[Bug] Fix off-by-one errors in some random number calls (#3665)

* Fix off-by-one error in some random number calls

* Fix mock RNG function used by tests

Also remove unnecessary extra RNG mock from Glaive Rush test

* Just some github UI manipulation don't mind me

* Update Glaive Rush test

* Remove unnecessary `Math.floor()`

* Remove resolved comment

* Add tsdocs to various functions

* Remove `src/rng.md` file

* Update tsdoc
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NightKev 2024-09-05 16:51:05 -07:00 committed by GitHub
parent deac3141a1
commit 57a3efd9e2
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10 changed files with 110 additions and 59 deletions

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@ -855,7 +855,7 @@ export default class BattleScene extends SceneBase {
overrideModifiers(this, false); overrideModifiers(this, false);
overrideHeldItems(this, pokemon, false); overrideHeldItems(this, pokemon, false);
if (boss && !dataSource) { if (boss && !dataSource) {
const secondaryIvs = Utils.getIvsFromId(Utils.randSeedInt(4294967295)); const secondaryIvs = Utils.getIvsFromId(Utils.randSeedInt(4294967296));
for (let s = 0; s < pokemon.ivs.length; s++) { for (let s = 0; s < pokemon.ivs.length; s++) {
pokemon.ivs[s] = Math.round(Phaser.Math.Linear(Math.min(pokemon.ivs[s], secondaryIvs[s]), Math.max(pokemon.ivs[s], secondaryIvs[s]), 0.75)); pokemon.ivs[s] = Math.round(Phaser.Math.Linear(Math.min(pokemon.ivs[s], secondaryIvs[s]), Math.max(pokemon.ivs[s], secondaryIvs[s]), 0.75));
@ -961,6 +961,16 @@ export default class BattleScene extends SceneBase {
this.offsetGym = this.gameMode.isClassic && this.getGeneratedOffsetGym(); this.offsetGym = this.gameMode.isClassic && this.getGeneratedOffsetGym();
} }
/**
* Generates a random number using the current battle's seed
*
* This calls {@linkcode Battle.randSeedInt}(`scene`, {@linkcode range}, {@linkcode min}) in `src/battle.ts`
* which calls {@linkcode Utils.randSeedInt randSeedInt}({@linkcode range}, {@linkcode min}) in `src/utils.ts`
*
* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
* @param min The minimum integer to pick, default `0`
* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
*/
randBattleSeedInt(range: integer, min: integer = 0): integer { randBattleSeedInt(range: integer, min: integer = 0): integer {
return this.currentBattle?.randSeedInt(this, range, min); return this.currentBattle?.randSeedInt(this, range, min);
} }
@ -1112,7 +1122,8 @@ export default class BattleScene extends SceneBase {
doubleTrainer = false; doubleTrainer = false;
} }
} }
newTrainer = trainerData !== undefined ? trainerData.toTrainer(this) : new Trainer(this, trainerType, doubleTrainer ? TrainerVariant.DOUBLE : Utils.randSeedInt(2) ? TrainerVariant.FEMALE : TrainerVariant.DEFAULT); const variant = doubleTrainer ? TrainerVariant.DOUBLE : (Utils.randSeedInt(2) ? TrainerVariant.FEMALE : TrainerVariant.DEFAULT);
newTrainer = trainerData !== undefined ? trainerData.toTrainer(this) : new Trainer(this, trainerType, variant);
this.field.add(newTrainer); this.field.add(newTrainer);
} }
} }
@ -2620,7 +2631,7 @@ export default class BattleScene extends SceneBase {
if (mods.length < 1) { if (mods.length < 1) {
return mods; return mods;
} }
const rand = Math.floor(Utils.randSeedInt(mods.length)); const rand = Utils.randSeedInt(mods.length);
return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))]; return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))];
}; };
modifiers = shuffleModifiers(modifiers); modifiers = shuffleModifiers(modifiers);

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@ -354,6 +354,12 @@ export default class Battle {
return null; return null;
} }
/**
* Generates a random number using the current battle's seed. Calls {@linkcode Utils.randSeedInt}
* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
* @param min The minimum integer to pick, default `0`
* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
*/
randSeedInt(scene: BattleScene, range: number, min: number = 0): number { randSeedInt(scene: BattleScene, range: number, min: number = 0): number {
if (range <= 1) { if (range <= 1) {
return min; return min;

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@ -2642,7 +2642,7 @@ export class ConfusionOnStatusEffectAbAttr extends PostAttackAbAttr {
if (simulated) { if (simulated) {
return defender.canAddTag(BattlerTagType.CONFUSED); return defender.canAddTag(BattlerTagType.CONFUSED);
} else { } else {
return defender.addTag(BattlerTagType.CONFUSED, pokemon.randSeedInt(3, 2), move.id, defender.id); return defender.addTag(BattlerTagType.CONFUSED, pokemon.randSeedIntRange(2, 5), move.id, defender.id);
} }
} }
return false; return false;

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@ -486,7 +486,7 @@ export class ConfusedTag extends BattlerTag {
if (pokemon.randSeedInt(3) === 0) { if (pokemon.randSeedInt(3) === 0) {
const atk = pokemon.getEffectiveStat(Stat.ATK); const atk = pokemon.getEffectiveStat(Stat.ATK);
const def = pokemon.getEffectiveStat(Stat.DEF); const def = pokemon.getEffectiveStat(Stat.DEF);
const damage = Utils.toDmgValue(((((2 * pokemon.level / 5 + 2) * 40 * atk / def) / 50) + 2) * (pokemon.randSeedInt(15, 85) / 100)); const damage = Utils.toDmgValue(((((2 * pokemon.level / 5 + 2) * 40 * atk / def) / 50) + 2) * (pokemon.randSeedIntRange(85, 100) / 100));
pokemon.scene.queueMessage(i18next.t("battlerTags:confusedLapseHurtItself")); pokemon.scene.queueMessage(i18next.t("battlerTags:confusedLapseHurtItself"));
pokemon.damageAndUpdate(damage); pokemon.damageAndUpdate(damage);
pokemon.battleData.hitCount++; pokemon.battleData.hitCount++;

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@ -4400,7 +4400,7 @@ export class AddBattlerTagAttr extends MoveEffectAttr {
const moveChance = this.getMoveChance(user, target, move, this.selfTarget, true); const moveChance = this.getMoveChance(user, target, move, this.selfTarget, true);
if (moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) { if (moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) {
return (this.selfTarget ? user : target).addTag(this.tagType, user.randSeedInt(this.turnCountMax - this.turnCountMin, this.turnCountMin), move.id, user.id); return (this.selfTarget ? user : target).addTag(this.tagType, user.randSeedIntRange(this.turnCountMin, this.turnCountMax), move.id, user.id);
} }
return false; return false;

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@ -1720,7 +1720,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}; };
this.fusionSpecies = this.scene.randomSpecies(this.scene.currentBattle?.waveIndex || 0, this.level, false, filter, true); this.fusionSpecies = this.scene.randomSpecies(this.scene.currentBattle?.waveIndex || 0, this.level, false, filter, true);
this.fusionAbilityIndex = (this.fusionSpecies.abilityHidden && hasHiddenAbility ? this.fusionSpecies.ability2 ? 2 : 1 : this.fusionSpecies.ability2 ? randAbilityIndex : 0); this.fusionAbilityIndex = (this.fusionSpecies.abilityHidden && hasHiddenAbility ? 2 : this.fusionSpecies.ability2 !== this.fusionSpecies.ability1 ? randAbilityIndex : 0);
this.fusionShiny = this.shiny; this.fusionShiny = this.shiny;
this.fusionVariant = this.variant; this.fusionVariant = this.variant;
@ -2278,7 +2278,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
if (!isTypeImmune) { if (!isTypeImmune) {
const levelMultiplier = (2 * source.level / 5 + 2); const levelMultiplier = (2 * source.level / 5 + 2);
const randomMultiplier = ((this.scene.randBattleSeedInt(16) + 85) / 100); const randomMultiplier = (this.randSeedIntRange(85, 100) / 100);
damage.value = Utils.toDmgValue((((levelMultiplier * power * sourceAtk.value / targetDef.value) / 50) + 2) damage.value = Utils.toDmgValue((((levelMultiplier * power * sourceAtk.value / targetDef.value) / 50) + 2)
* stabMultiplier.value * stabMultiplier.value
* typeMultiplier * typeMultiplier
@ -3448,12 +3448,30 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
fusionCanvas.remove(); fusionCanvas.remove();
} }
/**
* Generates a random number using the current battle's seed, or the global seed if `this.scene.currentBattle` is falsy
* <!-- @import "../battle".Battle -->
* This calls either {@linkcode BattleScene.randBattleSeedInt}({@linkcode range}, {@linkcode min}) in `src/battle-scene.ts`
* which calls {@linkcode Battle.randSeedInt}(`scene`, {@linkcode range}, {@linkcode min}) in `src/battle.ts`
* which calls {@linkcode Utils.randSeedInt randSeedInt}({@linkcode range}, {@linkcode min}) in `src/utils.ts`,
* or it directly calls {@linkcode Utils.randSeedInt randSeedInt}({@linkcode range}, {@linkcode min}) in `src/utils.ts` if there is no current battle
*
* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
* @param min The minimum integer to pick, default `0`
* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
*/
randSeedInt(range: integer, min: integer = 0): integer { randSeedInt(range: integer, min: integer = 0): integer {
return this.scene.currentBattle return this.scene.currentBattle
? this.scene.randBattleSeedInt(range, min) ? this.scene.randBattleSeedInt(range, min)
: Utils.randSeedInt(range, min); : Utils.randSeedInt(range, min);
} }
/**
* Generates a random number using the current battle's seed, or the global seed if `this.scene.currentBattle` is falsy
* @param min The minimum integer to generate
* @param max The maximum integer to generate
* @returns a random integer between {@linkcode min} and {@linkcode max} inclusive
*/
randSeedIntRange(min: integer, max: integer): integer { randSeedIntRange(min: integer, max: integer): integer {
return this.randSeedInt((max - min) + 1, min); return this.randSeedInt((max - min) + 1, min);
} }

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@ -377,16 +377,16 @@ export class MoveEffectPhase extends PokemonPhase {
return false; return false;
} }
const moveAccuracy = this.move.getMove().calculateBattleAccuracy(user!, target); // TODO: is the bang correct here? const moveAccuracy = this.move.getMove().calculateBattleAccuracy(user, target);
if (moveAccuracy === -1) { if (moveAccuracy === -1) {
return true; return true;
} }
const accuracyMultiplier = user.getAccuracyMultiplier(target, this.move.getMove()); const accuracyMultiplier = user.getAccuracyMultiplier(target, this.move.getMove());
const rand = user.randSeedInt(100, 1); const rand = user.randSeedInt(100);
return rand <= moveAccuracy * (accuracyMultiplier!); // TODO: is this bang correct? return rand < (moveAccuracy * accuracyMultiplier);
} }
/** Returns the {@linkcode Pokemon} using this phase's invoked move */ /** Returns the {@linkcode Pokemon} using this phase's invoked move */

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@ -1,13 +1,12 @@
import { allMoves } from "#app/data/move"; import { allMoves } from "#app/data/move";
import { Abilities } from "#app/enums/abilities"; import { Abilities } from "#app/enums/abilities";
import { DamagePhase } from "#app/phases/damage-phase"; import { Moves } from "#app/enums/moves";
import { TurnEndPhase } from "#app/phases/turn-end-phase"; import { Species } from "#app/enums/species";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager"; import GameManager from "#test/utils/gameManager";
import Phaser from "phaser"; import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
const TIMEOUT = 20 * 1000;
describe("Moves - Glaive Rush", () => { describe("Moves - Glaive Rush", () => {
let phaserGame: Phaser.Game; let phaserGame: Phaser.Game;
@ -25,131 +24,142 @@ describe("Moves - Glaive Rush", () => {
beforeEach(() => { beforeEach(() => {
game = new GameManager(phaserGame); game = new GameManager(phaserGame);
game.override.battleType("single"); game.override
game.override.disableCrits(); .battleType("single")
game.override.enemySpecies(Species.MAGIKARP); .disableCrits()
game.override.enemyAbility(Abilities.BALL_FETCH); .enemySpecies(Species.MAGIKARP)
game.override.enemyMoveset(Array(4).fill(Moves.GLAIVE_RUSH)); .enemyAbility(Abilities.BALL_FETCH)
game.override.starterSpecies(Species.KLINK); .enemyMoveset(Array(4).fill(Moves.GLAIVE_RUSH))
game.override.ability(Abilities.UNNERVE); .starterSpecies(Species.KLINK)
game.override.passiveAbility(Abilities.FUR_COAT); .ability(Abilities.BALL_FETCH)
game.override.moveset([Moves.SHADOW_SNEAK, Moves.AVALANCHE, Moves.SPLASH, Moves.GLAIVE_RUSH]); .moveset([Moves.SHADOW_SNEAK, Moves.AVALANCHE, Moves.SPLASH, Moves.GLAIVE_RUSH]);
}); });
it("takes double damage from attacks", async () => { it("takes double damage from attacks", async () => {
await game.startBattle(); await game.classicMode.startBattle();
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
enemy.hp = 1000; enemy.hp = 1000;
vi.spyOn(game.scene, "randBattleSeedInt").mockReturnValue(0);
game.move.select(Moves.SHADOW_SNEAK); game.move.select(Moves.SHADOW_SNEAK);
await game.phaseInterceptor.to(DamagePhase); await game.phaseInterceptor.to("DamagePhase");
const damageDealt = 1000 - enemy.hp; const damageDealt = 1000 - enemy.hp;
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
game.move.select(Moves.SHADOW_SNEAK); game.move.select(Moves.SHADOW_SNEAK);
await game.phaseInterceptor.to(DamagePhase); await game.phaseInterceptor.to("DamagePhase");
expect(enemy.hp).toBeLessThanOrEqual(1001 - (damageDealt * 3)); expect(enemy.hp).toBeLessThanOrEqual(1001 - (damageDealt * 3));
}, 5000); // TODO: revert back to 20s }, TIMEOUT);
it("always gets hit by attacks", async () => { it("always gets hit by attacks", async () => {
await game.startBattle(); await game.classicMode.startBattle();
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
enemy.hp = 1000; enemy.hp = 1000;
allMoves[Moves.AVALANCHE].accuracy = 0; allMoves[Moves.AVALANCHE].accuracy = 0;
game.move.select(Moves.AVALANCHE); game.move.select(Moves.AVALANCHE);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
expect(enemy.hp).toBeLessThan(1000); expect(enemy.hp).toBeLessThan(1000);
}, 20000); }, TIMEOUT);
it("interacts properly with multi-lens", async () => { it("interacts properly with multi-lens", async () => {
game.override.startingHeldItems([{ name: "MULTI_LENS", count: 2 }]); game.override
game.override.enemyMoveset(Array(4).fill(Moves.AVALANCHE)); .startingHeldItems([{ name: "MULTI_LENS", count: 2 }])
await game.startBattle(); .enemyMoveset(Array(4).fill(Moves.AVALANCHE));
await game.classicMode.startBattle();
const player = game.scene.getPlayerPokemon()!; const player = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
enemy.hp = 1000; enemy.hp = 1000;
player.hp = 1000; player.hp = 1000;
allMoves[Moves.AVALANCHE].accuracy = 0; allMoves[Moves.AVALANCHE].accuracy = 0;
game.move.select(Moves.GLAIVE_RUSH); game.move.select(Moves.GLAIVE_RUSH);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
expect(player.hp).toBeLessThan(1000); expect(player.hp).toBeLessThan(1000);
player.hp = 1000; player.hp = 1000;
game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
expect(player.hp).toBe(1000); expect(player.hp).toBe(1000);
}, 20000); }, TIMEOUT);
it("secondary effects only last until next move", async () => { it("secondary effects only last until next move", async () => {
game.override.enemyMoveset(Array(4).fill(Moves.SHADOW_SNEAK)); game.override.enemyMoveset(Array(4).fill(Moves.SHADOW_SNEAK));
await game.startBattle(); await game.classicMode.startBattle();
const player = game.scene.getPlayerPokemon()!; const player = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
enemy.hp = 1000; enemy.hp = 1000;
player.hp = 1000; player.hp = 1000;
allMoves[Moves.SHADOW_SNEAK].accuracy = 0; allMoves[Moves.SHADOW_SNEAK].accuracy = 0;
game.move.select(Moves.GLAIVE_RUSH); game.move.select(Moves.GLAIVE_RUSH);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
expect(player.hp).toBe(1000); expect(player.hp).toBe(1000);
game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
const damagedHp = player.hp; const damagedHp = player.hp;
expect(player.hp).toBeLessThan(1000); expect(player.hp).toBeLessThan(1000);
game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
expect(player.hp).toBe(damagedHp); expect(player.hp).toBe(damagedHp);
}, 20000); }, TIMEOUT);
it("secondary effects are removed upon switching", async () => { it("secondary effects are removed upon switching", async () => {
game.override.enemyMoveset(Array(4).fill(Moves.SHADOW_SNEAK)); game.override
game.override.starterSpecies(0); .enemyMoveset(Array(4).fill(Moves.SHADOW_SNEAK))
await game.startBattle([Species.KLINK, Species.FEEBAS]); .starterSpecies(0);
await game.classicMode.startBattle([Species.KLINK, Species.FEEBAS]);
const player = game.scene.getPlayerPokemon()!; const player = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
enemy.hp = 1000; enemy.hp = 1000;
allMoves[Moves.SHADOW_SNEAK].accuracy = 0; allMoves[Moves.SHADOW_SNEAK].accuracy = 0;
game.move.select(Moves.GLAIVE_RUSH); game.move.select(Moves.GLAIVE_RUSH);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
expect(player.hp).toBe(player.getMaxHp()); expect(player.hp).toBe(player.getMaxHp());
game.doSwitchPokemon(1); game.doSwitchPokemon(1);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
game.doSwitchPokemon(1); game.doSwitchPokemon(1);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
expect(player.hp).toBe(player.getMaxHp()); expect(player.hp).toBe(player.getMaxHp());
}, 20000); }, TIMEOUT);
it("secondary effects don't activate if move fails", async () => { it("secondary effects don't activate if move fails", async () => {
game.override.moveset([Moves.SHADOW_SNEAK, Moves.PROTECT, Moves.SPLASH, Moves.GLAIVE_RUSH]); game.override.moveset([Moves.SHADOW_SNEAK, Moves.PROTECT, Moves.SPLASH, Moves.GLAIVE_RUSH]);
await game.startBattle(); await game.classicMode.startBattle();
const player = game.scene.getPlayerPokemon()!; const player = game.scene.getPlayerPokemon()!;
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
enemy.hp = 1000; enemy.hp = 1000;
player.hp = 1000; player.hp = 1000;
game.move.select(Moves.PROTECT); game.move.select(Moves.PROTECT);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
game.move.select(Moves.SHADOW_SNEAK); game.move.select(Moves.SHADOW_SNEAK);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
game.override.enemyMoveset(Array(4).fill(Moves.SPLASH)); game.override.enemyMoveset(Array(4).fill(Moves.SPLASH));
const damagedHP1 = 1000 - enemy.hp; const damagedHP1 = 1000 - enemy.hp;
enemy.hp = 1000; enemy.hp = 1000;
game.move.select(Moves.SHADOW_SNEAK); game.move.select(Moves.SHADOW_SNEAK);
await game.phaseInterceptor.to(TurnEndPhase); await game.phaseInterceptor.to("TurnEndPhase");
const damagedHP2 = 1000 - enemy.hp; const damagedHP2 = 1000 - enemy.hp;
expect(damagedHP2).toBeGreaterThanOrEqual((damagedHP1 * 2) - 1); expect(damagedHP2).toBeGreaterThanOrEqual((damagedHP1 * 2) - 1);
}, 20000); }, TIMEOUT);
}); });

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@ -76,7 +76,7 @@ export default class GameManager {
constructor(phaserGame: Phaser.Game, bypassLogin: boolean = true) { constructor(phaserGame: Phaser.Game, bypassLogin: boolean = true) {
localStorage.clear(); localStorage.clear();
ErrorInterceptor.getInstance().clear(); ErrorInterceptor.getInstance().clear();
BattleScene.prototype.randBattleSeedInt = (arg) => arg-1; BattleScene.prototype.randBattleSeedInt = (range, min: number = 0) => min + range - 1; // This simulates a max roll
this.gameWrapper = new GameWrapper(phaserGame, bypassLogin); this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
this.scene = new BattleScene(); this.scene = new BattleScene();
this.phaseInterceptor = new PhaseInterceptor(this.scene); this.phaseInterceptor = new PhaseInterceptor(this.scene);

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@ -1,5 +1,5 @@
import i18next from "i18next";
import { MoneyFormat } from "#enums/money-format"; import { MoneyFormat } from "#enums/money-format";
import i18next from "i18next";
export const MissingTextureKey = "__MISSING"; export const MissingTextureKey = "__MISSING";
@ -82,6 +82,12 @@ export function randInt(range: integer, min: integer = 0): integer {
return Math.floor(Math.random() * range) + min; return Math.floor(Math.random() * range) + min;
} }
/**
* Generates a random number using the global seed, or the current battle's seed if called via `Battle.randSeedInt`
* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
* @param min The minimum integer to pick, default `0`
* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
*/
export function randSeedInt(range: integer, min: integer = 0): integer { export function randSeedInt(range: integer, min: integer = 0): integer {
if (range <= 1) { if (range <= 1) {
return min; return min;