Random Elements in Commander
This document outlines how random elements in Magic: The Gathering are implemented in the Commander format within Rummage.
Types of Random Elements
Magic: The Gathering contains several types of random elements that require implementation in a digital engine:
Element | Description | Examples |
---|---|---|
Coin Flips | Binary random outcome | Krark's Thumb, Mana Crypt |
Die Rolls | Random number generation | Delina, Wild Mage; Chaos effects |
Random Card Selection | Selecting cards at random | Goblin Lore, Chaos Warp |
Random Target Selection | Choosing targets randomly | Possibility Storm, Knowledge Pool |
Random Card Generation | Creating cards not in the original deck | Booster Tutor, Garth One-Eye |
Implementation Approach
In Rummage, we implement random elements using a deterministic RNG system that:
- Maintains synchronization across networked games
- Provides verifiable randomness that can be audited
- Seeds random generators consistently across client instances
- Allows for replaying game states with identical outcomes
Code Example: Deterministic RNG
#![allow(unused)] fn main() { use bevy::prelude::*; use rand::{Rng, SeedableRng}; use rand_chacha::ChaCha8Rng; #[derive(Resource)] pub struct GameRng(ChaCha8Rng); impl GameRng { pub fn new_seeded(seed: u64) -> Self { Self(ChaCha8Rng::seed_from_u64(seed)) } pub fn flip_coin(&mut self) -> bool { self.0.gen_bool(0.5) } pub fn roll_die(&mut self, sides: u32) -> u32 { self.0.gen_range(1..=sides) } pub fn select_random_index(&mut self, max: usize) -> usize { if max == 0 { return 0; } self.0.gen_range(0..max) } } // System that handles coin flips fn handle_coin_flip( mut commands: Commands, mut rng: ResMut<GameRng>, mut coin_flip_events: EventReader<CoinFlipEvent>, ) { for event in coin_flip_events.read() { let result = rng.flip_coin(); commands.spawn(CoinFlipResult { source: event.source, result, affected_entities: event.affected_entities.clone(), }); } } }
Synchronization with Multiplayer
In multiplayer Commander games, random outcomes must be identical for all players. To achieve this:
- The host acts as the source of truth for RNG seed
- RNG state is included in the synchronized game state
- Random events are processed deterministically
- Network desync detection checks RNG state
Testing Random Elements
Random elements require special testing approaches:
- Seeded Tests: Using known seeds to produce predictable outcomes
- Distribution Tests: Verifying statistical properties over many trials
- Edge Case Tests: Testing boundary conditions and extreme outcomes
- Determinism Tests: Ensuring identical outcomes given the same seed
Example Test
#![allow(unused)] fn main() { #[test] fn test_coin_flip_determinism() { // Create two RNGs with the same seed let mut rng1 = GameRng::new_seeded(12345); let mut rng2 = GameRng::new_seeded(12345); // They should produce identical sequences for _ in 0..100 { assert_eq!(rng1.flip_coin(), rng2.flip_coin()); } } }
Commander-Specific Concerns
In Commander, random elements interact with multiplayer politics in unique ways:
- Perception of fairness in random outcomes
- Impact of random effects on multiple players simultaneously
- Using random outcomes as leverage in political negotiations
- Varying player attitudes toward randomness and luck
Our implementation supports these dynamics by:
- Providing clear visualization of random processes
- Implementing rules for modifying random outcomes (like Krark's Thumb)
- Supporting multiplayer-specific random effects
- Allowing customization of random elements in house rules
Summary
Random elements in Commander are implemented using deterministic, network-synchronized systems that maintain game integrity while supporting the unique social and political dynamics of the format.