Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Utils/MTRandom.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

137 lines
4.0 KiB
C#

using System;
namespace Barotrauma
{
/// <summary>
/// Mersenne Twister based random
/// </summary>
public sealed class MTRandom : Random
{
private const int N = 624;
private const int M = 397;
private const uint MATRIX_A = 0x9908b0dfU;
private const uint UPPER_MASK = 0x80000000U;
private const uint LOWER_MASK = 0x7fffffffU;
private const uint TEMPER1 = 0x9d2c5680U;
private const uint TEMPER2 = 0xefc60000U;
private const int TEMPER3 = 11;
private const int TEMPER4 = 7;
private const int TEMPER5 = 15;
private const int TEMPER6 = 18;
private UInt32[] mt;
private int mti;
private UInt32[] mag01;
private const double c_realUnitInt = 1.0 / ((double)int.MaxValue + 1.0);
/// <summary>
/// Constructor with randomized seed
/// </summary>
public MTRandom()
{
Initialize((uint)Environment.TickCount);
}
/// <summary>
/// Constructor with provided 32 bit seed
/// </summary>
[CLSCompliant(false)]
public MTRandom(int seed)
{
Initialize((uint)Math.Abs(seed));
}
/// <summary>
/// (Re)initialize this instance with provided 32 bit seed
/// </summary>
[CLSCompliant(false)]
private void Initialize(uint seed)
{
mt = new UInt32[N];
mti = N + 1;
mag01 = new UInt32[] { 0x0U, MATRIX_A };
mt[0] = seed;
for (int i = 1; i < N; i++)
mt[i] = (UInt32)(1812433253 * (mt[i - 1] ^ (mt[i - 1] >> 30)) + i);
}
/// <summary>
/// Generates a random value from UInt32.MinValue to UInt32.MaxValue, inclusively
/// </summary>
[CLSCompliant(false)]
private uint NextUInt32()
{
UInt32 y;
if (mti >= N)
{
GenRandAll();
mti = 0;
}
y = mt[mti++];
y ^= (y >> TEMPER3);
y ^= (y << TEMPER4) & TEMPER1;
y ^= (y << TEMPER5) & TEMPER2;
y ^= (y >> TEMPER6);
return y;
}
/// <summary>
/// Generates a random value that is greater or equal than 0 and less than Int32.MaxValue
/// </summary>
public override int Next()
{
var retval = (int)(0x7FFFFFFF & NextUInt32());
if (retval == 0x7FFFFFFF)
return NextInt32();
return retval;
}
/// <summary>
/// Returns a random value is greater or equal than 0 and less than maxValue
/// </summary>
public override int Next(int maxValue)
{
return (int)(NextDouble() * maxValue);
}
/// <summary>
/// Generates a random value greater or equal than 0 and less or equal than Int32.MaxValue (inclusively)
/// </summary>
public int NextInt32()
{
return (int)(0x7FFFFFFF & NextUInt32());
}
/// <summary>
/// Returns random value larger or equal to 0.0 and less than 1.0
/// </summary>
public override double NextDouble()
{
return c_realUnitInt * NextInt32();
}
private void GenRandAll()
{
int kk = 1;
UInt32 y;
UInt32 p;
y = mt[0] & UPPER_MASK;
do
{
p = mt[kk];
mt[kk - 1] = mt[kk + (M - 1)] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
y = p & UPPER_MASK;
} while (++kk < N - M + 1);
do
{
p = mt[kk];
mt[kk - 1] = mt[kk + (M - N - 1)] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
y = p & UPPER_MASK;
} while (++kk < N);
p = mt[0];
mt[N - 1] = mt[M - 1] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
}
}
}