The seeded random numbers lived in the ECS runtime, so a tool or a program of test blocks got "unknown function rng_range". They are runtime/native/rng.ludic now, spliced on Random.* or a bare rng_*/seed call nobody defines, and imported by core.ludic for a game. A bare value_*/json_* call nothing in the program defines splices the value tree the way Value.* does. Reseed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
70 lines
2 KiB
Text
70 lines
2 KiB
Text
# rng.ludic — the engine's seeded random numbers (Random.*, seed, rng_*): xorshift32, the same
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# stream on every machine. Its own file so a program with no ECS - a tool, a test program - gets
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# Random.* too: the compiler splices it on demand, and core.ludic imports it for a game.
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var rt_rng: int = 305419896 # xorshift32 state
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# ---- rng (xorshift32) -----------------------------------------------------
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function rt_seed(s: int) -> void {
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if s == 0 {
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rt_rng = 305419896
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return
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}
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rt_rng = s
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}
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# xorshift32 (Marsaglia). Runs on the raw 32-bit pattern, so the sign bit is
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# masked off only when a caller asks for a number.
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function rt_next_rand() -> int {
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var x = rt_rng
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x = (x ^ (x << 13))
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x = (x ^ (x >> 17))
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x = (x ^ (x << 5))
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rt_rng = x
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return (x & 2147483647)
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}
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function rt_rng_range(lo: int, hi: int) -> int {
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if hi <= lo { return lo }
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return lo + rt_next_rand() % (hi - lo + 1)
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}
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function rt_rng_chance(pct: int) -> bool {
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return rt_next_rand() % 100 < pct
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}
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# a deterministic fixed-point value in [0, 1) — the raw 0..65535 is exactly the
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# Q16.16 fraction (fixed and int share the i32 representation).
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function rt_rng_value() -> fixed {
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return rt_rng_range(0, 65535)
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}
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# a deterministic integer in [0, max) — 0 when max <= 0
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function rt_rng_int(max: int) -> int {
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if max <= 0 { return 0 }
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return rt_rng_range(0, max - 1)
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}
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# a deterministic +1 or -1
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function rt_rng_sign() -> int {
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if rt_rng_chance(50) { return 1 }
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return -1
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}
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# Random.weighted(weights): an index drawn in proportion to its weight (0 = never);
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# -1 when every weight is 0. Deterministic, from the seeded RNG.
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function rt_rng_weighted(weights: []int) -> int {
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var total = 0
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var i = 0
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while i < len(weights) { if weights[i] > 0 { total += weights[i] }; i += 1 }
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if total <= 0 { return -1 }
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var roll = rt_rng_range(0, total - 1)
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i = 0
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while i < len(weights) {
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if weights[i] > 0 {
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if roll < weights[i] { return i }
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roll -= weights[i]
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}
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i += 1
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}
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return -1
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}
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