use std::fmt::{Debug, Formatter}; use std::sync::{Arc, Mutex}; use crate::dynamic_data::models::executing_move::ExecutingMove; use crate::dynamic_data::models::pokemon::Pokemon; use crate::dynamic_data::script_handling::ScriptSource; use crate::script_hook; use crate::utils::Random; /// The RNG for a battle. #[derive(Default)] #[cfg_attr(feature = "wasm", derive(unique_type_id_derive::UniqueTypeId))] pub struct BattleRandom { /// The actual underlying RNG. This is in a mutex, so it is thread safe, and can be ran /// predictably, with guaranteed the same outputs. random: Mutex, } impl BattleRandom { /// Initializes a new RNG with a given seed. pub fn new_with_seed(seed: u128) -> Self { BattleRandom { random: Mutex::new(Random::new(seed)), } } /// Returns the underlying random number generator. pub fn get_rng(&self) -> &Mutex { &self.random } /// Get a random 32 bit integer. Can be any value between min int and max int. pub fn get(&self) -> i32 { return self.get_rng().lock().unwrap().get(); } /// Get a random 32 bit integer between 0 and max. pub fn get_max(&self, max: i32) -> i32 { return self.get_rng().lock().unwrap().get_max(max); } /// Get a random 32 bit integer between min and max. pub fn get_between(&self, min: i32, max: i32) -> i32 { return self.get_rng().lock().unwrap().get_between(min, max); } /// Gets whether or not a move triggers its secondary effect. This takes its chance, and /// rolls whether it triggers. As a side effect this run scripts to allow modifying this random /// chance. pub fn effect_chance( &self, mut chance: f32, executing_move: &ExecutingMove, target: &Arc, hit_number: u8, ) -> bool { script_hook!( change_effect_chance, executing_move, executing_move, target, hit_number, &mut chance ); script_hook!( change_incoming_effect_chance, target, executing_move, target, hit_number, &mut chance ); if chance < 100.0 { if chance > 0.0 { self.get_rng().lock().unwrap().get_float() < (chance / 100.0) } else { false } } else { true } } } impl Debug for BattleRandom { fn fmt(&self, f: &mut Formatter<'_>) -> core::fmt::Result { f.debug_struct("BattleRandom").finish() } } impl Clone for BattleRandom { fn clone(&self) -> Self { Self { random: Mutex::new(self.random.lock().unwrap().clone()), } } }