1df8402900
* 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>
72 lines
2.1 KiB
C
72 lines
2.1 KiB
C
/**
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* @file random.h
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*
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* @brief Common functions to handle RNG manipulation. Using this interface has three goals:
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* 1. Make RNG repeatable so that people can share seeds and saves, and end up with the same run
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* 2. Prevent the players from engaging in save-scumming since the pseudo-RNG is deterministic
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* 3. Accomodate for base-36 seeds, so that we can freely chose one with alpha-numeric characters in
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* the seed screen input
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*/
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#ifndef RANDOM_H
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#define RANDOM_H
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#include <tonc.h>
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/**
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* @brief Information to track and restore RNG state
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*/
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typedef struct
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{
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/** Initial seed */
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u32 seed;
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/** Position in the rng sequence. */
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u32 step;
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} RngInfo;
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/**
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* @brief Starts counting CPU cycles, this will be used by rng_shuffle_seed to
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* generate a more random seed. To be called once on game start.
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*/
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void rng_init(void);
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/**
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* @brief Update the CPU cycles counter and accumulate it into a bigger u32 `timer_acc` variable.
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*/
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void rng_update(void);
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/**
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* @brief Set the rng seed to the chosen value, and reset the step counter to 0.
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* The seed will be capped at `MAX_BASE36` for compatibility with the Seed Input screen
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* used to choose a seed for seeded runs.
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*
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* @param seed the new RNG seed
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*/
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void rng_set_seed(u32 seed);
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/**
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* @brief Uses the CPU cycles counter to randomize the RNG seed as much as possible.
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* This will be called by the main menu and the game over screens so that
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* the next run's seed isn't the same as the last's.
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* rng_start_sampling needs to have been called, and will stop the profiling.
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*/
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void rng_shuffle_seed(void);
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/**
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* @brief Get the next "randomly" generated number in the sequence from the current seed.
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*
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* @return u32
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*/
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u32 rng_get_u32(void);
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/**
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* @brief Restore RNG info struct in the GameVariables. Sets the `seed` and seeks the
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* position `step` in the rng sequence.
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*
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* @param info RngInfo struct applied
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*
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* @note Consistency of the RNG after reloading the RngInfo struct has yet to be tested properly
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*/
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void rng_restore(RngInfo info);
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#endif // RANDOM_H
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