(int num, int size, bool random)
{
if (random)
return roll_dice(num, size);
else
return (num + num * size) / 2;
}
// [num, num*size]
int roll_dice(int num, int size)
{
int ret = 0;
// If num <= 0 or size <= 0, then we'll just return the default
// value of zero. This is good behaviour in that it will be
// appropriate for calculated values that might be passed in.
if (num > 0 && size > 0)
{
ret += num; // since random2() is zero based
for (int i = 0; i < num; i++)
ret += random2(size);
}
return ret;
}
int dice_def::roll() const
{
return roll_dice(num, size);
}
dice_def calc_dice(int num_dice, int max_damage, bool random)
{
dice_def ret(num_dice, 0);
if (num_dice <= 1)
{
ret.num = 1;
ret.size = max_damage;
}
else if (max_damage <= num_dice)
{
ret.num = max_damage;
ret.size = 1;
}
else if (random)
ret.size = div_rand_round(max_damage, num_dice);
else
ret.size = max_damage / num_dice; // round down
return ret;
}
// Calculates num/den and randomly adds one based on the remainder.
// [floor(num/den), ceil(num/den)]
int div_rand_round(int num, int den)
{
int rem = num % den;
if (rem)
return num / den + (random2(den) < rem);
else
return num / den;
}
int div_round_up(int num, int den)
{
return num / den + (num % den != 0);
}
// Divides and rounds to *nearest* int, so 1.5 gets rounded up to 2 but 1.49 is
// rounded down to 1. (I was amazed this function did not already exist in the
// entire crawl codebase. Or did I just miss an obvious way? -mumra)
int div_round_near(int num, int den)
{
const int rem = num % den;
return num / den + (rem >= den / 2);
}
// random2avg() returns same mean value as random2() but with a lower variance
// never use with rolls < 2 as that would be silly - use random2() instead {dlb}
// [0, max)
int random2avg(int max, int rolls)
{
int sum = random2(max);
for (int i = 0; i < (rolls - 1); i++)
sum += random2(max + 1);
return sum / rolls;
}
int random2min(int max, int rolls)
{
int res = random2(max);
for (int i = 0; i < (rolls -1); i++)
res = min(res, random2(max));
return res;
}
int random2max(int ran, int rolls)
{
int res = random2(ran);
for (int i = 0; i < (rolls -1); i++)
res = max(res, random2(ran));
return res;
}
// biased_random2() takes values in the same range [0, max) as random2() but
// with mean value (max - 1)/(n + 1) biased towards the bottom end.
// This can be thought of as the smallest of n _distinct_ random integers
// chosen in [0, max + n - 1).
// Never use with n < 2.
int biased_random2(int max, int n)
{
for (int i = 0; i < max; i++)
if (x_chance_in_y(n, n + max - 1 - i))
return i;
return 0;
}
/** Sample from a binomial distribution.
*
* This is the number of successes in a sequence of independent trials with
* fixed probability.
*
* @param n_trials The number of trials.
* @param trial_prob The numerator of the probability of success of each trial.
* If greater than scale, the probability is 1.0.
* @param scale The denominator of trial_prob, default 100.
* @return the number of successes, range [0, n_trials]
*/
int binomial(unsigned n_trials, unsigned trial_prob, unsigned scale)
{
int count = 0;
for (unsigned i = 0; i < n_trials; ++i)
if (::x_chance_in_y(trial_prob, scale))
count++;
return count;
}
// range [0, 1.0)
// This uses a technique described by Saito and Matsumoto at
// MCQMC'08. Given that the IEEE floating point numbers are
// uniformly distributed over [1,2), we generate a number in
// this range and then offset it onto the range [0,1). The
// choice of bits (masking v. shifting) is arbitrary and
// should be immaterial for high quality generators.
double random_real()
{
static const uint64_t UPPER_BITS = 0x3FF0000000000000ULL;
static const uint64_t LOWER_MASK = 0x000FFFFFFFFFFFFFULL;
const uint64_t value = UPPER_BITS | (rng::get_uint64() & LOWER_MASK);
double result;
// Portable memory transmutation. The union trick almost always
// works, but this is safer.
memcpy(&result, &value, sizeof(value));
return result - 1.0;
}
// Roll n_trials, return true if at least one succeeded. n_trials might be
// not integer.
// [0, 1]
bool bernoulli(double n_trials, double trial_prob)
{
if (n_trials <= 0 || trial_prob <= 0)
return false;
return !decimal_chance(pow(1 - trial_prob, n_trials));
}
bool one_chance_in(int a_million)
{
return random2(a_million) == 0;
}
bool x_chance_in_y(int x, int y)
{
if (x <= 0)
return false;
if (x >= y)
return true;
return random2(y) < x;
}
// [val - lowfuzz, val + highfuzz]
int fuzz_value(int val, int lowfuzz, int highfuzz, int naverage)
{
const int lfuzz = lowfuzz * val / 100,
hfuzz = highfuzz * val / 100;
return val + random2avg(lfuzz + hfuzz + 1, naverage) - lfuzz;
}
bool decimal_chance(double chance)
{
return random_real() < chance;
}
// This is used when the front-end randomness is inconclusive. There are
// never more than two possibilities, which simplifies things.
bool defer_rand::x_chance_in_y_contd(int x, int y, int index)
{
if (x <= 0)
return false;
if (x >= y)
return true;
do
{
if (index == int(bits.size()))
bits.push_back(rng::get_uint32());
uint64_t expn_rand_1 = uint64_t(bits[index++]) * y;
uint64_t expn_rand_2 = expn_rand_1 + y;
uint64_t expn_minimum_fail = uint64_t(x) << 32;
if (expn_minimum_fail <= expn_rand_1)
return false;
if (expn_rand_2 <= expn_minimum_fail)
return true;
// y = expn_rand_2 - expn_rand_1; no-op
x = expn_minimum_fail - expn_rand_1;
} while (1);
}
int defer_rand::random2(int maxp1)
{
if (maxp1 <= 1)
return 0;
if (bits.empty())
bits.push_back(rng::get_uint32());
uint64_t expn_rand_1 = uint64_t(bits[0]) * maxp1;
uint64_t expn_rand_2 = expn_rand_1 + maxp1;
int val1 = int(expn_rand_1 >> 32);
int val2 = int(expn_rand_2 >> 32);
if (val2 == val1)
return val1;
// val2 == val1 + 1
uint64_t expn_thresh = uint64_t(val2) << 32;
return x_chance_in_y_contd(int(expn_thresh - expn_rand_1),
maxp1, 1)
? val1 : val2;
}
defer_rand& defer_rand::operator[](int i)
{
return children[i];
}
int defer_rand::random_range(int low, int high)
{
ASSERT(low <= high);
return low + random2(high - low + 1);
}
int defer_rand::random2avg(int max, int rolls)
{
int sum = (*this)[0].random2(max);
for (int i = 0; i < (rolls - 1); i++)
sum += (*this)[i+1].random2(max + 1);
return sum / rolls;
}
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