Refactor/RNG system (#476)

* Extract rng manipulation to its own file

* clang format

* Get CPU cycles since game start to use for RNG

* change a few things

* clang format

* Implement suggestions from @ricfehr3

* clang format

* Fix rebase issue

* clang format

* Create RngInfo struct to hold seed and step

* clang format

* Make a note about rng_restore system not having been tested properly yet

* Apply suggestions from @ricfehr3

Co-authored-by: Rickey <ric@rf3.xyz>

* clang format

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
Co-authored-by: Rickey <ric@rf3.xyz>
This commit is contained in:
Geralt
2026-05-21 19:47:48 -07:00
committed by GitHub
co-authored by Rickey MathisMartin31
parent e3f680d6d0
commit c2844a5d32
14 changed files with 162 additions and 57 deletions
+2 -2
View File
@@ -7,6 +7,7 @@
#define GAME_VARIABLES_H
#include "blind.h"
#include "random.h"
#include <tonc.h>
@@ -37,8 +38,7 @@ typedef struct
// Internal variables
s32 timer; // This might already exist in libtonc but idk so i'm just making my own
u32 rng_seed;
u32 rng_step; // Position in the rng sequence.
RngInfo rng_info;
// Variables visible by the player