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(ForNeVeR#274, ForNeVeR#275, ForNeVeR#276) Link TODOs with the issues
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O21.Game/Engine/Enemies.fs

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@@ -19,7 +19,7 @@ type EnemyEffect<'e> =
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| Despawn
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type Fish = {
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Id: Guid // TODO: Think about some better identifier mechanism.
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Id: Guid // TODO[#274]: Think about some better identifier mechanism.
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TopLeft: Point
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Type: int
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/// The current velocity the fish will be moving in the designated direction.
@@ -154,7 +154,7 @@ type Fish = {
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CheckCollision level fish.Box [| playerExclusiveZones |] = Collision.None
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[|
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// TODO: Pick the actual level size instead of hardcoding here. In the future, we might wish to have levels
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// TODO[#275]: Pick the actual level size instead of hardcoding here. In the future, we might wish to have levels
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// of different sizes in the same game. This will require the level to be aware of its size, though.
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for x in 0 .. GameRules.BrickSize.X .. GameRules.LevelWidth - 1 do
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for y in 0 .. GameRules.BrickSize.Y .. GameRules.LevelHeight - 1 do
@@ -164,7 +164,7 @@ type Fish = {
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|]
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type Bomb = {
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Id: Guid // TODO: Think about some better identifier mechanism.
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Id: Guid // TODO[#274]: Think about some better identifier mechanism.
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Type: int
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TopLeft: Point
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State: BombState

O21.Game/Engine/ReproducibleRandom.fs

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@@ -8,9 +8,9 @@ open System
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open System.Collections.Generic
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open O21.Game.U95
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type ReproducibleRandom private (backend: Random) = // TODO: Not really reproducible for now. Make it so.
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type ReproducibleRandom private (backend: Random) = // TODO[#276]: Not really reproducible for now. Make it so.
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/// Creates a reproducible instance that's guaranteed
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/// (TODO: in the future, that is)
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/// (TODO[#276]: in the future, that is)
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/// to have reproducible number sequence generated across all of the supported platforms.
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static member FromSeed(seed: int): ReproducibleRandom = ReproducibleRandom(Random(seed))
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