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MLEM/MLEM/Misc/SeedSource.cs

111 lines
5.4 KiB
C#

using System;
namespace MLEM.Misc {
/// <summary>
/// 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 pseudorandom and combined into a single <see cref="int"/>.
/// 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.
/// </summary>
/// <example>
/// 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.
/// </example>
public readonly struct SeedSource {
private readonly int? value;
private SeedSource(int? value) {
this.value = value;
}
/// <summary>
/// Adds the given seed to this seed source's value and returns the result as a new seed source.
/// The algorithm used for adding involves various scrambling operations that sufficiently pseudo-randomize the seed and final value.
/// </summary>
/// <param name="seed">The seed to add.</param>
/// <returns>A new seed source with the seed added.</returns>
public SeedSource Add(int seed) {
return new SeedSource(SeedSource.Scramble(this.Get()) + SeedSource.Scramble(seed));
}
/// <summary>
/// Adds the given seed to this seed source's value and returns the result as a new seed source.
/// 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"/>.
/// </summary>
/// <param name="seed">The seed to add.</param>
/// <returns>A new seed source with the seed added.</returns>
public SeedSource Add(float seed) {
return this.Add((int) seed).Add((seed - (int) seed) * int.MaxValue);
}
/// <summary>
/// Adds the given seed to this seed source's value and returns the result as a new seed source.
/// Strings are scrambled by invoking <see cref="Add(int)"/> using every character contained in the string, in order.
/// </summary>
/// <param name="seed">The seed to add.</param>
/// <returns>A new seed source with the seed added.</returns>
public SeedSource Add(string seed) {
var ret = this;
foreach (var c in seed)
ret = ret.Add(c);
return ret;
}
/// <summary>
/// Adds the given seed to this seed source's value and returns the result as a new seed source.
/// Guids are scrambled by invoking <see cref="Add(int)"/> using every byte in the <see cref="Guid"/>'s byte array.
/// </summary>
/// <param name="seed">The seed to add.</param>
/// <returns>A new seed source with the seed added.</returns>
public SeedSource Add(Guid seed) {
var ret = this;
foreach (var b in seed.ToByteArray())
ret = ret.Add(b);
return ret;
}
/// <summary>
/// Adds the given seed to this seed source's value and returns the result as a new seed source.
/// Any objects that don't have a specially defined <see cref="Add(int)"/> overload get scrambled using <see cref="object.GetHashCode"/>.
/// </summary>
/// <param name="seed">The seed to add.</param>
/// <returns>A new seed source with the seed added.</returns>
public SeedSource Add(object seed) {
return this.Add(seed?.GetHashCode() ?? 0);
}
/// <summary>
/// Returns a new seed source whose value is this seed source's value, but scrambled further.
/// In essence, this creates a new seed source whose value is determined by the current seed source.
/// </summary>
/// <returns>A new seed source with a rotated value.</returns>
public SeedSource Rotate() {
return new SeedSource(SeedSource.Scramble(this.Get()));
}
/// <summary>
/// Returns this seed source's seed value, which can then be used in <see cref="SingleRandom"/> or elsewhere.
/// </summary>
/// <returns>This seed source's value.</returns>
public int Get() {
return this.value ?? 1623487;
}
/// <summary>
/// Returns a new <see cref="Random"/> instance using this source seed's value, retrieved using <see cref="Get"/>.
/// </summary>
/// <returns>A new <see cref="Random"/> using this seed source's value.</returns>
public Random Random() {
return new Random(this.Get());
}
private static int Scramble(int x) {
x += 84317;
x ^= x << 7;
x *= 207398809;
x ^= x << 17;
x *= 928511849;
return x;
}
}
}