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tweaked scripts folder
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36
scripts/roguelike-seeds.toy
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36
scripts/roguelike-seeds.toy
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/*
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Since this is a pseudo-random generator, and there's no internal state to the algorithm other
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than the generator opaque, there needs to be a "call counter" (current depth) to shuffle the
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initial seeds, otherwise generators created from other generators will resemble their parents,
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but one call greater.
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*/
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import standard;
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import random;
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var DEPTH: int const = 20;
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var levels = [];
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//generate the level seeds
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var generator: opaque = createRandomGenerator(clock().hash());
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for (var i: int = 0; i < DEPTH; i++) {
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levels.push(generator.generateRandomNumber());
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}
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generator.freeRandomGenerator();
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//generate "levels" of a roguelike
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for (var i = 0; i < DEPTH; i++) {
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var rng: opaque = createRandomGenerator(levels[i] + i);
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print "---";
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print levels[i];
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print rng.generateRandomNumber();
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print rng.generateRandomNumber();
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print rng.generateRandomNumber();
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rng.freeRandomGenerator();
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}
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