@effect-ts/system
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Effect-TS is a zero dependency set of libraries to write highly productive, purely functional TypeScript at scale.
229 lines (203 loc) • 6.13 kB
text/typescript
// ets_tracing: off
// forked from https://github.com/frptools
// Copyright 2014 Thom Chiovoloni, released under the MIT license.
/// A random number generator based on the basic implementation of the PCG algorithm,
/// as described here: http://www.pcg-random.org/
// Adapted for TypeScript from Thom's original code at https://github.com/thomcc/pcg-random
export function isNothing<T>(value: T | null | undefined) {
return value === void 0 || value === null
}
const defaultIncHi = 0x14057b7e
const defaultIncLo = 0xf767814f
const MUL_HI = 0x5851f42d >>> 0
const MUL_LO = 0x4c957f2d >>> 0
const BIT_53 = 9007199254740992.0
const BIT_27 = 134217728.0
export type PCGRandomState = [number, number, number, number]
export type OptionalNumber = number | null | undefined
/**
* PCG is a family of simple fast space-efficient statistically good algorithms for random number generation. Unlike
* many general-purpose RNGs, they are also hard to predict.
*/
export class PCGRandom {
private _state: Int32Array
/**
* Creates an instance of PCGRandom.
*
* @param {any} seed - The low 32 bits of the seed (0 is used for high 32 bits).
*
* @memberOf PCGRandom
*/
constructor(seed?: OptionalNumber)
/**
* Creates an instance of PCGRandom.
*
* @param {any} seedHi - The high 32 bits of the seed.
* @param {any} seedLo - The how 32 bits of the seed.
* @param {any} inc - The low 32 bits of the incrementer (0 is used for high 32 bits).
*
* @memberOf PCGRandom
*/
constructor(seedHi: OptionalNumber, seedLo: OptionalNumber, inc?: OptionalNumber)
/**
* Creates an instance of PCGRandom.
*
* @param {any} seedHi - The high 32 bits of the seed.
* @param {any} seedLo - The how 32 bits of the seed.
* @param {any} incHi - The high 32 bits of the incrementer.
* @param {any} incLo - The how 32 bits of the incrementer.
*
* @memberOf PCGRandom
*/
constructor(
seedHi: OptionalNumber,
seedLo: OptionalNumber,
incHi: OptionalNumber,
incLo: OptionalNumber
)
constructor(
seedHi?: OptionalNumber,
seedLo?: OptionalNumber,
incHi?: OptionalNumber,
incLo?: OptionalNumber
) {
if (isNothing(seedLo) && isNothing(seedHi)) {
seedLo = (Math.random() * 0xffffffff) >>> 0
seedHi = 0
} else if (isNothing(seedLo)) {
seedLo = seedHi
seedHi = 0
}
if (isNothing(incLo) && isNothing(incHi)) {
// @ts-expect-error
incLo = this._state ? this._state[3] : defaultIncLo
// @ts-expect-error
incHi = this._state ? this._state[2] : defaultIncHi
} else if (isNothing(incLo)) {
incLo = <number>incHi
incHi = 0
}
this._state = new Int32Array([
0,
0,
(<number>incHi) >>> 0,
((incLo || 0) | 1) >>> 0
])
this._next()
add64(
this._state,
this._state[0]!,
this._state[1]!,
(<number>seedHi) >>> 0,
(<number>seedLo) >>> 0
)
this._next()
return this
}
/**
* @returns A copy of the internal state of this random number generator as a JavaScript Array
*/
getState(): PCGRandomState {
return [this._state[0]!, this._state[1]!, this._state[2]!, this._state[3]!]
}
/**
* Restore state previously retrieved using getState()
*/
setState(state: PCGRandomState) {
this._state[0] = state[0]
this._state[1] = state[1]
this._state[2] = state[2]
this._state[3] = state[3] | 1
}
private _next() {
// save current state (what we'll use for this number)
const oldHi = this._state[0]! >>> 0
const oldLo = this._state[1]! >>> 0
// churn LCG.
mul64(this._state, oldHi, oldLo, MUL_HI, MUL_LO)
add64(
this._state,
this._state[0]!,
this._state[1]!,
this._state[2]!,
this._state[3]!
)
// get least sig. 32 bits of ((oldstate >> 18) ^ oldstate) >> 27
let xsHi = oldHi >>> 18
let xsLo = ((oldLo >>> 18) | (oldHi << 14)) >>> 0
xsHi = (xsHi ^ oldHi) >>> 0
xsLo = (xsLo ^ oldLo) >>> 0
const xorshifted = ((xsLo >>> 27) | (xsHi << 5)) >>> 0
// rotate xorshifted right a random amount, based on the most sig. 5 bits
// bits of the old state.
const rot = oldHi >>> 27
const rot2 = ((-rot >>> 0) & 31) >>> 0
return ((xorshifted >>> rot) | (xorshifted << rot2)) >>> 0
}
/// Get a uniformly distributed 32 bit integer between [0, max).
integer(max: number) {
if (!max) {
return this._next()
}
max = max >>> 0
if ((max & (max - 1)) === 0) {
return this._next() & (max - 1) // fast path for power of 2
}
let num = 0
const skew = (-max >>> 0) % max >>> 0
for (num = this._next(); num < skew; num = this._next()) {
// this loop will rarely execute more than twice,
// and is intentionally empty
}
return num % max
}
/// Get a uniformly distributed IEEE-754 double between 0.0 and 1.0, with
/// 53 bits of precision (every bit of the mantissa is randomized).
number() {
const hi = (this._next() & 0x03ffffff) * 1.0
const lo = (this._next() & 0x07ffffff) * 1.0
return (hi * BIT_27 + lo) / BIT_53
}
}
function mul64(
out: Int32Array,
aHi: number,
aLo: number,
bHi: number,
bLo: number
): void {
let c1 = ((aLo >>> 16) * (bLo & 0xffff)) >>> 0
let c0 = ((aLo & 0xffff) * (bLo >>> 16)) >>> 0
let lo = ((aLo & 0xffff) * (bLo & 0xffff)) >>> 0
let hi = ((aLo >>> 16) * (bLo >>> 16) + ((c0 >>> 16) + (c1 >>> 16))) >>> 0
c0 = (c0 << 16) >>> 0
lo = (lo + c0) >>> 0
if (lo >>> 0 < c0 >>> 0) {
hi = (hi + 1) >>> 0
}
c1 = (c1 << 16) >>> 0
lo = (lo + c1) >>> 0
if (lo >>> 0 < c1 >>> 0) {
hi = (hi + 1) >>> 0
}
hi = (hi + Math.imul(aLo, bHi)) >>> 0
hi = (hi + Math.imul(aHi, bLo)) >>> 0
out[0] = hi
out[1] = lo
}
// add two 64 bit numbers (given in parts), and store the result in `out`.
function add64(
out: Int32Array,
aHi: number,
aLo: number,
bHi: number,
bLo: number
): void {
let hi = (aHi + bHi) >>> 0
const lo = (aLo + bLo) >>> 0
if (lo >>> 0 < aLo >>> 0) {
hi = (hi + 1) | 0
}
out[0] = hi
out[1] = lo
}