fix(random): continue Borland seed across games
The original RandSeed is program-global and is initialized once at startup. Rust stored the exact Borland generator inside Game but discarded its final state at game over and seeded every following game from Macroquad again, breaking stream continuity across high-score/attract flow. Expose the current seed, retain it when the App consumes a finished game, and construct the next game from that value. Attract, high-score, and portable UI continue to consume no gameplay draws. Test Plan: - `cargo test --workspace --all-targets --all-features` -- 125 passed - `cargo clippy --workspace --all-targets --all-features -- -D warnings` -- passed - `rumdl check --flavor commonmark RECONSTRUCTION.md CHANGELOG.md` -- passed - `git diff --cached --check` -- passed
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@@ -409,6 +409,10 @@ impl Game {
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&self.players[self.current_player]
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}
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pub fn random_seed(&self) -> u32 {
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self.random.seed()
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}
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pub fn secondary_score_display(&self) -> u32 {
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self.player()
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.secondary_score
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