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https://github.com/italicsjenga/agb.git
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Merge pull request #214 from gwilymk/random-number-generator
Random number generator
This commit is contained in:
commit
6d0f95c21b
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@ -875,7 +875,7 @@ mod test {
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use core::cell::RefCell;
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use super::*;
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use crate::Gba;
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use crate::{rng::RandomNumberGenerator, Gba};
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#[test_case]
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fn can_store_and_retrieve_8_elements(_gba: &mut Gba) {
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@ -962,35 +962,6 @@ mod test {
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}
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}
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struct RandomNumberGenerator {
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state: [u32; 4],
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}
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impl RandomNumberGenerator {
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const fn new() -> Self {
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Self {
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state: [1014776995, 476057059, 3301633994, 706340607],
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}
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}
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fn next(&mut self) -> i32 {
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let result = (self.state[0].wrapping_add(self.state[3]))
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.rotate_left(7)
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.wrapping_mul(9);
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let t = self.state[1].wrapping_shr(9);
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self.state[2] ^= self.state[0];
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self.state[3] ^= self.state[1];
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self.state[1] ^= self.state[2];
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self.state[0] ^= self.state[3];
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self.state[2] ^= t;
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self.state[3] = self.state[3].rotate_left(11);
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result as i32
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}
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}
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struct NoisyDrop {
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i: i32,
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dropped: bool,
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@ -1034,9 +1005,9 @@ mod test {
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let mut answers: [Option<i32>; 128] = [None; 128];
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for _ in 0..5_000 {
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let command = rng.next().rem_euclid(2);
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let key = rng.next().rem_euclid(answers.len() as i32);
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let value = rng.next();
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let command = rng.gen().rem_euclid(2);
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let key = rng.gen().rem_euclid(answers.len() as i32);
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let value = rng.gen();
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match command {
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0 => {
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@ -155,6 +155,8 @@ pub mod mgba;
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pub use agb_fixnum as fixnum;
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/// Contains an implementation of a hashmap which suits the gameboy advance's hardware.
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pub mod hash_map;
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/// Simple random number generator
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pub mod rng;
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mod single;
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/// Implements sound output.
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pub mod sound;
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102
agb/src/rng.rs
Normal file
102
agb/src/rng.rs
Normal file
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@ -0,0 +1,102 @@
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use core::cell::RefCell;
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use bare_metal::Mutex;
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use crate::interrupt::free;
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/// A fast pseudo-random number generator. Note that the output of the
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/// random number generator for a given seed is guaranteed stable
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/// between minor releases, however could change in a major release.
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pub struct RandomNumberGenerator {
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state: [u32; 4],
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}
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impl RandomNumberGenerator {
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/// Create a new random number generator with a fixed seed
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///
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/// Note that this seed is guaranteed to be the same between minor releases.
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pub const fn new() -> Self {
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Self::new_with_seed([1014776995, 476057059, 3301633994, 706340607])
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}
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/// Produces a random number generator with the given initial state / seed.
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/// None of the values can be 0.
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pub const fn new_with_seed(seed: [u32; 4]) -> Self {
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// this can't be in a loop because const
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assert!(seed[0] != 0, "seed must not be 0");
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assert!(seed[1] != 0, "seed must not be 0");
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assert!(seed[2] != 0, "seed must not be 0");
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assert!(seed[3] != 0, "seed must not be 0");
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Self { state: seed }
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}
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/// Returns the next value for the random number generator
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pub fn gen(&mut self) -> i32 {
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let result = (self.state[0].wrapping_add(self.state[3]))
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.rotate_left(7)
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.wrapping_mul(9);
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let t = self.state[1].wrapping_shr(9);
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self.state[2] ^= self.state[0];
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self.state[3] ^= self.state[1];
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self.state[1] ^= self.state[2];
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self.state[0] ^= self.state[3];
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self.state[2] ^= t;
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self.state[3] = self.state[3].rotate_left(11);
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result as i32
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}
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}
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static GLOBAL_RNG: Mutex<RefCell<RandomNumberGenerator>> =
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Mutex::new(RefCell::new(RandomNumberGenerator::new()));
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/// Using a global random number generator, provides the next random number
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pub fn gen() -> i32 {
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free(|cs| GLOBAL_RNG.borrow(*cs).borrow_mut().gen())
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}
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#[cfg(test)]
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mod test {
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use super::*;
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use crate::Gba;
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#[test_case]
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fn should_be_reasonably_distributed(_gba: &mut Gba) {
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let mut values: [u32; 16] = Default::default();
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..500 {
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values[(rng.gen().rem_euclid(16)) as usize] += 1;
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}
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for (i, &value) in values.iter().enumerate() {
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assert!(
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value >= 500 / 10 / 3,
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"{} came up less than expected {}",
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i,
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value
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);
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}
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}
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#[test_case]
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fn global_rng_should_be_reasonably_distributed(_gba: &mut Gba) {
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let mut values: [u32; 16] = Default::default();
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for _ in 0..500 {
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values[super::gen().rem_euclid(16) as usize] += 1;
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}
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for (i, &value) in values.iter().enumerate() {
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assert!(
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value >= 500 / 10 / 3,
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"{} came up less than expected {}",
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i,
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value
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);
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}
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}
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}
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@ -3,15 +3,12 @@
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extern crate alloc;
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mod rng;
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mod sfx;
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use core::cmp::Ordering;
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use alloc::{boxed::Box, vec::Vec};
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use rng::get_random;
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use agb::{
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display::{
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object::{Graphics, Object, ObjectController, Sprite, Tag, TagMap},
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@ -21,6 +18,7 @@ use agb::{
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fixnum::{FixedNum, Rect, Vector2D},
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input::{Button, ButtonController, Tri},
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interrupt::VBlank,
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rng,
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};
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use generational_arena::Arena;
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use sfx::Sfx;
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@ -1114,7 +1112,7 @@ impl MiniFlameData {
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self.sprite_offset = 0;
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self.state = MiniFlameState::Dead;
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if get_random() % 4 == 0 {
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if rng::gen() % 4 == 0 {
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instruction = UpdateInstruction::CreateParticle(
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ParticleData::new_health(),
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entity.position,
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@ -1137,7 +1135,7 @@ impl MiniFlameData {
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self.sprite_offset = 0;
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self.state = MiniFlameState::Dead;
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if get_random() % 4 == 0 {
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if rng::gen() % 4 == 0 {
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instruction = UpdateInstruction::CreateParticle(
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ParticleData::new_health(),
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entity.position,
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@ -1700,7 +1698,7 @@ impl<'a> Boss<'a> {
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Self {
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entity,
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health: 5,
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target_location: get_random().rem_euclid(5) as u8,
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target_location: rng::gen().rem_euclid(5) as u8,
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state: BossActiveState::Damaged(60),
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timer: 0,
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screen_coords,
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@ -1801,9 +1799,9 @@ impl<'a> Boss<'a> {
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fn commit(&mut self, offset: Vector2D<Number>) {
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let shake = if self.shake_magnitude != 0.into() {
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(
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Number::from_raw(get_random()).rem_euclid(self.shake_magnitude)
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Number::from_raw(rng::gen()).rem_euclid(self.shake_magnitude)
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- self.shake_magnitude / 2,
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Number::from_raw(get_random()).rem_euclid(self.shake_magnitude)
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Number::from_raw(rng::gen()).rem_euclid(self.shake_magnitude)
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- self.shake_magnitude / 2,
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)
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.into()
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@ -1816,8 +1814,8 @@ impl<'a> Boss<'a> {
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}
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fn explode(&self, enemies: &mut Arena<Enemy<'a>>, object_controller: &'a ObjectController) {
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for _ in 0..(6 - self.health) {
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let x_offset: Number = Number::from_raw(get_random()).rem_euclid(2.into()) - 1;
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let y_offset: Number = Number::from_raw(get_random()).rem_euclid(2.into()) - 1;
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let x_offset: Number = Number::from_raw(rng::gen()).rem_euclid(2.into()) - 1;
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let y_offset: Number = Number::from_raw(rng::gen()).rem_euclid(2.into()) - 1;
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let mut flame = Enemy::new(
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object_controller,
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EnemyData::MiniFlame(MiniFlameData::new()),
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@ -1830,7 +1828,7 @@ impl<'a> Boss<'a> {
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fn get_next_target_location(&self) -> u8 {
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loop {
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let a = get_random().rem_euclid(5) as u8;
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let a = rng::gen().rem_euclid(5) as u8;
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if a != self.target_location {
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break a;
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}
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@ -1975,8 +1973,8 @@ impl<'a> Game<'a> {
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if self.shake_time > 0 {
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let size = self.shake_time.min(4) as i32;
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let offset: Vector2D<Number> = (
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Number::from_raw(get_random()) % size - Number::new(size) / 2,
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Number::from_raw(get_random()) % size - Number::new(size) / 2,
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Number::from_raw(rng::gen()) % size - Number::new(size) / 2,
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Number::from_raw(rng::gen()) % size - Number::new(size) / 2,
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)
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.into();
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this_frame_offset += offset;
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@ -2291,7 +2289,7 @@ fn game_with_level(gba: &mut agb::Gba) {
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}
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}
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get_random(); // advance RNG to make it less predictable between runs
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rng::gen(); // advance RNG to make it less predictable between runs
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};
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game.clear(&mut vram);
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@ -1,34 +0,0 @@
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struct RandomNumberGenerator {
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state: [u32; 4],
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}
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impl RandomNumberGenerator {
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const fn new() -> Self {
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Self {
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state: [1014776995, 476057059, 3301633994, 706340607],
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}
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}
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fn next(&mut self) -> i32 {
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let result = (self.state[0].wrapping_add(self.state[3]))
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.rotate_left(7)
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.wrapping_mul(9);
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let t = self.state[1].wrapping_shr(9);
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self.state[2] ^= self.state[0];
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self.state[3] ^= self.state[1];
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self.state[1] ^= self.state[2];
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self.state[0] ^= self.state[3];
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self.state[2] ^= t;
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self.state[3] = self.state[3].rotate_left(11);
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result as i32
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}
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}
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static mut RANDOM_GENERATOR: RandomNumberGenerator = RandomNumberGenerator::new();
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pub fn get_random() -> i32 {
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unsafe { &mut RANDOM_GENERATOR }.next()
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}
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@ -1,5 +1,5 @@
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use super::rng::get_random;
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use agb::fixnum::Num;
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use agb::rng;
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use agb::sound::mixer::{ChannelId, Mixer, SoundChannel};
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const BAT_DEATH: &[u8] = agb::include_wav!("sfx/BatDeath.wav");
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@ -85,7 +85,7 @@ impl<'a> Sfx<'a> {
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}
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pub fn jump(&mut self) {
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let r = get_random() % 3;
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let r = rng::gen() % 3;
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let channel = match r {
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0 => SoundChannel::new(JUMP1),
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