random: port Alea, one generator per character

pqcli used Python's global Mersenne Twister, seeded once from the clock.
Upstream uses Johannes Baagøe's Alea, with Random(n) = uint32() % n, and
keeps the generator state with each character. The port matches the JS
output bit for bit, including UTF-16 seeding of non-BMP characters.

Each Player now owns an Alea that is pickled with the save, and
Simulation.tick draws from it. Saves without one get a fresh generator.
As upstream does, a new character's game continues from the state the
kept stat roll was made from.

The parity traces are re-recorded, since every random number changes.
This commit is contained in:
Dash committed 2026-10-17 15:55:50 +02:00
1 parent f1cdff8140
commit 9c44d69633
11 files changed
+5741 -5452

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+13 -10
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@@ -6,6 +6,7 @@ from pqcli import random
from pqcli.config import StatType
from pqcli.game_data import load_game_data
from pqcli.mechanic import Player, Simulation, Stats, monster_task
from pqcli.random import Alea
STATS = {
StatType.strength: 12,
@@ -28,6 +29,7 @@ def run_trace(seed: str, ticks: int = 3000) -> T.List[str]:
race=data.races[0],
class_=data.classes[0],
stats=Stats(dict(STATS)),
rng=Alea(seed),
)
random.seed(seed)
simulation = Simulation(player, data)
@@ -40,17 +42,18 @@ def run_trace(seed: str, ticks: int = 3000) -> T.List[str]:
for _ in range(ticks):
simulation.tick(100000.0)
# plot cinematics and quests are rare in a short run, so force them
for _ in range(30):
simulation.interplot_cinematic()
simulation.complete_quest()
lines.extend(f"queued: {task.description}" for task in player.queue)
player.queue.clear()
with random.using(player.rng):
# plot cinematics and quests are rare in a short run, so force them
for _ in range(30):
simulation.interplot_cinematic()
simulation.complete_quest()
lines.extend(f"queued: {task.description}" for task in player.queue)
player.queue.clear()
# high level monsters are unreachable in a short run
for level in range(1, 100):
task = monster_task(data, level, player.quest_book.monster)
lines.append(f"monster: {task.description} {task.duration}")
# high level monsters are unreachable in a short run
for level in range(1, 100):
task = monster_task(data, level, player.quest_book.monster)
lines.append(f"monster: {task.description} {task.duration}")
lines.append(f"level: {player.level}")
lines.append(f"act: {player.quest_book.act}")
+59
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@@ -1,4 +1,5 @@
import datetime
import pickle
import re
import pytest
@@ -11,9 +12,12 @@ from pqcli.mechanic import (
Player,
Simulation,
Stats,
StatsBuilder,
create_player,
impressive_guy,
level_up_time,
)
from pqcli.random import Alea
def test_level_up_time_matches_upstream() -> None:
@@ -24,6 +28,10 @@ def test_level_up_time_matches_upstream() -> None:
assert level_up_time(100) == 70460007
RACE = load_game_data().races[0]
CLASS = load_game_data().classes[0]
def make_simulation() -> Simulation:
data = load_game_data()
player = Player(
@@ -32,6 +40,7 @@ def make_simulation() -> Simulation:
race=data.races[0],
class_=data.classes[0],
stats=Stats({stat: 10 for stat in StatType}),
rng=Alea("test"),
)
return Simulation(player, data)
@@ -181,3 +190,53 @@ def test_prologue_fills_plot_bar() -> None:
]
assert positions[5][0] == "Loading Act I"
assert positions[6][0] == "Heading to the killing fields"
def test_player_rng_survives_save_and_load() -> None:
simulation = make_simulation()
for _ in range(50):
simulation.tick(100000.0)
restored = pickle.loads(pickle.dumps(simulation.player))
assert restored.rng.state() == simulation.player.rng.state()
def test_old_save_without_rng_gets_one() -> None:
player = make_simulation().player
state = player.__dict__.copy()
del state["rng"]
restored = Player.__new__(Player)
restored.__setstate__(state)
assert isinstance(restored.rng, Alea)
def test_tick_draws_from_player_rng_only() -> None:
random.seed("global")
expected = Alea("global").uint32() % 1000
simulation = make_simulation()
before = simulation.player.rng.state()
for _ in range(50):
simulation.tick(100000.0)
assert simulation.player.rng.state() != before
assert random.below(1000) == expected
def test_new_game_replays_stat_roll_numbers() -> None:
# upstream seeds the game with the state from before the stat roll
builder = StatsBuilder(Alea("roll"))
builder.roll()
stats = builder.roll()
player = create_player("New", RACE, CLASS, stats, builder.seed)
assert player.rng.state() == builder.history[-1].seed
with random.using(player.rng):
rerolled = StatsBuilder(player.rng).roll()
assert dict(rerolled) == dict(stats)
def test_unroll_restores_previous_stats_and_generator() -> None:
builder = StatsBuilder(Alea("roll"))
first = builder.roll()
after_first = builder.history[-1].after
builder.roll()
assert builder.unroll() is first
assert builder.seed == builder.history[-1].seed
assert builder._rng.state() == after_first
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@@ -0,0 +1,88 @@
import pickle
import pytest
from pqcli import random
from pqcli.random import Alea
# First outputs and resulting state of upstream's JS Alea(seed).uint32()
VECTORS = {
"alpha": (
[3768637044, 756790225, 3147161637, 1726577786, 279486812],
(0.732755669625476, 0.4020002172328532, 0.06507309433072805, 368555),
),
"": (
[715789690, 2091287642, 486307, 3866591158, 760028033],
(
0.00011322717182338238,
0.9002609080635011,
0.17695781611837447,
1018452,
),
),
"1697543210123": (
[3110287155, 2843160345, 1794106530, 2361562046, 1804721005],
(
0.41772297816351056,
0.5498440111987293,
0.42019435320980847,
1384612,
),
),
# Mash hashes UTF-16 code units, so the dragon counts as two
"Ünïcødé 🐉": (
[4162081648, 198215584, 541466577, 6418444, 2254846220],
(
0.12607001163996756,
0.0014944104477763176,
0.5249972967430949,
96530,
),
),
}
@pytest.mark.parametrize("seed", VECTORS)
def test_alea_matches_upstream(seed: str) -> None:
first, state = VECTORS[seed]
rng = Alea(seed)
assert [rng.uint32() for _ in first] == first
assert rng.state() == state
def test_alea_state_round_trip() -> None:
rng = Alea("alpha")
rng.uint32()
copy = Alea.from_state(rng.state())
assert [copy.uint32() for _ in range(100)] == [
rng.uint32() for _ in range(100)
]
def test_alea_pickles_with_its_state() -> None:
rng = Alea("alpha")
rng.uint32()
copy = pickle.loads(pickle.dumps(rng))
assert copy.state() == rng.state()
def test_unseeded_alea_differs() -> None:
assert Alea().state() != Alea("alpha").state()
def test_below_is_uint32_modulo() -> None:
# Random(n) = seed.uint32() % n
random.seed("alpha")
assert [random.below(1000) for _ in range(5)] == [
n % 1000 for n in VECTORS["alpha"][0]
]
def test_using_restores_previous_generator() -> None:
random.seed("outer")
expected = Alea("outer").uint32() % 1000
inner = Alea("inner")
with random.using(inner):
random.below(10)
assert inner.state() != Alea("inner").state()
assert random.below(1000) == expected