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	| Author | SHA1 | Date | |
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| 
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					f2e0698608 | ||
| cade17a9a6 | 
@@ -1,5 +1,5 @@
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import algorithm, random, sugar
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import fixedseq, game
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import fastrand, fixedseq, game
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proc nextPermutation(x: var FixedSeq): bool =
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@@ -93,4 +93,4 @@ proc randomFuture*(dice: FixedSeq, r: var Rand): FixedSeq[5, Die, int8] =
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  result.initFixedSeq
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  let order = dice.dup(shuffle(r))
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  for i, color in order:
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    result.add((color, r.rand(1..3)))
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    result.add((color, r.fastRand(1..3)))
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										74
									
								
								fastrand.nim
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										74
									
								
								fastrand.nim
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,74 @@
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import random, math
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import times, std/monotimes, strformat, strutils
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proc formatNum(n: SomeNumber): string =
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  let s = $(n.round)
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  let t = s[0 .. s.len - 3]
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  var count = 1
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  for i in countdown(t.high, 0):
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    result.insert($t[i], 0)
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    if count mod 3 == 0 and i != 0:
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      result.insert(",", 0)
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    count += 1
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proc formatRate(n: Natural, d: Duration): string =
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  result = formatNum(1_000_000'f64 * n.float64 / d.inMicroseconds.float64)
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const upperBound = uint64(uint32.high)
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proc fastRand*[T: Natural](r: var Rand, x: T): T =
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  # Nim ranges are usually inclusive, but this algorithm is exclusive
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  let x = x.uint64 + 1
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  let num = if x <= upperBound:
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    ((r.next shr 32) * x.uint64) shr 32
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  else:
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    r.next mod x.uint64
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  result = T(num)
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proc fastRand*(r: var Rand; x, y: Natural): Natural =
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  let lim = (y - x)
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  result = fastRand(r, lim) + x
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proc fastRand*[T](r: var Rand, slice: HSlice[T, T]): T =
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  let n = fastRand(r, slice.a.Natural, slice.b.Natural)
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  result = T(n)
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proc testFastRand(num = 1_000_000_000): Duration =
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  var r = initRand(rand(int64))
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  let start = getMonoTime()
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  for i in 1 .. num:
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    discard r.fastRand(5)
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  result = getMonoTime() - start
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  # echo "fastrand execution rate: ",  1000 * num / dur.inMilliseconds.int, " generated per second."
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proc testStdRand(num = 1_000_000_000): Duration =
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  var r = initRand(rand(int64))
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  let start = getMonoTime()
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  for i in 1 .. num:
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    discard r.rand(4)
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  result = getMonoTime() - start
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  # echo "std rand execution rate: ", 1000 * num / dur.inMilliseconds.int, " generated per second."
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when isMainModule:
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  randomize()
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  var r = initRand(rand(int64))
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  let runs = 100_000_000
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  var totals: array[5..9, int]
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  for i in 1 .. runs:
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    let n = r.fastRand(5..9)
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    totals[n] += 1
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  echo totals
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  # let fr = testFastRand(runs)
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  # echo "fastrand execution rate: ", formatNum(1_000_000 * runs / fr.inMicroseconds.int)
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  # let sr = testStdRand(runs)
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  # echo "standard execution rate: ", formatNum(1_000_000 * runs / sr.inMicroseconds.int)
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										26
									
								
								game.nim
									
									
									
									
									
								
							
							
						
						
									
										26
									
								
								game.nim
									
									
									
									
									
								
							@@ -53,13 +53,9 @@ type
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    camels*: ColorStack
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    tile*: Option[Tile]
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  CamelPos* = object
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    square*: range[1..16]
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    stackIdx*: int8
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  Board* = object
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    squares*: array[1..16, Square]
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    camels*: array[Color, CamelPos]
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    camels*: array[Color, range[1..16]]
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    diceRolled*: array[Color, bool]
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    leader*: Option[Color]
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    gameOver*: bool
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@@ -107,17 +103,13 @@ proc setState*(b: var Board;
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               tiles: openArray[tuple[t: Tile, p: int]]) =
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  for (color, dest) in camels: # note that `camels` is ordered, as this determines stacking
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    b[dest].camels.add(color)
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    let height = b[dest].camels.high
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    b.camels[color] = CamelPos(square: dest, stackIdx: height)
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    b.camels[color] = dest
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  for (tile, dest) in tiles:
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    b[dest].tile = some(tile)
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  for sq in b.squares:
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    if sq.camels.len > 0:
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      let squareLeader = sq.camels[^1]
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      if b.leader.isNone or b.leader.get != squareLeader:
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        b.leader = some(squareLeader)
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  let leadCamel = b[max(b.camels)].camels[^1] # top camel in the last currently-occupied space
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  b.leader = some(leadCamel)
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proc diceRemaining*(b: Board): ColorStack =
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@@ -134,7 +126,7 @@ proc resetDice*(b: var Board) =
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proc advance*(b: var Board, die: Die) =
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  let
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    (color, roll) = die
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    startPos = b.camels[color].square
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    startPos = b.camels[color]
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  var endPos = startPos + roll
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  if endPos > 16: # camel has passed the finish line
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@@ -152,18 +144,18 @@ proc advance*(b: var Board, die: Die) =
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  if prepend:
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    b[startPos].camels.moveSubstackPre(b[endPos].camels, stackStart)
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    let stackLen = b[startPos].camels.len - stackStart
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    for i in 0'i8 ..< stackLen:
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    for i in 0 ..< stackLen:
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      # we know how many camels we added to the bottom, so set the position for each of those
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      b.camels[b[endPos].camels[i]] = CamelPos(square: endPos, stackIdx: i) # replace with cast later?
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      b.camels[b[endPos].camels[i]] = endPos
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  else:
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    let dstPrevHigh = b[endPos].camels.high
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    b[startPos].camels.moveSubstack(b[endPos].camels, stackStart)
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    # the camels that have moved start immediately after the previous high camel
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    for i in (dstPrevHigh + 1) .. b[endPos].camels.high:
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      b.camels[b[endPos].camels[i]] = CamelPos(square: endPos, stackIdx: i)
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      b.camels[b[endPos].camels[i]] = endPos
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  # if we are stacking on or moving past the previous leader
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  if endPos >= b.camels[b.leader.get].square:
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  if endPos >= b.camels[b.leader.get]:
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    b.leader = some(b[endPos].camels[^1])
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  b.diceRolled[color] = true
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