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Added SeedSource
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5 changed files with 20132 additions and 50 deletions
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@ -18,7 +18,7 @@ Additions
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- Added GetDownTime, GetUpTime, GetTimeSincePress, WasModifierDown and WasDown to Keybind and Combination
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- Added the ability for UniformTextureAtlases to have padding for each region
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- Added UniformTextureAtlas methods ToList and ToDictionary
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- Added the SingleRandom utility class
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- Added SingleRandom and SeedSource
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- **Added the ability to find paths to one of multiple goals using AStar**
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Improvements
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@ -2,7 +2,7 @@
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namespace MLEM.Misc {
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/// <summary>
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/// The SingleRandom class allows generating single, one-off pseudorandom numbers based on a seed, or a set of seeds.
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/// The SingleRandom class allows generating single, one-off pseudorandom numbers based on a seed or a <see cref="SeedSource"/>.
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/// The types of numbers that can be generated are <see cref="int"/> and <see cref="float"/>, both of which can be generated with specific minimum and maximum values if desired.
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/// Methods in this class are tested to be sufficiently "random", that is, to be sufficiently distributed throughout their range, as well as sufficiently different for neighboring seeds.
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/// </summary>
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@ -19,13 +19,13 @@ namespace MLEM.Misc {
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}
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/// <summary>
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/// Generates a single, one-off pseudorandom integer between 0 and <see cref="int.MaxValue"/> based on a given set of <paramref name="seeds"/>.
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/// This method is guaranteed to return the same result for the same set of <paramref name="seeds"/>.
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/// Generates a single, one-off pseudorandom integer between 0 and <see cref="int.MaxValue"/> based on a given <paramref name="source"/>.
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/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
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/// </summary>
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/// <param name="seeds">The seeds to use.</param>
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/// <param name="source">The <see cref="SeedSource"/> to use.</param>
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/// <returns>The generated number.</returns>
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public static int Int(params int[] seeds) {
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return (int) (SingleRandom.Single(seeds) * int.MaxValue);
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public static int Int(SeedSource source) {
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return (int) (SingleRandom.Single(source) * int.MaxValue);
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}
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/// <summary>
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@ -40,14 +40,14 @@ namespace MLEM.Misc {
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}
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/// <summary>
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/// Generates a single, one-off pseudorandom integer between 0 and <paramref name="maxValue"/> based on a given set of <paramref name="seeds"/>.
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/// This method is guaranteed to return the same result for the same set of <paramref name="seeds"/>.
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/// Generates a single, one-off pseudorandom integer between 0 and <paramref name="maxValue"/> based on a given <paramref name="source"/>.
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/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
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/// </summary>
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/// <param name="maxValue">The (exclusive) maximum value.</param>
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/// <param name="seeds">The seeds to use.</param>
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/// <param name="source">The <see cref="SeedSource"/> to use.</param>
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/// <returns>The generated number.</returns>
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public static int Int(int maxValue, params int[] seeds) {
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return (int) (maxValue * SingleRandom.Single(seeds));
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public static int Int(int maxValue, SeedSource source) {
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return (int) (maxValue * SingleRandom.Single(source));
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}
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/// <summary>
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@ -63,15 +63,15 @@ namespace MLEM.Misc {
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}
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/// <summary>
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/// Generates a single, one-off pseudorandom integer between <paramref name="minValue"/> and <paramref name="maxValue"/> based on a given set of <paramref name="seeds"/>.
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/// This method is guaranteed to return the same result for the same set of <paramref name="seeds"/>.
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/// Generates a single, one-off pseudorandom integer between <paramref name="minValue"/> and <paramref name="maxValue"/> based on a given <paramref name="source"/>.
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/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
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/// </summary>
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/// <param name="minValue">The (inclusive) minimum value.</param>
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/// <param name="maxValue">The (exclusive) maximum value.</param>
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/// <param name="seeds">The seeds to use.</param>
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/// <param name="source">The <see cref="SeedSource"/> to use.</param>
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/// <returns>The generated number.</returns>
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public static int Int(int minValue, int maxValue, params int[] seeds) {
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return (int) ((maxValue - minValue) * SingleRandom.Single(seeds)) + minValue;
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public static int Int(int minValue, int maxValue, SeedSource source) {
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return (int) ((maxValue - minValue) * SingleRandom.Single(source)) + minValue;
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}
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/// <summary>
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@ -81,17 +81,17 @@ namespace MLEM.Misc {
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/// <param name="seed">The seed to use.</param>
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/// <returns>The generated number.</returns>
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public static float Single(int seed) {
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return (SingleRandom.Scramble(seed) / (float) int.MaxValue + 1) / 2;
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return (new SeedSource(seed).Get() / (float) int.MaxValue + 1) / 2;
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}
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/// <summary>
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/// Generates a single, one-off pseudorandom floating point number between 0 and 1 based on a given set of <paramref name="seeds"/>.
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/// This method is guaranteed to return the same result for the same set of <paramref name="seeds"/>.
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/// Generates a single, one-off pseudorandom floating point number between 0 and 1 based on a given <paramref name="source"/>.
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/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
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/// </summary>
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/// <param name="seeds">The seeds to use.</param>
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/// <param name="source">The <see cref="SeedSource"/> to use.</param>
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/// <returns>The generated number.</returns>
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public static float Single(params int[] seeds) {
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return (SingleRandom.Scramble(seeds) / (float) int.MaxValue + 1) / 2;
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public static float Single(SeedSource source) {
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return (source.Get() / (float) int.MaxValue + 1) / 2;
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}
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/// <summary>
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@ -106,14 +106,14 @@ namespace MLEM.Misc {
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}
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/// <summary>
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/// Generates a single, one-off pseudorandom floating point number between 0 and <paramref name="maxValue"/> based on a given set of <paramref name="seeds"/>.
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/// This method is guaranteed to return the same result for the same set of <paramref name="seeds"/>.
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/// Generates a single, one-off pseudorandom floating point number between 0 and <paramref name="maxValue"/> based on a given <paramref name="source"/>.
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/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
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/// </summary>
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/// <param name="maxValue">The (exclusive) maximum value.</param>
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/// <param name="seeds">The seeds to use.</param>
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/// <param name="source">The <see cref="SeedSource"/> to use.</param>
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/// <returns>The generated number.</returns>
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public static float Single(float maxValue, params int[] seeds) {
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return maxValue * SingleRandom.Single(seeds);
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public static float Single(float maxValue, SeedSource source) {
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return maxValue * SingleRandom.Single(source);
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}
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/// <summary>
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@ -129,37 +129,104 @@ namespace MLEM.Misc {
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}
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/// <summary>
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/// Generates a single, one-off pseudorandom floating point number between <paramref name="minValue"/> and <paramref name="maxValue"/> based on a given set of <paramref name="seeds"/>.
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/// This method is guaranteed to return the same result for the same set of <paramref name="seeds"/>.
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/// Generates a single, one-off pseudorandom floating point number between <paramref name="minValue"/> and <paramref name="maxValue"/> based on a given <paramref name="source"/>.
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/// This method is guaranteed to return the same result for the same <paramref name="source"/>.
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/// </summary>
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/// <param name="minValue">The (inclusive) minimum value.</param>
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/// <param name="maxValue">The (exclusive) maximum value.</param>
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/// <param name="seeds">The seeds to use.</param>
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/// <param name="source">The <see cref="SeedSource"/> to use.</param>
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/// <returns>The generated number.</returns>
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public static float Single(float minValue, float maxValue, params int[] seeds) {
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return (maxValue - minValue) * SingleRandom.Single(seeds) + minValue;
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public static float Single(float minValue, float maxValue, SeedSource source) {
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return (maxValue - minValue) * SingleRandom.Single(source) + minValue;
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}
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private static int Scramble(int[] seeds) {
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if (seeds == null || seeds.Length <= 0)
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throw new ArgumentOutOfRangeException(nameof(seeds));
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var ret = 1623487;
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for (var i = 0; i < seeds.Length; i++)
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ret += SingleRandom.ScrambleStep(seeds[i]) * 68659;
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}
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/// <summary>
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/// A seed source contains an <see cref="int"/> value which can be used as a seed for a <see cref="System.Random"/> or <see cref="SingleRandom"/>. Seed sources feature a convenient way to add multiple seeds using <see cref="Add(int)"/>, which will be sufficiently scrambled to be deterministically semi-random and combined into a single <see cref="int"/>.
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/// This struct behaves similarly to <c>System.HashCode</c> in many ways, with an important distinction being that <see cref="SeedSource"/>'s scrambling procedure is not considered an implementation detail, and will stay consistent between process executions.
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/// </summary>
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/// <example>
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/// For example, a seed source can be used to create a new <see cref="System.Random"/> based on an object's <c>x</c> and <c>y</c> coordinates by combining them into a <see cref="SeedSource"/> using <see cref="Add(int)"/>. The values generated by the <see cref="System.Random"/> created using <see cref="Random()"/> will then be determined by the specific pair of <c>x</c> and <c>y</c> values used.
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/// </example>
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public readonly struct SeedSource {
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private readonly int? value;
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/// <summary>
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/// Creates a new seed source from the given seed, which will be added automatically using <see cref="Add(int)"/>.
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/// </summary>
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/// <param name="seed">The initial seed to use.</param>
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public SeedSource(int seed) : this() {
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this = this.Add(seed);
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}
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/// <summary>
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/// Creates a new seed source from the given set of seeds, which will be added automatically using <see cref="Add(int)"/>.
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/// </summary>
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/// <param name="seeds">The initial seeds to use.</param>
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public SeedSource(params int[] seeds) : this() {
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foreach (var seed in seeds)
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this = this.Add(seed);
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}
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private SeedSource(int? value) {
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this.value = value;
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}
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/// <summary>
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/// Adds the given seed to this seed source's value and returns the result as a new seed source.
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/// The algorithm used for adding involves various scrambling operations that sufficiently semi-randomize the seed and final value.
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/// </summary>
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/// <param name="seed">The seed to add.</param>
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/// <returns>A new seed source with the seed added.</returns>
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public SeedSource Add(int seed) {
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seed ^= seed << 7;
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seed *= 207398809;
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seed ^= seed << 17;
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seed *= 928511849;
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seed ^= seed << 12;
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seed += 3;
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return new SeedSource(new int?(this.Get() + seed));
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}
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/// <summary>
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/// Adds the given seed to this seed source's value and returns the result as a new seed source.
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/// Floating point values are scrambled by invoking <see cref="Add(int)"/> using a typecast version, followed by invoking <see cref="Add(int)"/> using the decimal value multiplied by <see cref="int.MaxValue"/>.
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/// </summary>
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/// <param name="seed">The seed to add.</param>
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/// <returns>A new seed source with the seed added.</returns>
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public SeedSource Add(float seed) {
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return this.Add((int) seed).Add((seed - (int) seed) * int.MaxValue);
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}
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/// <summary>
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/// Adds the given seed to this seed source's value and returns the result as a new seed source.
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/// Strings are scrambled by invoking <see cref="Add(int)"/> using every character contained in the string, in order.
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/// </summary>
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/// <param name="seed">The seed to add.</param>
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/// <returns>A new seed source with the seed added.</returns>
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public SeedSource Add(string seed) {
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var ret = this;
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foreach (var c in seed)
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ret = ret.Add(c);
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return ret;
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}
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private static int Scramble(int seed) {
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return SingleRandom.ScrambleStep(seed) * 68659 + 1623487;
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/// <summary>
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/// Returns this seed source's seed value, which can then be used in <see cref="SingleRandom"/> or elsewhere.
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/// </summary>
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/// <returns>This seed source's value.</returns>
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public int Get() {
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return this.value ?? 1623487;
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}
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private static int ScrambleStep(int seed) {
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seed ^= (seed << 7);
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seed *= 207398809;
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seed ^= (seed << 17);
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seed *= 928511849;
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seed ^= (seed << 12);
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return seed + 3;
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/// <summary>
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/// Returns a new <see cref="Random"/> instance using this source seed's value, retrieved using <see cref="Get"/>.
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/// </summary>
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/// <returns>A new <see cref="Random"/> using this seed source's value.</returns>
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public Random Random() {
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return new Random(this.Get());
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}
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}
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10000
Tests/Content/ConsecutiveSingleRandoms.txt
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10000
Tests/Content/ConsecutiveSingleRandoms.txt
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File diff suppressed because it is too large
Load diff
10000
Tests/Content/DistributedSingleRandoms.txt
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10000
Tests/Content/DistributedSingleRandoms.txt
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File diff suppressed because it is too large
Load diff
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@ -1,4 +1,6 @@
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using MLEM.Misc;
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using NUnit.Framework;
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@ -10,8 +12,10 @@ public class SingleRandomTests {
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[Test]
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public void TestEquality() {
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for (var i = 0; i < 1000000; i++) {
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Assert.AreEqual(SingleRandom.Single(i), SingleRandom.Single(new[] {i}));
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Assert.AreEqual(SingleRandom.Int(i), SingleRandom.Int(new[] {i}));
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Assert.AreEqual(SingleRandom.Single(i), SingleRandom.Single(new SeedSource().Add(i)));
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Assert.AreEqual(SingleRandom.Single(i), SingleRandom.Single(new SeedSource(i)));
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Assert.AreEqual(SingleRandom.Int(i), SingleRandom.Int(new SeedSource().Add(i)));
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Assert.AreEqual(SingleRandom.Int(i), SingleRandom.Int(new SeedSource(i)));
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// test if all methods that accept mins and max are identical
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Assert.AreEqual(SingleRandom.Int(i), SingleRandom.Int(int.MaxValue, i));
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@ -46,4 +50,15 @@ public class SingleRandomTests {
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Assert.AreEqual(0.5, flts.Average(), 0.001);
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}
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[Test]
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public void TestExpectedValues() {
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var distributed = File.ReadAllLines("Content/DistributedSingleRandoms.txt");
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for (var i = 0; i < 10000; i++)
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Assert.AreEqual(SingleRandom.Single(i * 10000).ToString(CultureInfo.InvariantCulture), distributed[i]);
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var consecutive = File.ReadAllLines("Content/ConsecutiveSingleRandoms.txt");
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for (var i = 0; i < 10000; i++)
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Assert.AreEqual(SingleRandom.Single(i).ToString(CultureInfo.InvariantCulture), consecutive[i]);
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}
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}
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