Most pseudo random number generators take a seed which the algorithm uses to generate random numbers from. Give the generator the same seed and you get the same stream of random numbers. This is great for testing, reproducing bugs, and synchronizing random numbers for multi-player games. Unfortunately, Flash’s Math.random doesn’t let you use a seed!
I’ve adapted .NET’s seeded Random Number Generator, which is based on Donald E. Knuth’s subtractive random number generator algorithm, to AS3. It’s short, so I’ve attached the entire code below. I compared the output of the AS3 version to the .NET version and they appear identical except for NextDouble() and NextNumber() which produce slightly different values in their least significant bits (this is caused by different floating point math processing.)
Common usage would be something like:
r:Random = new Random(getTimer()); //getTimer() acts as somewhat random seed.
trace("Seed: " + r.seed + " generates: " + r.nextInt());
Code Below:
import flash.utils.ByteArray;
public class Random
{
// Fields
private var _inext:int;
private var _inextp:int;
private const MBIG:int = 0x7fffffff;
private const MSEED:int = 0x9a4ec86;
private const MZ:int = 0;
private var _seed:int;
private var _seedArray:Vector.<int>;
// Methods
public function Random(seed:int)
{
this._seed = seed;
this._seedArray = new Vector.<int>(0x38, true);
var num2:int = 0x9a4ec86 - Math.abs(seed);
this._seedArray[0x37] = num2;
var num3:int = 1;
for (var i:int = 1; i < 0x37; i++)
{
var index:int = (0x15 * i) % 0x37;
this._seedArray[index] = num3;
num3 = num2 - num3;
if (num3 < 0)
{
num3 += 0x7fffffff;
}
num2 = this._seedArray[index];
}
for (var j:int = 1; j < 5; j++)
{
for (var k:int = 1; k < 0x38; k++)
{
this._seedArray[k] -= this._seedArray[1 + ((k + 30) % 0x37)];
if (this._seedArray[k] < 0)
{
this._seedArray[k] += 0x7fffffff;
}
}
}
this._inext = 0;
this._inextp = 0x15;
seed = 1;
}
public function get seed():int
{
return this._seed;
}
private function getSampleForLargeRange():Number
{
var num:int = this.internalSample();
if ((this.internalSample() % 2) == 0)
{
num = -num;
}
var num2:Number = num;
num2 += 2147483646.0;
return (num2 / 4294967293);
}
private function internalSample():int
{
var inext:int = this._inext;
var inextp:int = this._inextp;
if (++inext >= 0x38)
{
inext = 1;
}
if (++inextp >= 0x38)
{
inextp = 1;
}
var num:int = this._seedArray[inext] - this._seedArray[inextp];
if (num < 0)
{
num += 0x7fffffff;
}
this._seedArray[inext] = num;
this._inext = inext;
this._inextp = inextp;
return num;
}
public function nextInt():int
{
return this.internalSample();
}
public function nextMax(maxValue:int):int
{
if (maxValue < 0)
{
throw new ArgumentError("Argument \"maxValue\" must be positive.");
}
return int(this.sample() * maxValue);
}
public function nextMinMax(minValue:int, maxValue:int):int
{
if (minValue > maxValue)
{
throw new ArgumentError("Argument \"minValue\" must be less than or equal to \"maxValue\".");
}
var num:Number = maxValue - minValue;
if (num <= 0x7fffffff)
{
return (((int) (this.sample() * num)) + minValue);
}
return (((int) (Number(this.getSampleForLargeRange() * num))) + minValue);
}
public function nextBytes(buffer:ByteArray, length:int):void
{
if (buffer == null)
{
throw new ArgumentError("Argument \"buffer\" cannot be null.");
}
for (var i:int = 0; i < length; i++)
{
buffer.writeByte(this.internalSample() % 0x100);
}
}
public function nextNumber():Number
{
return this.sample();
}
protected function sample():Number
{
return (this.internalSample() * 4.6566128752457969E-10);
}
}
I hope this helps people!