Fixed RNG in replays being different each time

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Tetro48 2023-06-14 12:06:16 +07:00
parent 9a47018a58
commit 52473c2787
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GPG Key ID: 4D50AA39E7DD5444
29 changed files with 65 additions and 65 deletions

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@ -561,7 +561,7 @@ function LifeGrid:advanceLife()
if (count == 3) and (newgrid[y][x] == empty) then
newgrid[y][x] = {
skin = "2tie",
colour = ({"R", "O", "Y", "G", "B", "C", "M"})[math.random(7)]
colour = ({"R", "O", "Y", "G", "B", "C", "M"})[love.math.random(7)]
}
end
end

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@ -44,7 +44,7 @@ local maps = {
function ComboChallenge:new()
GameMode:new()
self.grid = Grid(4, 24)
self.grid:applyMap(maps[math.random(#maps)])
self.grid:applyMap(maps[love.math.random(#maps)])
self.randomizer = BagRandomizer()
self.lock_drop = false
self.lock_hard_drop = false

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@ -27,7 +27,7 @@ function DemonModeGame:new()
self.lock_drop = true
self.lock_hard_drop = true
self.next_queue_length = 6
if math.random() < 1/6.66 then
if love.math.random() < 1/6.66 then
self.rpc_details = "Suffering"
end
end

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@ -135,25 +135,25 @@ function TheTrueHero:advanceOneFrame(inputs, ruleset)
) and (attack_rolls < 2)) or attack_rolls == 0 do
attack_rolls = attack_rolls + 1
if self.attack_number > 20 then
self.current_attack = math.random(#self.attacks)
self.current_attack = love.math.random(#self.attacks)
else
self.current_attack = math.random(4)
self.current_attack = love.math.random(4)
end
end
if self.current_attack == 1 then
self.var = math.floor(3 + math.random(
self.var = math.floor(3 + love.math.random(
math.floor(self.attack_number / 4),
math.floor(self.attack_number / 3)
) *
self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
elseif self.current_attack == 2 then
self.var = math.floor(1 + math.random(
self.var = math.floor(1 + love.math.random(
math.floor(self.attack_number / 6),
math.floor(self.attack_number / 4)
) *
self.section_times[Mod1(self.attack_number, #self.section_times)] / 342)
elseif self.current_attack == 3 then
self.var = math.max(10 - math.random(
self.var = math.max(10 - love.math.random(
math.floor(self.attack_number / 8),
math.floor(self.attack_number / 4)
), 3)
@ -212,7 +212,7 @@ end
function TheTrueHero:advanceBottomRow(dx)
if self.var <= 0 and self.current_attack == 3 then
self.grid:copyBottomRow()
self.var = math.max(10 - math.random(
self.var = math.max(10 - love.math.random(
math.floor(self.attack_number / 8),
math.floor(self.attack_number / 4)
), 3)

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@ -330,9 +330,9 @@ function MarathonC99Game:drawScoringInfo()
{1, 1, 1, 1}
)
love.graphics.printf(
(self.slots[1] and self.slots[1] or math.random(4)) .. " " ..
(self.slots[2] and self.slots[2] or math.random(4)) .. " " ..
math.random(4),
(self.slots[1] and self.slots[1] or love.math.random(4)) .. " " ..
(self.slots[2] and self.slots[2] or love.math.random(4)) .. " " ..
love.math.random(4),
240, 80, 100, "left")
love.graphics.setColor(1,1,1,1)
end

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@ -93,7 +93,7 @@ function MarathonWCBGame:shuffleColours()
table.insert(temp_colours, colour)
end
for piece in pairs(self.ruleset.colourscheme) do
self.ruleset.colourscheme[piece] = table.remove(temp_colours, math.random(#temp_colours))
self.ruleset.colourscheme[piece] = table.remove(temp_colours, love.math.random(#temp_colours))
end
end

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@ -33,7 +33,7 @@ end
function Minesweeper:initializeGrid()
self.grid = Grid(width, height + 4)
self.flags = math.floor(0.15 * width * height)
self.chosen_colour = ({ "R", "O", "Y", "G", "C", "B", "M" })[math.random(7)]
self.chosen_colour = ({ "R", "O", "Y", "G", "C", "B", "M" })[love.math.random(7)]
for y = 1, height do
for x = 1, width do
self.grid.grid[y+4][x] = { skin = "2tie", colour = self.chosen_colour }
@ -45,8 +45,8 @@ function Minesweeper:initializeMines(sel_x, sel_y)
for i = 1, self.flags do
local x, y
repeat
x = math.random(1, width)
y = math.random(1, height)
x = love.math.random(1, width)
y = love.math.random(1, height)
until not (self:isMine(x, y) or (sel_x == x and sel_y == y))
table.insert(self.mines, {x=x, y=y})
end

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@ -59,8 +59,8 @@ end
function Snake:generateGem()
repeat
self.gem.x = math.random(1, 25)
self.gem.y = math.random(5, 24)
self.gem.x = love.math.random(1, 25)
self.gem.y = love.math.random(5, 24)
until not self:isInSnake({x=self.gem.x, y=self.gem.y})
end

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@ -55,8 +55,8 @@ function StackerGame:advanceOneFrame(inputs, ruleset)
self.are = self.are - 1
return false
elseif self.are == 0 then
self.position = math.random(1, 7 + self.block_width - 1)
self.direction = ({-1, 1})[math.random(2)]
self.position = love.math.random(1, 7 + self.block_width - 1)
self.direction = ({-1, 1})[love.math.random(2)]
self.are = -1
end
if not self.prev_inputs.up and inputs.up then

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@ -10,7 +10,7 @@ function Bag5Randomizer:generatePiece()
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(table.getn(self.bag))
local x = love.math.random(table.getn(self.bag))
return table.remove(self.bag, x)
end

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@ -11,10 +11,10 @@ function Bag5AltRandomizer:generatePiece()
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(table.getn(self.bag))
local x = love.math.random(table.getn(self.bag))
local temp = table.remove(self.bag, x)
if temp == self.prev then
local y = math.random(table.getn(self.bag))
local y = love.math.random(table.getn(self.bag))
temp = table.remove(self.bag, y)
end
self.prev = temp

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@ -18,7 +18,7 @@ function Bag63Randomiser:generatePiece()
"O", "O", "O", "O", "O", "O", "O", "O", "O",
}
end
return table.remove(self.bag, math.random(#self.bag))
return table.remove(self.bag, love.math.random(#self.bag))
end
return Bag63Randomiser

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@ -5,7 +5,7 @@ local Bag7Randomizer = Randomizer:extend()
function Bag7Randomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
self.extra = {"I", "J", "L", "O", "S", "T", "Z"}
table.insert(self.bag, table.remove(self.extra, math.random(table.getn(self.extra))))
table.insert(self.bag, table.remove(self.extra, love.math.random(table.getn(self.extra))))
end
function Bag7Randomizer:generatePiece()
@ -14,9 +14,9 @@ function Bag7Randomizer:generatePiece()
end
if next(self.bag) == nil then
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
table.insert(self.bag, table.remove(self.extra, math.random(table.getn(self.extra))))
table.insert(self.bag, table.remove(self.extra, love.math.random(table.getn(self.extra))))
end
local x = math.random(table.getn(self.bag))
local x = love.math.random(table.getn(self.bag))
--print("Bag: "..table.concat(self.bag, ", ").." | Extra: "..table.concat(self.extra, ", "))
return table.remove(self.bag, x)
end

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@ -14,10 +14,10 @@ function BagKonoha:generatePiece()
if #self.bag == 0 then
self.bag = {"I", "J", "L", "O", "T"}
end
local x = math.random(#self.bag)
local x = love.math.random(#self.bag)
local temp = table.remove(self.bag, x)
if temp == self.prev and not self.allowrepeat then
local y = math.random(#self.bag)
local y = love.math.random(#self.bag)
table.insert(self.bag, temp) -- should insert at the end of the bag, bag[y] doesnt change
temp = table.remove(self.bag, y)
end

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@ -58,7 +58,7 @@ function DTETRandomizer:generatePiece()
end
-- pull piece from 21-bag and update drought counters
local generated = bag[love.math.random(#bag)]
local generated = bag[love.love.math.random(#bag)]
self:updateDroughts(generated)
return generated
end

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@ -9,7 +9,7 @@ end
function EXRandomizer:generatePiece()
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 6 do
local x = math.random(7)
local x = love.math.random(7)
if not inHistory(shapes[x], self.history) or i == 6 then
return self:updateHistory(shapes[x])
end

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@ -14,7 +14,7 @@ end
function HistoryRandomizer:generatePiece()
for i = 1, self.rolls do
local x = math.random(table.getn(self.allowed_pieces))
local x = love.math.random(table.getn(self.allowed_pieces))
if not inHistory(self.allowed_pieces[x], self.history) or i == self.rolls then
return self:updateHistory(self.allowed_pieces[x])
end

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@ -12,19 +12,19 @@ function MasterOfBags:initialize()
end
function MasterOfBags:generatePiece()
local piece=math.random(({[true]=#self.bag,[false]=#self.bag+1})[#self.bag>14])
local piece=love.math.random(({[true]=#self.bag,[false]=#self.bag+1})[#self.bag>14])
if piece>#self.bag then
self.bag={}
for x=1,28 do
self.bag[x]=({"I", "J", "L", "O", "S", "T", "Z"})[(x-1)%7+1]
end
piece=math.random(#self.bag)
piece=love.math.random(#self.bag)
end
for i = 1, 6 do
if not inHistory(self.bag[piece], self.history) then
break
end
piece=math.random(#self.bag)
piece=love.math.random(#self.bag)
end
self:updateHistory(self.bag[piece])

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@ -35,7 +35,7 @@ function MirrorRandomizer:generatePiece()
generated = table.remove(self.piece_stack)
else
repeat
generated = self.shapes[math.random(7)]
generated = self.shapes[love.math.random(7)]
until not inHistory(generated, self.history)
table.remove(self.history, 1)
table.insert(self.history, generated)

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@ -8,9 +8,9 @@ function NES:initialize()
end
function NES:generatePiece()
local x = math.random(8)
local x = love.math.random(8)
if x == 8 or x == self.history then
x = math.random(7)
x = love.math.random(7)
end
self.history = x
return self.shapes[x]

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@ -10,7 +10,7 @@ function RecursiveRandomizer:generatePiece()
--if next(self.bag) == nil then
-- self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
--end
local x = math.random(table.getn(self.bag) + 1)
local x = love.math.random(table.getn(self.bag) + 1)
while x == table.getn(self.bag) + 1 do
--print("Refill piece pulled")
table.insert(self.bag, "I")
@ -20,7 +20,7 @@ function RecursiveRandomizer:generatePiece()
table.insert(self.bag, "S")
table.insert(self.bag, "T")
table.insert(self.bag, "Z")
x = math.random(table.getn(self.bag) + 1)
x = love.math.random(table.getn(self.bag) + 1)
end
--print("Number of pieces in bag: "..table.getn(self.bag))
--print("Bag: "..table.concat(self.bag, ", "))

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@ -6,7 +6,7 @@ function SegaRandomizer:initialize()
self.bag = {"I", "J", "L", "O", "S", "T", "Z"}
self.sequence = {}
for i = 1, 1000 do
self.sequence[i] = self.bag[math.random(table.getn(self.bag))]
self.sequence[i] = self.bag[love.math.random(table.getn(self.bag))]
end
self.counter = 0
end

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@ -10,11 +10,11 @@ end
function SplitHistoryRandomizer:generatePiece()
if self.piece_count < 2 then
self.piece_count = self.piece_count + 1
return self:updateHistory(({"L", "J", "I", "T"})[math.random(4)])
return self:updateHistory(({"L", "J", "I", "T"})[love.math.random(4)])
else
local shapes = {"I", "J", "L", "O", "S", "T", "Z"}
for i = 1, 4 do
local x = math.random(7)
local x = love.math.random(7)
if not inHistory(shapes[x], self.history) or i == 4 then
return self:updateHistory(shapes[x])
end

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@ -28,7 +28,7 @@ end
function TetraXRandomizer:generatePiece()
local generated = nil
while true do
generated = self.pieceselection[math.random(#self.pieceselection)]
generated = self.pieceselection[love.math.random(#self.pieceselection)]
if not (self.lastseen[generated] == 0 or self.lastseen[generated] == 1) then
break
end

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@ -8,13 +8,13 @@ CRAP.hash = "Completely Random Auto-Positioner"
CRAP.world = true
CRAP.colors={"C","O","M","R","G","Y","B"}
CRAP.colourscheme = {
I = CRAP.colors[math.ceil(math.random(7))],
L = CRAP.colors[math.ceil(math.random(7))],
J = CRAP.colors[math.ceil(math.random(7))],
S = CRAP.colors[math.ceil(math.random(7))],
Z = CRAP.colors[math.ceil(math.random(7))],
O = CRAP.colors[math.ceil(math.random(7))],
T = CRAP.colors[math.ceil(math.random(7))],
I = CRAP.colors[math.ceil(love.math.random(7))],
L = CRAP.colors[math.ceil(love.math.random(7))],
J = CRAP.colors[math.ceil(love.math.random(7))],
S = CRAP.colors[math.ceil(love.math.random(7))],
Z = CRAP.colors[math.ceil(love.math.random(7))],
O = CRAP.colors[math.ceil(love.math.random(7))],
T = CRAP.colors[math.ceil(love.math.random(7))],
}
CRAP.softdrop_lock = true
CRAP.harddrop_lock = false
@ -111,8 +111,8 @@ end
function CRAP:attemptWallkicks(piece, new_piece, rot_dir, grid)
for i=1,20 do
dx=math.floor(math.random(11))-5
dy=math.floor(math.random(11))-5
dx=math.floor(love.math.random(11))-5
dy=math.floor(love.math.random(11))-5
if grid:canPlacePiece(new_piece:withOffset({x=dx, y=dy})) then
self:onPieceRotate(piece, grid)
piece:setRelativeRotation(rot_dir):setOffset({x=dx, y=dy})
@ -147,13 +147,13 @@ function CRAP:get180RotationValue() return 2 end
function CRAP:randomizeColours()
CRAP.colourscheme = {
I = CRAP.colors[math.ceil(math.random(7))],
L = CRAP.colors[math.ceil(math.random(7))],
J = CRAP.colors[math.ceil(math.random(7))],
S = CRAP.colors[math.ceil(math.random(7))],
Z = CRAP.colors[math.ceil(math.random(7))],
O = CRAP.colors[math.ceil(math.random(7))],
T = CRAP.colors[math.ceil(math.random(7))],
I = CRAP.colors[math.ceil(love.math.random(7))],
L = CRAP.colors[math.ceil(love.math.random(7))],
J = CRAP.colors[math.ceil(love.math.random(7))],
S = CRAP.colors[math.ceil(love.math.random(7))],
Z = CRAP.colors[math.ceil(love.math.random(7))],
O = CRAP.colors[math.ceil(love.math.random(7))],
T = CRAP.colors[math.ceil(love.math.random(7))],
}
end

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@ -31,7 +31,7 @@ function H:attemptRotate(new_inputs, piece, grid, initial)
end
function H:getDefaultOrientation()
return math.random(4)
return love.math.random(4)
end
return H

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@ -23,8 +23,8 @@ function RandomPieces:generateBlockOffsets()
local generated_offset = {}
repeat
generated_offset = {
x = math.random(-1, 1),
y = math.random(-2, 0)
x = love.math.random(-1, 1),
y = love.math.random(-2, 0)
}
until not containsPoint(offsets, generated_offset)
offsets[i] = generated_offset

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@ -89,7 +89,7 @@ function Shirase:onPieceMove(piece) piece.lock_delay = 0 end
function Shirase:onPieceRotate(piece) piece.lock_delay = 0 end
function Shirase:getDefaultOrientation()
return math.random(4)
return love.math.random(4)
end
return Shirase

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@ -35,7 +35,7 @@ end
function Trans:attemptWallkicks(piece, new_piece, rot_dir, grid)
local pieces = {"I", "J", "L", "O", "S", "T", "Z"}
repeat
new_piece.shape = pieces[math.random(7)]
new_piece.shape = pieces[love.math.random(7)]
until piece.shape ~= new_piece.shape
local offsets = {{x=0, y=0}, {x=1, y=0}, {x=-1, y=0}}