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Remove src/rng.md
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src/rng.md
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src/rng.md
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`src/field/pokemon.ts -> Pokemon`
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```ts
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// This calls either `BattleScene:randBattleSeedInt()` in `src/battle-scene.ts` which calls `Battle:randSeedInt()` in `src/battle.ts` which calls `randSeedInt()` in `src/utils.ts`
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// or it directly calls `randSeedInt()` in `src/utils.ts`
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randSeedInt(range: integer, min: integer = 0): integer {
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return this.scene.currentBattle
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? this.scene.randBattleSeedInt(range, min)
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: Utils.randSeedInt(range, min);
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}
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```
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`src/battle-scene.ts -> BattleScene`
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```ts
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// This calls `Battle:randSeedInt()` in `src/battle.ts` which calls `randSeedInt()` in `src/utils.ts`
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randBattleSeedInt(range: integer, min: integer = 0): integer {
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return this.currentBattle?.randSeedInt(this, range, min);
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}
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```
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`src/battle.ts -> Battle`
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```ts
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// This calls `randSeedInt()` in `src/utils.ts`
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randSeedInt(scene: BattleScene, range: integer, min: integer = 0): integer {
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if (range <= 1) {
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return min;
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}
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const tempRngCounter = scene.rngCounter;
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const tempSeedOverride = scene.rngSeedOverride;
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const state = Phaser.Math.RND.state();
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if (this.battleSeedState) {
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Phaser.Math.RND.state(this.battleSeedState);
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} else {
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Phaser.Math.RND.sow([ Utils.shiftCharCodes(this.battleSeed, this.turn << 6) ]);
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console.log("Battle Seed:", this.battleSeed);
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}
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scene.rngCounter = this.rngCounter++;
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scene.rngSeedOverride = this.battleSeed;
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const ret = Utils.randSeedInt(range, min);
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this.battleSeedState = Phaser.Math.RND.state();
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Phaser.Math.RND.state(state);
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scene.rngCounter = tempRngCounter;
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scene.rngSeedOverride = tempSeedOverride;
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return ret;
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}
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```
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`src/utils.ts`
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```ts
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// This is the eventual endpoint of every other RSI function
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export function randSeedInt(range: integer, min: integer = 0): integer {
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if (range <= 1) {
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return min;
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}
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return Phaser.Math.RND.integerInRange(min, (range - 1) + min);
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}
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```
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