Using Naive JS:

const {modify, get} = require('crocks/State');
const K = require('crocks/combinators/constant');
const B = require('crocks/combinators/composeB'); const assign = require('crocks/helpers/assign');
const prop = require('crocks/Maybe/prop');
const option = require('crocks/pointfree/option'); // rando : Integer -> State Object Float
const rando = x => {
const seed = ( * x + ) & 0x7fffffff
const value = (seed >>> ) / 0x7fff; return modify(assign({seed})) // update the seed Pair(_, seed)
.map(K(value)); // update the value Pair(value, seed)
} // pullRandom :: Integer -> State Object Float
const pullRandom = defSeed =>
get(s => pluckSeed(defSeed)).chain(rando); // pluckSeed :: Integer -> Object -> Integer
const pluckSeed =
def => B(option(def), prop('seed')) module.exports = {
pullRandom
};

The main problem is inside 'rando' function, not really a FP way doing stuff.

Arrow approach:

const {modify, get} = require('crocks/State');
const Arrow = require('crocks/Arrow');
const K = require('crocks/combinators/constant');
const B = require('crocks/combinators/composeB'); const assign = require('crocks/helpers/assign');
const branch = require('crocks/Pair/branch');
const prop = require('crocks/Maybe/prop');
const option = require('crocks/pointfree/option');
const merge = require('crocks/pointfree/merge'); // calcSeed :: Arrow Integer
const calcSeed = Arrow(x => ( * x + ) & 0x7fffffff); // value :: Arrow (Pair Integer) -> Pair (Integer Float)
const value = Arrow(x => (x >>> ) / 0x7fff).second(); // genRandom :: Arrow Integer Object
const genRandom = calcSeed
.map(branch)
.compose(value)
.map(p => [p.fst(), p.snd()]) // rando : Integer -> State Object Float
const rando = x => {
const [seed, value] = genRandom.runWith(x);
return modify(assign({seed})) // update the seed Pair(_, seed)
.map(K(value)); // update the value Pair(value, seed)
} // pullRandom :: Integer -> State Object Float
const pullRandom = defSeed =>
get(s => pluckSeed(defSeed)).chain(rando); // pluckSeed :: Integer -> Object -> Integer
const pluckSeed =
def => B(option(def), prop('seed')) module.exports = {
pullRandom
};

It becomes complex with we need to do Pari and Arrow.

State version:

const {modify, get} = require('crocks/State');
const B = require('crocks/combinators/composeB'); const assign = require('crocks/helpers/assign');
const prop = require('crocks/Maybe/prop');
const option = require('crocks/pointfree/option'); //initialState :: GameState
const initialState = {
deck: [],
seed:
} // newSeed :: Int -> INt
const newSeed = seed => ( * seed + ) & 0x7fffffff;
// calcValue :: Int -> Float
const calcValue = seed => (seed >>> ) / 0x7fff; // pluckSeed :: Integer -> GameState -> Integer
const pluckSeed =
def => B(option(def), prop('seed')); // getSeed :: () -> State GameState Int
const getSeed = () => get(pluckSeed({seed: })); // putSeed :: Int -> State GameState ()
const putSeed = seed => modify(assign({seed})); // genSeed :: () -> State GameState ()
// get default seed
// map to a new seed
// update current seed in state
const genSeed = () =>
getSeed()
.map(newSeed)
.chain(putSeed); // evaluate :: () -> State GameState Float
const evaluate = () =>
getSeed()
.map(calcValue); // pullRandom :: () -> State GameState Float
const pullRandom = () =>
genSeed()
.chain(evaluate); console.log(
pullRandom()
.runWith(initialState)
)

The idea is easier to follow and thinking in a way of state transition.

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