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@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.

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// 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 }