seeded random
all runs are now seeded
seed defaults to the last 8 digits of UTC time in milliseconds
set a custom randomization seed in settings
seed controls:
at start - boss list, mob type list, level list, horizontal flip
during run - tech, gun, field choices, some custom level randomization
doesn't control: mob spawns, mob size, some minor level differences, specific level boss choices, ammo reward values, specific tech effects
bug fix with ground state
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@@ -566,7 +566,8 @@ const powerUps = {
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}
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}
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if (options.length > 0) {
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return options[Math.floor(Math.random() * options.length)]
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// return options[Math.floor(Math.random() * options.length)]
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return options[Math.floor(Math.seededRandom(0, options.length))]
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}
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},
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choiceLog: [], //records all previous choice options
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@@ -650,7 +651,8 @@ const powerUps = {
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}
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if (options.length > 0) {
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const choose = options[Math.floor(Math.random() * options.length)]
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// const choose = options[Math.floor(Math.random() * options.length)]
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const choose = options[Math.floor(Math.seededRandom(0, options.length))]
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const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
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if (tech.tech[choose].isFieldTech) {
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@@ -813,7 +815,10 @@ const powerUps = {
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}
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}
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if (options.length > 0) {
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return options[Math.floor(Math.random() * options.length)]
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// console.log(`random: ${Math.seededRandom(0, options.length)}`)
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return options[Math.floor(Math.seededRandom(0, options.length))]
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// return options[Math.floor(Math.random() * options.length)]
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}
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},
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choiceLog: [], //records all previous choice options
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