Random.State
let make: array(int) => t;
Create a new state and initialize it with the given seed.
let make_self_init: unit => t;
Create a new state and initialize it with a system-dependent low-entropy seed.
let bits: t => int;
let int: t => int => int;
let full_int: t => int => int;
let float: t => float => float;
let bool: t => bool;
These functions are the same as the basic functions, except that they use (and update) the given PRNG state instead of the default one.