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 -1
View File
@@ -4,6 +4,7 @@
#include "game.h"
#include "graphic_utils.h"
#include "list.h"
#include "random.h"
#include "stdbool.h"
#include "util.h"
@@ -139,7 +140,7 @@ enum BlindType roll_blind_type(bool showdown)
}
// roll a random blind among the unbeaten ones
int random_blind_idx = get_rand() % list_get_len(p_unbeaten_blinds);
int random_blind_idx = rng_get_u32() % list_get_len(p_unbeaten_blinds);
Blind* random_blind = list_get_at_idx(p_unbeaten_blinds, random_blind_idx);
return random_blind->type;