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/** | |
* PRNG | |
* Pokemon Showdown - http://pokemonshowdown.com/ | |
* | |
* This simulates the on-cartridge PRNG used in the real games. | |
* | |
* In addition to potentially allowing us to read replays from in-game, | |
* this also makes it possible to record an "input log" (a seed + | |
* initial teams + move/switch decisions) and "replay" a simulation to | |
* get the same result. | |
* | |
* @license MIT license | |
*/ | |
import { Chacha20 } from 'ts-chacha20'; | |
import { Utils } from '../lib/utils'; | |
import * as crypto from 'crypto'; | |
export type PRNGSeed = `${'sodium' | 'gen5' | number},${string}`; | |
export type SodiumRNGSeed = ['sodium', string]; | |
/** 64-bit big-endian [high -> low] int */ | |
export type Gen5RNGSeed = [number, number, number, number]; | |
/** | |
* Low-level source of 32-bit random numbers. | |
*/ | |
interface RNG { | |
getSeed(): PRNGSeed; | |
/** random 32-bit number */ | |
next(): number; | |
} | |
/** | |
* High-level PRNG API, for getting random numbers. | |
* | |
* Chooses the RNG implementation based on the seed passed to the constructor. | |
* Seeds starting with 'sodium' use sodium. Other seeds use the Gen 5 RNG. | |
* If a seed isn't given, defaults to sodium. | |
* | |
* The actual randomness source is in this.rng. | |
*/ | |
export class PRNG { | |
readonly startingSeed: PRNGSeed; | |
rng!: RNG; | |
/** Creates a new source of randomness for the given seed. */ | |
constructor(seed: PRNGSeed | null = null, initialSeed?: PRNGSeed) { | |
if (!seed) seed = PRNG.generateSeed(); | |
if (Array.isArray(seed)) { | |
// compat for old inputlogs | |
seed = seed.join(',') as PRNGSeed; | |
} | |
if (typeof seed !== 'string') { | |
throw new Error(`PRNG: Seed ${seed} must be a string`); | |
} | |
this.startingSeed = initialSeed ?? seed; | |
this.setSeed(seed); | |
} | |
setSeed(seed: PRNGSeed) { | |
if (seed.startsWith('sodium,')) { | |
this.rng = new SodiumRNG(seed.split(',') as SodiumRNGSeed); | |
} else if (seed.startsWith('gen5,')) { | |
const gen5Seed = [seed.slice(5, 9), seed.slice(9, 13), seed.slice(13, 17), seed.slice(17, 21)]; | |
this.rng = new Gen5RNG(gen5Seed.map(n => parseInt(n, 16)) as Gen5RNGSeed); | |
} else if (/[0-9]/.test(seed.charAt(0))) { | |
this.rng = new Gen5RNG(seed.split(',').map(Number) as Gen5RNGSeed); | |
} else { | |
throw new Error(`Unrecognized RNG seed ${seed}`); | |
} | |
} | |
getSeed(): PRNGSeed { | |
return this.rng.getSeed(); | |
} | |
/** | |
* Creates a clone of the current PRNG. | |
* | |
* The new PRNG will have its initial seed set to the seed of the current instance. | |
*/ | |
clone(): PRNG { | |
return new PRNG(this.rng.getSeed(), this.startingSeed); | |
} | |
/** | |
* Retrieves the next random number in the sequence. | |
* This function has three different results, depending on arguments: | |
* - random() returns a real number in [0, 1), just like Math.random() | |
* - random(n) returns an integer in [0, n) | |
* - random(m, n) returns an integer in [m, n) | |
* m and n are converted to integers via Math.floor. If the result is NaN, they are ignored. | |
*/ | |
random(from?: number, to?: number): number { | |
const result = this.rng.next(); | |
if (from) from = Math.floor(from); | |
if (to) to = Math.floor(to); | |
if (from === undefined) { | |
return result / 2 ** 32; | |
} else if (!to) { | |
return Math.floor(result * from / 2 ** 32); | |
} else { | |
return Math.floor(result * (to - from) / 2 ** 32) + from; | |
} | |
} | |
/** | |
* Flip a coin (two-sided die), returning true or false. | |
* | |
* This function returns true with probability `P`, where `P = numerator | |
* / denominator`. This function returns false with probability `1 - P`. | |
* | |
* The numerator must be a non-negative integer (`>= 0`). | |
* | |
* The denominator must be a positive integer (`> 0`). | |
*/ | |
randomChance(numerator: number, denominator: number): boolean { | |
return this.random(denominator) < numerator; | |
} | |
/** | |
* Return a random item from the given array. | |
* | |
* This function chooses items in the array with equal probability. | |
* | |
* If there are duplicate items in the array, each duplicate is | |
* considered separately. For example, sample(['x', 'x', 'y']) returns | |
* 'x' 67% of the time and 'y' 33% of the time. | |
* | |
* The array must contain at least one item. | |
* | |
* The array must not be sparse. | |
*/ | |
sample<T>(items: readonly T[]): T { | |
if (items.length === 0) { | |
throw new RangeError(`Cannot sample an empty array`); | |
} | |
const index = this.random(items.length); | |
const item = items[index]; | |
if (item === undefined && !Object.prototype.hasOwnProperty.call(items, index)) { | |
throw new RangeError(`Cannot sample a sparse array`); | |
} | |
return item; | |
} | |
/** | |
* A Fisher-Yates shuffle. This is how the game resolves speed ties. | |
* | |
* At least according to V4 in | |
* https://github.com/smogon/pokemon-showdown/issues/1157#issuecomment-214454873 | |
*/ | |
shuffle<T>(items: T[], start = 0, end: number = items.length) { | |
while (start < end - 1) { | |
const nextIndex = this.random(start, end); | |
if (start !== nextIndex) { | |
[items[start], items[nextIndex]] = [items[nextIndex], items[start]]; | |
} | |
start++; | |
} | |
} | |
static generateSeed(): PRNGSeed { | |
return PRNG.convertSeed(SodiumRNG.generateSeed()); | |
} | |
static convertSeed(seed: SodiumRNGSeed | Gen5RNGSeed): PRNGSeed { | |
return seed.join(',') as PRNGSeed; | |
} | |
static get(prng?: PRNG | PRNGSeed | null) { | |
return prng && typeof prng !== 'string' && !Array.isArray(prng) ? prng : new PRNG(prng as PRNGSeed); | |
} | |
} | |
/** | |
* This is a drop-in replacement for libsodium's randombytes_buf_deterministic, | |
* but it's implemented with ts-chacha20 instead, for a smaller dependency that | |
* doesn't use NodeJS native modules, for better portability. | |
*/ | |
export class SodiumRNG implements RNG { | |
// nonce chosen to be compatible with libsodium's randombytes_buf_deterministic | |
// https://github.com/jedisct1/libsodium/blob/ce07d6c82c0e6c75031cf627913bf4f9d3f1e754/src/libsodium/randombytes/randombytes.c#L178 | |
static readonly NONCE = Uint8Array.from([..."LibsodiumDRG"].map(c => c.charCodeAt(0))); | |
seed!: Uint8Array; | |
/** Creates a new source of randomness for the given seed. */ | |
constructor(seed: SodiumRNGSeed) { | |
this.setSeed(seed); | |
} | |
setSeed(seed: SodiumRNGSeed) { | |
// randombytes_buf_deterministic requires 32 bytes, but | |
// generateSeed generates 16 bytes, so the last 16 bytes will be 0 | |
// when starting out. This shouldn't cause any problems. | |
const seedBuf = new Uint8Array(32); | |
Utils.bufWriteHex(seedBuf, seed[1].padEnd(64, '0')); | |
this.seed = seedBuf; | |
} | |
getSeed(): PRNGSeed { | |
return `sodium,${Utils.bufReadHex(this.seed)}`; | |
} | |
next() { | |
const zeroBuf = new Uint8Array(36); | |
// tested to do the exact same thing as | |
// sodium.randombytes_buf_deterministic(buf, this.seed); | |
const buf = new Chacha20(this.seed, SodiumRNG.NONCE).encrypt(zeroBuf); | |
// use the first 32 bytes for the next seed, and the next 4 bytes for the output | |
this.seed = buf.slice(0, 32); | |
// reading big-endian | |
return buf.slice(32, 36).reduce((a, b) => a * 256 + b); | |
} | |
static generateSeed(): SodiumRNGSeed { | |
return [ | |
'sodium', | |
crypto.randomBytes(16).toString('hex'), | |
]; | |
} | |
} | |
/** | |
* A PRNG intended to emulate the on-cartridge PRNG for Gen 5 with a 64-bit | |
* initial seed. | |
*/ | |
export class Gen5RNG implements RNG { | |
seed: Gen5RNGSeed; | |
/** Creates a new source of randomness for the given seed. */ | |
constructor(seed: Gen5RNGSeed | null = null) { | |
this.seed = [...seed || Gen5RNG.generateSeed()]; | |
} | |
getSeed(): PRNGSeed { | |
return this.seed.join(',') as PRNGSeed; | |
} | |
next(): number { | |
this.seed = this.nextFrame(this.seed); // Advance the RNG | |
return (this.seed[0] << 16 >>> 0) + this.seed[1]; // Use the upper 32 bits | |
} | |
/** | |
* Calculates `a * b + c` (with 64-bit 2's complement integers) | |
*/ | |
multiplyAdd(a: Gen5RNGSeed, b: Gen5RNGSeed, c: Gen5RNGSeed) { | |
// If you've done long multiplication, this is the same thing. | |
const out: Gen5RNGSeed = [0, 0, 0, 0]; | |
let carry = 0; | |
for (let outIndex = 3; outIndex >= 0; outIndex--) { | |
for (let bIndex = outIndex; bIndex < 4; bIndex++) { | |
const aIndex = 3 - (bIndex - outIndex); | |
carry += a[aIndex] * b[bIndex]; | |
} | |
carry += c[outIndex]; | |
out[outIndex] = carry & 0xFFFF; | |
carry >>>= 16; | |
} | |
return out; | |
} | |
/** | |
* The RNG is a Linear Congruential Generator (LCG) in the form: `x_{n + 1} = (a x_n + c) % m` | |
* | |
* Where: `x_0` is the seed, `x_n` is the random number after n iterations, | |
* | |
* ```` | |
* a = 0x5D588B656C078965 | |
* c = 0x00269EC3 | |
* m = 2^64 | |
* ```` | |
*/ | |
nextFrame(seed: Gen5RNGSeed, framesToAdvance = 1): Gen5RNGSeed { | |
const a: Gen5RNGSeed = [0x5D58, 0x8B65, 0x6C07, 0x8965]; | |
const c: Gen5RNGSeed = [0, 0, 0x26, 0x9EC3]; | |
for (let i = 0; i < framesToAdvance; i++) { | |
// seed = seed * a + c | |
seed = this.multiplyAdd(seed, a, c); | |
} | |
return seed; | |
} | |
static generateSeed(): Gen5RNGSeed { | |
return [ | |
Math.trunc(Math.random() * 2 ** 16), | |
Math.trunc(Math.random() * 2 ** 16), | |
Math.trunc(Math.random() * 2 ** 16), | |
Math.trunc(Math.random() * 2 ** 16), | |
]; | |
} | |
} | |
// The following commented-out class is designed to emulate the on-cartridge | |
// PRNG for Gens 3 and 4, as described in | |
// https://www.smogon.com/ingame/rng/pid_iv_creation#pokemon_random_number_generator | |
// This RNG uses a 32-bit initial seed | |
// m and n are converted to integers via Math.floor. If the result is NaN, they | |
// are ignored. | |
/* | |
export type Gen3RNGSeed = ['gen3', number]; | |
export class Gen3RNG implements RNG { | |
seed: number; | |
constructor(seed: Gen3RNGSeed | null = null) { | |
this.seed = seed ? seed[1] : Math.trunc(Math.random() * 2 ** 32); | |
} | |
getSeed() { | |
return ['gen3', this.seed]; | |
} | |
next(): number { | |
this.seed = this.seed * 0x41C64E6D + 0x6073) >>> 0; // truncate the result to the last 32 bits | |
const val = this.seed >>> 16; // the first 16 bits of the seed are the random value | |
return val << 16 >>> 0; // PRNG#random expects a 32-bit number and will divide accordingly | |
} | |
} | |
*/ | |