Update tests. remove converted test for the time being
This commit is contained in:
		@@ -197,7 +197,7 @@ function playLevel(level1: number) {
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        led.plot(2 * i, 2)
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    }
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    basic.pause(1000)
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    correctBall = Math.random(3)
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    correctBall = Math.randomInt(3)
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    revealBall(correctBall)
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    basic.pause(1000)
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    let swaps = 5 + 10 * level1
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@@ -209,17 +209,17 @@ function playLevel(level1: number) {
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        swapSpeed = 20
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    }
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    for (let i1 = 0; i1 < swaps; i1++) {
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        let swapType = Math.random(3)
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        let not = Math.random(3)
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        let swapType = Math.randomInt(3)
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        let not = Math.randomInt(3)
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        if (swapType < 2) {
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            let swapOrientation = Math.random(2)
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            let swapOrientation = Math.randomInt(2)
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            if (swapOrientation == 0) {
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                swapCups((not + 1) % 3, (not + 2) % 3, swapSpeed)
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            } else {
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                swapCups((not + 2) % 3, (not + 1) % 3, swapSpeed)
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            }
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        } else {
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            let swapOrientation1 = Math.random(2)
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            let swapOrientation1 = Math.randomInt(2)
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            if (swapOrientation1 == 0) {
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                swapFake((not + 1) % 3, (not + 2) % 3, swapSpeed)
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            } else {
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@@ -38,9 +38,9 @@ input.onButtonPressed(Button.B, () => {
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        led.plot(twoX, twoY)
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    }
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})
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meteoriteOneX = Math.random(5)
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meteoriteOneX = Math.randomInt(5)
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meteoriteOneY = 0
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meteoriteTwoX = Math.random(5)
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meteoriteTwoX = Math.randomInt(5)
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meteoriteTwoY = -3
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basic.pause(1000)
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for (let i = 0; i < 3; i++) {
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@@ -84,7 +84,7 @@ basic.forever(() => {
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        }
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    }
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    while (Math.abs(meteoriteTwoX - meteoriteOneX) < 1) {
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        meteoriteOneX = Math.random(5)
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        meteoriteOneX = Math.randomInt(5)
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    }
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    meteoriteOneY = 0
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    counter = counter + 1
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@@ -133,9 +133,9 @@ basic.forever(() => {
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        }
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    }
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    meteoriteTwoX = Math.random(5)
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    meteoriteTwoX = Math.randomInt(5)
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    while (Math.abs(meteoriteTwoX - meteoriteOneX) < 1) {
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        meteoriteTwoX = Math.random(5)
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        meteoriteTwoX = Math.randomInt(5)
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    }
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    meteoriteTwoY = 0
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    counter = counter + 1
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@@ -25,7 +25,7 @@ class Entity {
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        } else if (this.x == 4) {
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            return - 1
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        } else {
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            return Math.random(2) * 2 - 1
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            return Math.randomInt(2) * 2 - 1
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        }
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    }
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@@ -35,7 +35,7 @@ class Entity {
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        } else if (this.y == 4) {
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            return - 1
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        } else {
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            return Math.random(2) * 2 - 1
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            return Math.randomInt(2) * 2 - 1
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        }
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    }
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@@ -162,7 +162,7 @@ function logic() {
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        m.dirX = m.towardsX(person)
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        m.dirY = m.towardsY(person)
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        if (m.dirX != 0 && m.dirY != 0) {
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            let x = Math.random(2)
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            let x = Math.randomInt(2)
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            if (x == 1) {
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                m.dirX = 0
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            } else {
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@@ -224,7 +224,7 @@ function resetState() {
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    for (let i = 0; i < totalMonsters; i++) {
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        let busy = busyPos[i]
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        let m = monsters[i]
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        m.x = (busy.x + Math.random(3)) - 1
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        m.y = (busy.y + Math.random(3)) - 1
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        m.x = (busy.x + Math.randomInt(3)) - 1
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        m.y = (busy.y + Math.randomInt(3)) - 1
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    }
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}
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@@ -64,7 +64,7 @@ function playGame(): number {
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    while (true) {
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        if (state == "NEWDROP") {
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            // create a new drop at a random position
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            dropX = Math.random(5)
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            dropX = Math.randomInt(5)
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            dropY = 0
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            state = "RAINING"
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        } else if (state == "RAINING") {
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@@ -127,7 +127,7 @@ function playCybermen(): number {
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        } else {
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            cybermanLineupCount = 0
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            // Move Cyberman closer to player, slowly
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            if (Math.random(100) < cybermanMoveXProbability) {
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            if (Math.randomInt(100) < cybermanMoveXProbability) {
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                if (cybermanX > playerX) {
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                    cybermanX = cybermanX - 1
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                } else if (cybermanX < playerX) {
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@@ -170,7 +170,7 @@ function playDalek(): number {
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        if (tilt > 2) {
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            // Moving up, slowly
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            if (userY < 4) {
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                if (Math.random(100) < userMoveSensitivity) {
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                if (Math.randomInt(100) < userMoveSensitivity) {
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                    userY = userY + 1
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                    redraw = true
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                }
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@@ -178,7 +178,7 @@ function playDalek(): number {
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        } else if (tilt < 2) {
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            // Moving down (slowly)
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            if (userY > 0) {
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                if (Math.random(100) < userMoveSensitivity) {
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                if (Math.randomInt(100) < userMoveSensitivity) {
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                    userY = userY - 1
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                    redraw = true
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                }
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@@ -186,24 +186,24 @@ function playDalek(): number {
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        }
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        // Move the Dalek to line up with user
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        if (dalekY < userY) {
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            if (Math.random(100) < dalekMoveSensitivity) {
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            if (Math.randomInt(100) < dalekMoveSensitivity) {
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                dalekY = dalekY + 1
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                redraw = true
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            }
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        } else if (dalekY > userY) {
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            if (Math.random(100) < dalekMoveSensitivity) {
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            if (Math.randomInt(100) < dalekMoveSensitivity) {
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                dalekY = dalekY - 1
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                redraw = true
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            }
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        } else {
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            // Dalek lines up
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            if (Math.random(100) < dalekShootChance) {
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            if (Math.randomInt(100) < dalekShootChance) {
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                // Shoot a raygun at the user
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                for (let i = 0; i < 3; i++) {
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                    led.plot(i + 1, dalekY)
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                    basic.pause(100)
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                }
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                if (Math.random(100) < dalekHitChance) {
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                if (Math.randomInt(100) < dalekHitChance) {
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                    // User has been hit, game over
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                    break
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                }
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@@ -332,7 +332,7 @@ function playJudoonLanguage(): number {
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        . # # # .   # # # . .   # . # . #   # # # # #   # . . . #
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        `)
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    let pages = "029 041 167 208 283"
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    let actualAnswer = Math.random(5)
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    let actualAnswer = Math.randomInt(5)
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    let pos = 0
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    let redraw = true
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    while (gameTime < maxGameTime) {
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@@ -156,7 +156,7 @@ function surgery(): number {
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                `, 150)
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            state = "SHOCKED"
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        } else if (state == "SHOCKED") {
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            let recover = Math.random(100)
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            let recover = Math.randomInt(100)
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            if (recover >= recoveryProbability) {
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                state = "RECOVERED"
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            } else {
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@@ -75,8 +75,8 @@ function alertnessTest() {
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    // Run 10 random cognition response tests
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    for (let i = 0; i < 9; i++) {
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        // Choose random delay and random outcome
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        let delay = Math.random(5) + 5
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        let outcome = Math.random(2)
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        let delay = Math.randomInt(5) + 5
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        let outcome = Math.randomInt(2)
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        // Draw moving dots on screen until delay expires
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        basic.clearScreen()
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        for (let j = 0; j < delay; j++) {
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@@ -54,7 +54,7 @@ function playOneGame(): number {
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                . . . . .   . # # # .   . . # . .   . . # . .   . . # . .   . . # . .   . . # . .   . # # # .   . . . . .   . . . . .
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                . # # # .   . . # . .   . . # . .   . . # . .   . . # . .   . . # . .   . . # . .   . . # . .   . # # # .   . . . . .
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                `, 50)
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            let pos = Math.random(5)
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            let pos = Math.randomInt(5)
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            if (xdir) {
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                if (!canvas.pixel(pos, y)) {
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                    canvas.setPixel(pos, y, true)
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@@ -70,9 +70,9 @@ function playOneGame(): number {
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            xdir = !xdir
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            bearing = input.compassHeading()
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            if (xdir) {
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                x = Math.random(5)
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                x = Math.randomInt(5)
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            } else {
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                y = Math.random(5)
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                y = Math.randomInt(5)
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            }
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        } else {
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            basic.pause(100)
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@@ -54,7 +54,7 @@ function runGameOnce() {
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        }
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        // Run code appropriate to the present state of the game
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        if (state == "NEWSIDE") {
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            target_time = 5 + Math.random(5)
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            target_time = 5 + Math.randomInt(5)
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            state = "COOKING"
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            startTimer()
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        } else if (state == "COOKING") {
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