every war should generate different loadAddress for the warriors
the loadAddress is calculated by a rand object
loadAddress = rand.nextInt(ARENA_SIZE)
rand object is using a seed to generate a random number
wars to run are now calculated by getTotalNumberOfWars()
(warsPerCombination * combinations)
solution, following every war we increment seed value by 1
for (int warCount = 0; warCount < getTotalNumberOfWars(); warCount++) {
runWar(...);
seed ++;
seeds are created by hashing user's seed string
currently used seed is shown while ongoing wars
using "SEED!@#=" as a prefix to seed will use the value without hashing
every war should generate different loadAddress for the warriors the loadAddress is calculated by a rand object loadAddress = rand.nextInt(ARENA_SIZE) rand object is using a seed to generate a random number
wars to run are now calculated by getTotalNumberOfWars() (warsPerCombination * combinations) solution, following every war we increment seed value by 1 for (int warCount = 0; warCount < getTotalNumberOfWars(); warCount++) { runWar(...); seed ++;
seeds are created by hashing user's seed string currently used seed is shown while ongoing wars using "SEED!@#=" as a prefix to seed will use the value without hashing
stop button to stop an ongoing competition