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https://github.com/italicsjenga/agb.git
synced 2025-01-11 09:31:34 +11:00
Rename rng::next to rng::gen
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7ad52a2974
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@ -961,9 +961,9 @@ 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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@ -32,7 +32,7 @@ impl RandomNumberGenerator {
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}
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/// Returns the next value for the random number generator
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pub fn next(&mut self) -> i32 {
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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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@ -54,8 +54,8 @@ 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 next() -> i32 {
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free(|cs| GLOBAL_RNG.borrow(*cs).borrow_mut().next())
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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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@ -69,7 +69,7 @@ mod test {
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..500 {
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values[(rng.next().rem_euclid(16)) as usize] += 1;
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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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@ -87,7 +87,7 @@ mod test {
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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::next().rem_euclid(16) as usize] += 1;
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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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@ -1115,7 +1115,7 @@ impl MiniFlameData {
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self.sprite_offset = 0;
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self.state = MiniFlameState::Dead;
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if rng::next() % 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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@ -1138,7 +1138,7 @@ impl MiniFlameData {
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self.sprite_offset = 0;
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self.state = MiniFlameState::Dead;
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if rng::next() % 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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@ -1703,7 +1703,7 @@ 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: rng::next().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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@ -1804,9 +1804,9 @@ 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(rng::next()).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(rng::next()).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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@ -1819,8 +1819,8 @@ 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(rng::next()).rem_euclid(2.into()) - 1;
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let y_offset: Number = Number::from_raw(rng::next()).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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@ -1833,7 +1833,7 @@ 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 = rng::next().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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@ -1978,8 +1978,8 @@ 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(rng::next()) % size - Number::new(size) / 2,
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Number::from_raw(rng::next()) % 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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@ -2296,7 +2296,7 @@ fn game_with_level(gba: &mut agb::Gba) {
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}
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}
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rng::next(); // 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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@ -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 = rng::next() % 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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