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https://github.com/rr-/pq-cli.git
synced 2026-11-12 22:40:36 -07:00
random: port Alea, one generator per character
pqcli used Python's global Mersenne Twister, seeded once from the clock. Upstream uses Johannes Baagøe's Alea, with Random(n) = uint32() % n, and keeps the generator state with each character. The port matches the JS output bit for bit, including UTF-16 seeding of non-BMP characters. Each Player now owns an Alea that is pickled with the save, and Simulation.tick draws from it. Saves without one get a fresh generator. As upstream does, a new character's game continues from the state the kept stat roll was made from. The parity traces are re-recorded, since every random number changes.
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11 files changed
+5741
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+55
-18
@@ -30,6 +30,7 @@ from pqcli.lingo import (
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special,
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young,
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)
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from pqcli.random import Alea, RngState
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logger = logging.getLogger(__name__)
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@@ -346,12 +347,14 @@ class Player(SignalMixin):
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race: Race,
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class_: Class,
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stats: Stats,
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rng: T.Optional[Alea] = None,
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) -> None:
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self.name: str = name
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self.birthday: datetime.datetime = birthday
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self.race: Race = race
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self.class_: Class = class_
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self.stats: Stats = stats
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self.rng: Alea = rng or Alea()
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self.elapsed = 0.0
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self.exp_bar = Bar(max_=level_up_time(1))
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@@ -369,6 +372,8 @@ class Player(SignalMixin):
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def __setstate__(self, obj: T.Any) -> None:
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self.__dict__.update(obj)
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self.elapsed = obj.get("elapsed", 0.0)
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if "rng" not in obj:
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self.rng = Alea()
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def set_task(self, task: BaseTask) -> None:
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self.task = task
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@@ -494,6 +499,11 @@ class Simulation:
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self.last_tick = datetime.datetime.now()
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def tick(self, elapsed: float = 100.0) -> None:
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# each character plays on its own generator, saved along with it
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with random.using(self.player.rng):
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self._tick(elapsed)
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def _tick(self, elapsed: float) -> None:
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self.player.elapsed += elapsed
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if self.player.task is None:
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@@ -963,37 +973,64 @@ def monster_task(
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return KillTask(description, duration, monster=monster)
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@dataclass
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class _Roll:
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stats: Stats
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seed: RngState # generator state before the roll
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after: RngState
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class StatsBuilder:
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def __init__(self) -> None:
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self.history: T.List[Stats] = []
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def __init__(self, rng: T.Optional[Alea] = None) -> None:
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self._rng = rng or Alea()
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self.history: T.List[_Roll] = []
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@property
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def seed(self) -> RngState:
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"""Generator state the current stats were rolled from.
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Like upstream, a new character's game continues from this state,
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so its first rolls replay the stat roll's numbers.
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"""
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return self.history[-1].seed
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def roll(self) -> Stats:
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values: T.Dict[StatType, int] = {
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stat: 3 + random.below(6) + random.below(6) + random.below(6)
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for stat in PRIME_STATS
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}
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values[StatType.hp_max] = (
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random.below(8) + values[StatType.condition] // 6
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)
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values[StatType.mp_max] = (
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random.below(8) + values[StatType.intelligence] // 6
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)
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seed = self._rng.state()
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with random.using(self._rng):
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values: T.Dict[StatType, int] = {
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stat: 3 + random.below(6) + random.below(6) + random.below(6)
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for stat in PRIME_STATS
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}
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values[StatType.hp_max] = (
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random.below(8) + values[StatType.condition] // 6
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)
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values[StatType.mp_max] = (
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random.below(8) + values[StatType.intelligence] // 6
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)
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stats = Stats(values)
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self.history.append(stats)
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self.history.append(_Roll(stats, seed, self._rng.state()))
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return stats
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def unroll(self) -> Stats:
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if len(self.history) > 1:
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self.history.pop()
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return self.history[-1]
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self._rng = Alea.from_state(self.history[-1].after)
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return self.history[-1].stats
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def create_player(
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name: str, race: Race, class_: Class, stats: Stats
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name: str,
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race: Race,
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class_: Class,
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stats: Stats,
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seed: T.Optional[RngState] = None,
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) -> Player:
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now = datetime.datetime.now()
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random.seed(str(now))
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player = Player(
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birthday=now, name=name, race=race, class_=class_, stats=stats
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birthday=datetime.datetime.now(),
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name=name,
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race=race,
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class_=class_,
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stats=stats,
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rng=Alea.from_state(seed) if seed is not None else None,
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)
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return player
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+98
-3
@@ -1,9 +1,104 @@
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import random
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import contextlib
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import time
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import typing as T
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RngState = T.Tuple[float, float, float, int]
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_2_POW_32 = 0x100000000
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_2_POW_MINUS_32 = 2.3283064365386963e-10
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def _to_uint32(value: float) -> float:
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# JS `value >>> 0` for the non-negative values Mash produces
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return float(int(value) % _2_POW_32)
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def _mash() -> T.Callable[[str], float]:
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n = float(0xEFC8249D)
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def mash(data: str) -> float:
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nonlocal n
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# JS strings are UTF-16, and charCodeAt() returns code units
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units = data.encode("utf-16-le")
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for i in range(0, len(units), 2):
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n += units[i] | (units[i + 1] << 8)
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h = 0.02519603282416938 * n
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n = _to_uint32(h)
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h -= n
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h *= n
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n = _to_uint32(h)
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h -= n
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n += h * _2_POW_32
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return _to_uint32(n) * _2_POW_MINUS_32
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return mash
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class Alea:
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"""Johannes Baagøe's Alea PRNG (MIT), as used by Progress Quest web.
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Ported bit for bit so that games seeded alike play out alike. Saves
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pickle this class by import path, so it must stay in this module.
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"""
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def __init__(self, *args: str) -> None:
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if not args:
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args = (str(int(time.time() * 1000)),)
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mash = _mash()
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self._s0 = mash(" ")
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self._s1 = mash(" ")
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self._s2 = mash(" ")
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self._c = 1
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for arg in args:
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self._s0 -= mash(arg)
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if self._s0 < 0:
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self._s0 += 1
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self._s1 -= mash(arg)
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if self._s1 < 0:
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self._s1 += 1
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self._s2 -= mash(arg)
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if self._s2 < 0:
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self._s2 += 1
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@classmethod
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def from_state(cls, state: RngState) -> "Alea":
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rng = cls.__new__(cls)
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rng._s0, rng._s1, rng._s2, rng._c = state
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return rng
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def state(self) -> RngState:
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return (self._s0, self._s1, self._s2, self._c)
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def random(self) -> float:
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t = 2091639 * self._s0 + self._c * _2_POW_MINUS_32
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self._s0 = self._s1
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self._s1 = self._s2
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self._c = int(t)
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self._s2 = t - self._c
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return self._s2
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def uint32(self) -> int:
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return int(self.random() * _2_POW_32)
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_current = Alea()
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def seed(source: str) -> None:
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random.seed(source.encode())
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global _current
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_current = Alea(source)
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@contextlib.contextmanager
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def using(rng: Alea) -> T.Iterator[None]:
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"""Draw from rng instead of the shared generator inside the block."""
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global _current
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previous = _current
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_current = rng
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try:
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yield
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finally:
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_current = previous
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def choice(source: T.Sequence[T.Any]) -> T.Any:
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@@ -15,7 +110,7 @@ def choice_low(source: T.Sequence[T.Any]) -> T.Any:
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def below(num: int) -> int:
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return random.randint(0, num - 1)
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return _current.uint32() % num
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def below_low(num: int) -> int:
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@@ -124,7 +124,11 @@ class BasicUserInterface(BaseUserInterface):
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break
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player = create_player(
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name=name, race=race, class_=class_, stats=stats
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name=name,
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race=race,
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class_=class_,
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stats=stats,
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seed=stats_builder.seed,
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)
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self.roster.players.append(player)
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if auto_play and self.confirm(
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@@ -9,6 +9,7 @@ from pqcli import lingo
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from pqcli.config import Class, Race
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from pqcli.game_data import GameData
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from pqcli.mechanic import Player, Stats, create_player
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from pqcli.random import RngState
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from pqcli.roster import Roster
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from pqcli.ui.base import BaseUserInterface
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from pqcli.ui.curses.colors import (
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@@ -156,8 +157,8 @@ class CursesUserInterface(BaseUserInterface):
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view.on_cancel += lambda: self._switch_to_create_char_class_view(
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player_name, race, class_
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)
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view.on_confirm += lambda stats: self._create_character(
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player_name, race, class_, stats
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view.on_confirm += lambda stats, seed: self._create_character(
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player_name, race, class_, stats, seed
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)
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self._switch_view(view)
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@@ -196,9 +197,14 @@ class CursesUserInterface(BaseUserInterface):
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self._view.start()
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def _create_character(
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self, name: str, race: Race, class_: Class, stats: Stats
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self,
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name: str,
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race: Race,
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class_: Class,
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stats: Stats,
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seed: RngState,
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) -> None:
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player = create_player(name, race, class_, stats)
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player = create_player(name, race, class_, stats, seed)
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self.roster.players.append(player)
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if self.args.use_saves:
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self.roster.save()
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@@ -55,7 +55,7 @@ class ChooseCharacterStatsView(BaseView):
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elif self._active_widget == 1:
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self._stats = self._stats_builder.unroll()
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elif self._active_widget == 2:
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self.on_confirm(self._stats)
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self.on_confirm(self._stats, self._stats_builder.seed)
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elif self._active_widget == 3:
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self.on_cancel()
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else:
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@@ -68,7 +68,7 @@ class ChooseCharacterStatsView(BaseView):
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self._stats = self._stats_builder.unroll()
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elif key == curses.KEY_F10:
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self.on_confirm(self._stats)
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self.on_confirm(self._stats, self._stats_builder.seed)
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elif key in KEYS_CYCLE:
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self._active_widget = (self._active_widget + 1) % 4
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