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namespace Theriapolis.Core.Util;
/// <summary>
/// SplitMix64-based pseudo-random number generator with named sub-stream support.
/// All game randomness must go through this class — no new System.Random() anywhere.
/// </summary>
public sealed class SeededRng
{
private ulong _state;
public SeededRng(ulong seed)
{
// Mix the seed to avoid bad low-entropy states
_state = seed == 0 ? 0x9e3779b97f4a7c15UL : seed;
// Warm up the state
NextUInt64();
NextUInt64();
}
/// <summary>Create a sub-stream for a specific subsystem using the world seed and a named tag constant.</summary>
public static SeededRng ForSubsystem(ulong worldSeed, ulong subsystemTag)
=> new(worldSeed ^ subsystemTag);
public ulong NextUInt64()
{
// SplitMix64 step
_state += 0x9e3779b97f4a7c15UL;
ulong z = _state;
z = (z ^ (z >> 30)) * 0xbf58476d1ce4e5b9UL;
z = (z ^ (z >> 27)) * 0x94d049bb133111ebUL;
return z ^ (z >> 31);
}
public uint NextUInt32() => (uint)(NextUInt64() >> 32);
/// <summary>Returns a double in [0, 1).</summary>
public double NextDouble() => (NextUInt64() >> 11) * (1.0 / (1UL << 53));
/// <summary>Returns a float in [0, 1).</summary>
public float NextFloat() => (float)NextDouble();
/// <summary>Returns a float in [min, max).</summary>
public float NextFloat(float min, float max) => min + NextFloat() * (max - min);
/// <summary>Returns an int in [min, max).</summary>
public int NextInt(int min, int max)
{
if (max <= min) return min;
return min + (int)(NextUInt64() % (ulong)(max - min));
}
/// <summary>Returns an int in [0, max).</summary>
public int NextInt(int max) => NextInt(0, max);
/// <summary>Returns true with probability p (01).</summary>
public bool NextBool(double p = 0.5) => NextDouble() < p;
/// <summary>Shuffles a span in place using FisherYates.</summary>
public void Shuffle<T>(Span<T> span)
{
for (int i = span.Length - 1; i > 0; i--)
{
int j = NextInt(0, i + 1);
(span[i], span[j]) = (span[j], span[i]);
}
}
}