[Feature] Implement seeded runs by adding a Seed selection menu (#482)
* initial commit * wip * WIP * WIP * clang format * Choose Seed navigation mostly done * seed input navigation done * seed input done * cleanup and clang format * Implement base 10 to 36 conversions * Enable seeded runs * clang format * show default deck sprite, name and description * Rename Deck enum to DeckType * Implement arbitrary 9-patch expand system * Make 9-patch example smaller in the docs * Improve NinePatchRect docs * fix Deck back side sprite palette * clang format * Add last deck description * clang format * Fix 'Z' in seed input keyboard * Fix rebase issue * fix deck sprite not updating * Documents static funcs in run_setup.c * more documentation * clang format * Move Play button to the left in its row * Tests WIP * removing tests for random.h * use the new StateMachine struct * First wave of fixes * Fix the 9-patch again * Changed the base 36 logic so it's in big endian * properly set end of base 36 string to '\0' * typos * fix cursor position after rolling a seed + fix random seed generation * Make keyboard more intuitive to use * static const var * Address more comment from @ricfehr3 * clang format * clang format * clang format * clang format * clang format * clang format * clang format * fix deck palette * create the `DEF_SEED_KEYBOARD_BUTTON_OBJECT` macro * Replace `expand_3x3` by a call to `expand_9-patch` * clang format * clang format * clang format * fix rebase iussue in state_machine.h --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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@@ -14,6 +14,7 @@
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#include "game/main_menu.h"
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#include "game/options_menu.h"
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#include "game/round_end.h"
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#include "game/run_setup.h"
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#include "game/shop.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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@@ -266,8 +267,8 @@ static enum PlayState play_state = PLAY_STARTING;
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GameVariables g_game_vars = {
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.timer = 0, .rng_info = {0, 0},
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.round = 0, .ante = 0, .money = 0,
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.hand_size = DEFAULT_HAND_SIZE,
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.round = 0, .ante = 0, .money = 0, .hand_size = DEFAULT_HAND_SIZE,
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.deck = DECK_TYPE_RED,
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.current_blind = BLIND_TYPE_SMALL,
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.next_boss_blind = BLIND_TYPE_BIG,
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@@ -2547,8 +2548,6 @@ static void game_playing_on_update(void)
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void game_start(void)
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{
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rng_shuffle_seed();
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affine_background_change_background(AFFINE_BG_GAME);
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g_game_vars.hands = MAX_HANDS;
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