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prng.ts
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/**
* PRNG
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This simulates the on-cartridge PRNG used in the real games.
*
* In addition to potentially allowing us to read replays from in-game,
* this also makes it possible to record an "input log" (a seed +
* initial teams + move/switch decisions) and "replay" a simulation to
* get the same result.
*
* @license MIT license
*/
import {Chacha20} from 'ts-chacha20';
import {Utils} from '../lib/utils';
import * as crypto from 'crypto';
export type PRNGSeed = `${'sodium' | 'gen5' | number},${string}`;
export type SodiumRNGSeed = ['sodium', string];
/** 64-bit big-endian [high -> low] int */
export type Gen5RNGSeed = [number, number, number, number];
/**
* Low-level source of 32-bit random numbers.
*/
interface RNG {
getSeed(): PRNGSeed;
/** random 32-bit number */
next(): number;
}
/**
* High-level PRNG API, for getting random numbers.
*
* Chooses the RNG implementation based on the seed passed to the constructor.
* Seeds starting with 'sodium' use sodium. Other seeds use the Gen 5 RNG.
* If a seed isn't given, defaults to sodium.
*
* The actual randomness source is in this.rng.
*/
export class PRNG {
readonly startingSeed: PRNGSeed;
rng!: RNG;
/** Creates a new source of randomness for the given seed. */
constructor(seed: PRNGSeed | null = null, initialSeed?: PRNGSeed) {
if (!seed) seed = PRNG.generateSeed();
if (Array.isArray(seed)) {
// compat for old inputlogs
seed = seed.join(',') as PRNGSeed;
}
if (typeof seed !== 'string') {
throw new Error(`PRNG: Seed ${seed} must be a string`);
}
this.startingSeed = initialSeed ?? seed;
this.setSeed(seed);
}
setSeed(seed: PRNGSeed) {
if (seed.startsWith('sodium,')) {
this.rng = new SodiumRNG(seed.split(',') as SodiumRNGSeed);
} else if (seed.startsWith('gen5,')) {
const gen5Seed = [seed.slice(5, 9), seed.slice(9, 13), seed.slice(13, 17), seed.slice(17, 21)];
this.rng = new Gen5RNG(gen5Seed.map(n => parseInt(n, 16)) as Gen5RNGSeed);
} else if (/[0-9]/.test(seed.charAt(0))) {
this.rng = new Gen5RNG(seed.split(',').map(Number) as Gen5RNGSeed);
} else {
throw new Error(`Unrecognized RNG seed ${seed}`);
}
}
getSeed(): PRNGSeed {
return this.rng.getSeed();
}
/**
* 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.rng.getSeed(), this.startingSeed);
}
/**
* 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.
*/
random(from?: number, to?: number): number {
const result = this.rng.next();
if (from) from = Math.floor(from);
if (to) to = Math.floor(to);
if (from === undefined) {
return result / 2 ** 32;
} else if (!to) {
return Math.floor(result * from / 2 ** 32);
} else {
return Math.floor(result * (to - from) / 2 ** 32) + from;
}
}
/**
* 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.random(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<T>(items: readonly T[]): T {
if (items.length === 0) {
throw new RangeError(`Cannot sample an empty array`);
}
const index = this.random(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;
}
/**
* A Fisher-Yates shuffle. 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<T>(items: T[], start = 0, end: number = items.length) {
while (start < end - 1) {
const nextIndex = this.random(start, end);
if (start !== nextIndex) {
[items[start], items[nextIndex]] = [items[nextIndex], items[start]];
}
start++;
}
}
static generateSeed(): PRNGSeed {
return PRNG.convertSeed(SodiumRNG.generateSeed());
}
static convertSeed(seed: SodiumRNGSeed | Gen5RNGSeed): PRNGSeed {
return seed.join(',') as PRNGSeed;
}
static get(prng?: PRNG | PRNGSeed | null) {
return prng && typeof prng !== 'string' && !Array.isArray(prng) ? prng : new PRNG(prng as PRNGSeed);
}
}
/**
* This is a drop-in replacement for libsodium's randombytes_buf_deterministic,
* but it's implemented with ts-chacha20 instead, for a smaller dependency that
* doesn't use NodeJS native modules, for better portability.
*/
export class SodiumRNG implements RNG {
// nonce chosen to be compatible with libsodium's randombytes_buf_deterministic
// https://github.com/jedisct1/libsodium/blob/ce07d6c82c0e6c75031cf627913bf4f9d3f1e754/src/libsodium/randombytes/randombytes.c#L178
static readonly NONCE = Uint8Array.from([..."LibsodiumDRG"].map(c => c.charCodeAt(0)));
seed!: Uint8Array;
/** Creates a new source of randomness for the given seed. */
constructor(seed: SodiumRNGSeed) {
this.setSeed(seed);
}
setSeed(seed: SodiumRNGSeed) {
// randombytes_buf_deterministic requires 32 bytes, but
// generateSeed generates 16 bytes, so the last 16 bytes will be 0
// when starting out. This shouldn't cause any problems.
const seedBuf = new Uint8Array(32);
Utils.bufWriteHex(seedBuf, seed[1].padEnd(64, '0'));
this.seed = seedBuf;
}
getSeed(): PRNGSeed {
return `sodium,${Utils.bufReadHex(this.seed)}`;
}
next() {
const zeroBuf = new Uint8Array(36);
// tested to do the exact same thing as
// sodium.randombytes_buf_deterministic(buf, this.seed);
const buf = new Chacha20(this.seed, SodiumRNG.NONCE).encrypt(zeroBuf);
// use the first 32 bytes for the next seed, and the next 4 bytes for the output
this.seed = buf.slice(0, 32);
// reading big-endian
return buf.slice(32, 36).reduce((a, b) => a * 256 + b);
// alternative, probably slower (TODO: benchmark)
// return parseInt(Utils.bufReadHex(buf, 32, 36), 16);
}
static generateSeed(): SodiumRNGSeed {
return [
'sodium',
crypto.randomBytes(16).toString('hex'),
];
}
}
/**
* A PRNG intended to emulate the on-cartridge PRNG for Gen 5 with a 64-bit
* initial seed.
*/
export class Gen5RNG implements RNG {
seed: Gen5RNGSeed;
/** Creates a new source of randomness for the given seed. */
constructor(seed: Gen5RNGSeed | null = null) {
this.seed = [...seed || Gen5RNG.generateSeed()];
}
getSeed(): PRNGSeed {
return this.seed.join(',') as PRNGSeed;
}
next(): number {
this.seed = this.nextFrame(this.seed); // Advance the RNG
return (this.seed[0] << 16 >>> 0) + this.seed[1]; // Use the upper 32 bits
}
/**
* Calculates `a * b + c` (with 64-bit 2's complement integers)
*/
multiplyAdd(a: Gen5RNGSeed, b: Gen5RNGSeed, c: Gen5RNGSeed) {
// If you've done long multiplication, this is the same thing.
const out: Gen5RNGSeed = [0, 0, 0, 0];
let carry = 0;
for (let outIndex = 3; outIndex >= 0; outIndex--) {
for (let bIndex = outIndex; bIndex < 4; bIndex++) {
const aIndex = 3 - (bIndex - outIndex);
carry += a[aIndex] * b[bIndex];
}
carry += c[outIndex];
out[outIndex] = carry & 0xFFFF;
carry >>>= 16;
}
return out;
}
/**
* 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
* ````
*/
nextFrame(seed: Gen5RNGSeed, framesToAdvance = 1): Gen5RNGSeed {
const a: Gen5RNGSeed = [0x5D58, 0x8B65, 0x6C07, 0x8965];
const c: Gen5RNGSeed = [0, 0, 0x26, 0x9EC3];
for (let i = 0; i < framesToAdvance; i++) {
// seed = seed * a + c
seed = this.multiplyAdd(seed, a, c);
}
return seed;
}
static generateSeed(): Gen5RNGSeed {
return [
Math.trunc(Math.random() * 2 ** 16),
Math.trunc(Math.random() * 2 ** 16),
Math.trunc(Math.random() * 2 ** 16),
Math.trunc(Math.random() * 2 ** 16),
];
}
}
// The following commented-out class 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.
/*
export type Gen3RNGSeed = ['gen3', number];
export class Gen3RNG implements RNG {
seed: number;
constructor(seed: Gen3RNGSeed | null = null) {
this.seed = seed ? seed[1] : Math.trunc(Math.random() * 2 ** 32);
}
getSeed() {
return ['gen3', this.seed];
}
next(): number {
this.seed = this.seed * 0x41C64E6D + 0x6073) >>> 0; // truncate the result to the last 32 bits
const val = this.seed >>> 16; // the first 16 bits of the seed are the random value
return val << 16 >>> 0; // PRNG#random expects a 32-bit number and will divide accordingly
}
}
*/