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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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@@ -6,6 +6,7 @@ from pqcli import random
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from pqcli.config import StatType
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from pqcli.game_data import load_game_data
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from pqcli.mechanic import Player, Simulation, Stats, monster_task
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from pqcli.random import Alea
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STATS = {
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StatType.strength: 12,
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@@ -28,6 +29,7 @@ def run_trace(seed: str, ticks: int = 3000) -> T.List[str]:
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race=data.races[0],
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class_=data.classes[0],
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stats=Stats(dict(STATS)),
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rng=Alea(seed),
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)
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random.seed(seed)
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simulation = Simulation(player, data)
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@@ -40,17 +42,18 @@ def run_trace(seed: str, ticks: int = 3000) -> T.List[str]:
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for _ in range(ticks):
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simulation.tick(100000.0)
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# plot cinematics and quests are rare in a short run, so force them
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for _ in range(30):
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simulation.interplot_cinematic()
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simulation.complete_quest()
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lines.extend(f"queued: {task.description}" for task in player.queue)
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player.queue.clear()
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with random.using(player.rng):
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# plot cinematics and quests are rare in a short run, so force them
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for _ in range(30):
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simulation.interplot_cinematic()
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simulation.complete_quest()
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lines.extend(f"queued: {task.description}" for task in player.queue)
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player.queue.clear()
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# high level monsters are unreachable in a short run
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for level in range(1, 100):
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task = monster_task(data, level, player.quest_book.monster)
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lines.append(f"monster: {task.description} {task.duration}")
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# high level monsters are unreachable in a short run
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for level in range(1, 100):
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task = monster_task(data, level, player.quest_book.monster)
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lines.append(f"monster: {task.description} {task.duration}")
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lines.append(f"level: {player.level}")
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lines.append(f"act: {player.quest_book.act}")
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@@ -1,4 +1,5 @@
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import datetime
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import pickle
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import re
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import pytest
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@@ -11,9 +12,12 @@ from pqcli.mechanic import (
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Player,
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Simulation,
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Stats,
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StatsBuilder,
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create_player,
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impressive_guy,
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level_up_time,
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)
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from pqcli.random import Alea
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def test_level_up_time_matches_upstream() -> None:
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@@ -24,6 +28,10 @@ def test_level_up_time_matches_upstream() -> None:
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assert level_up_time(100) == 70460007
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RACE = load_game_data().races[0]
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CLASS = load_game_data().classes[0]
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def make_simulation() -> Simulation:
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data = load_game_data()
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player = Player(
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@@ -32,6 +40,7 @@ def make_simulation() -> Simulation:
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race=data.races[0],
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class_=data.classes[0],
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stats=Stats({stat: 10 for stat in StatType}),
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rng=Alea("test"),
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)
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return Simulation(player, data)
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@@ -181,3 +190,53 @@ def test_prologue_fills_plot_bar() -> None:
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]
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assert positions[5][0] == "Loading Act I"
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assert positions[6][0] == "Heading to the killing fields"
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def test_player_rng_survives_save_and_load() -> None:
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simulation = make_simulation()
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for _ in range(50):
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simulation.tick(100000.0)
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restored = pickle.loads(pickle.dumps(simulation.player))
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assert restored.rng.state() == simulation.player.rng.state()
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def test_old_save_without_rng_gets_one() -> None:
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player = make_simulation().player
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state = player.__dict__.copy()
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del state["rng"]
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restored = Player.__new__(Player)
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restored.__setstate__(state)
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assert isinstance(restored.rng, Alea)
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def test_tick_draws_from_player_rng_only() -> None:
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random.seed("global")
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expected = Alea("global").uint32() % 1000
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simulation = make_simulation()
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before = simulation.player.rng.state()
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for _ in range(50):
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simulation.tick(100000.0)
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assert simulation.player.rng.state() != before
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assert random.below(1000) == expected
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def test_new_game_replays_stat_roll_numbers() -> None:
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# upstream seeds the game with the state from before the stat roll
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builder = StatsBuilder(Alea("roll"))
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builder.roll()
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stats = builder.roll()
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player = create_player("New", RACE, CLASS, stats, builder.seed)
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assert player.rng.state() == builder.history[-1].seed
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with random.using(player.rng):
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rerolled = StatsBuilder(player.rng).roll()
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assert dict(rerolled) == dict(stats)
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def test_unroll_restores_previous_stats_and_generator() -> None:
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builder = StatsBuilder(Alea("roll"))
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first = builder.roll()
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after_first = builder.history[-1].after
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builder.roll()
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assert builder.unroll() is first
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assert builder.seed == builder.history[-1].seed
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assert builder._rng.state() == after_first
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@@ -0,0 +1,88 @@
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import pickle
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import pytest
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from pqcli import random
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from pqcli.random import Alea
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# First outputs and resulting state of upstream's JS Alea(seed).uint32()
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VECTORS = {
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"alpha": (
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[3768637044, 756790225, 3147161637, 1726577786, 279486812],
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(0.732755669625476, 0.4020002172328532, 0.06507309433072805, 368555),
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),
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"": (
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[715789690, 2091287642, 486307, 3866591158, 760028033],
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(
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0.00011322717182338238,
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0.9002609080635011,
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0.17695781611837447,
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1018452,
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),
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),
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"1697543210123": (
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[3110287155, 2843160345, 1794106530, 2361562046, 1804721005],
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(
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0.41772297816351056,
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0.5498440111987293,
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0.42019435320980847,
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1384612,
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),
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),
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# Mash hashes UTF-16 code units, so the dragon counts as two
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"Ünïcødé 🐉": (
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[4162081648, 198215584, 541466577, 6418444, 2254846220],
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(
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0.12607001163996756,
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0.0014944104477763176,
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0.5249972967430949,
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96530,
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),
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),
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}
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@pytest.mark.parametrize("seed", VECTORS)
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def test_alea_matches_upstream(seed: str) -> None:
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first, state = VECTORS[seed]
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rng = Alea(seed)
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assert [rng.uint32() for _ in first] == first
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assert rng.state() == state
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def test_alea_state_round_trip() -> None:
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rng = Alea("alpha")
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rng.uint32()
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copy = Alea.from_state(rng.state())
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assert [copy.uint32() for _ in range(100)] == [
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rng.uint32() for _ in range(100)
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]
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def test_alea_pickles_with_its_state() -> None:
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rng = Alea("alpha")
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rng.uint32()
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copy = pickle.loads(pickle.dumps(rng))
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assert copy.state() == rng.state()
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def test_unseeded_alea_differs() -> None:
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assert Alea().state() != Alea("alpha").state()
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def test_below_is_uint32_modulo() -> None:
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# Random(n) = seed.uint32() % n
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random.seed("alpha")
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assert [random.below(1000) for _ in range(5)] == [
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n % 1000 for n in VECTORS["alpha"][0]
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]
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def test_using_restores_previous_generator() -> None:
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random.seed("outer")
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expected = Alea("outer").uint32() % 1000
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inner = Alea("inner")
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with random.using(inner):
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random.below(10)
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assert inner.state() != Alea("inner").state()
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assert random.below(1000) == expected
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