Class: Doom::Game::Random
- Inherits:
-
Object
- Object
- Doom::Game::Random
- Defined in:
- lib/doom/game/random.rb
Overview
DOOM's P_Random -- a fixed 256-entry table walked by an index, not a PRNG.
The point is determinism: two peers running the same tics with the same starting index observe identical results, which is what lockstep networking requires. Kernel#rand cannot give us that.
Matches m_random.c. Only the game-state RNG lives here; presentation-only randomness (screen melt) stays on Kernel#rand since it never feeds the simulation.
Constant Summary collapse
- RNDTABLE =
[ 0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66, 74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36, 95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188, 52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224, 149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242, 145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0, 175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235, 25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113, 94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75, 136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196, 135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113, 80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241, 24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224, 145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95, 28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226, 71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36, 17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106, 197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136, 120, 163, 236, 249 ].freeze
Instance Attribute Summary collapse
-
#index ⇒ Object
Index into RNDTABLE.
Instance Method Summary collapse
-
#byte ⇒ Object
P_Random(): next table entry, 0-255.
-
#diff ⇒ Object
Signed difference of two draws, -255..255.
-
#initialize(seed = 0) ⇒ Random
constructor
A new instance of Random.
-
#rand(arg = nil) ⇒ Object
Kernel#rand-compatible surface so call sites read the same as before.
- #reset(seed = 0) ⇒ Object
Constructor Details
#initialize(seed = 0) ⇒ Random
Returns a new instance of Random.
41 42 43 |
# File 'lib/doom/game/random.rb', line 41 def initialize(seed = 0) reset(seed) end |
Instance Attribute Details
#index ⇒ Object
Index into RNDTABLE. Part of the game state -- include it in desync hashes, and save/restore it alongside player positions.
39 40 41 |
# File 'lib/doom/game/random.rb', line 39 def index @index end |
Instance Method Details
#byte ⇒ Object
P_Random(): next table entry, 0-255.
50 51 52 53 |
# File 'lib/doom/game/random.rb', line 50 def byte @index = (@index + 1) & 0xff RNDTABLE[@index] end |
#diff ⇒ Object
Signed difference of two draws, -255..255. DOOM uses this shape a lot (P_Random() - P_Random()) for spread and jitter.
57 58 59 |
# File 'lib/doom/game/random.rb', line 57 def diff byte - byte end |
#rand(arg = nil) ⇒ Object
Kernel#rand-compatible surface so call sites read the same as before.
rand -> Float in [0, 1)
rand(n) -> Integer in 0...n (DOOM's P_Random()%n)
rand(a..b) -> Integer in a..b
66 67 68 69 70 71 72 73 74 75 76 77 78 79 |
# File 'lib/doom/game/random.rb', line 66 def rand(arg = nil) case arg when nil byte / 256.0 when ::Range lo = arg.begin hi = arg.exclude_end? ? arg.end - 1 : arg.end span = hi - lo + 1 span <= 0 ? lo : lo + (byte % span) else n = arg.to_i n <= 0 ? 0 : byte % n end end |
#reset(seed = 0) ⇒ Object
45 46 47 |
# File 'lib/doom/game/random.rb', line 45 def reset(seed = 0) @index = seed & 0xff end |