mwg API
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    Interface AppearanceTable

    Per-run appearance shuffling for unidentified items: which look each kind wears.

    A game with identification needs this the moment it has more than one unidentified kind in a category - without it, every run's "red potion" would always be the same kind, and identifying one would identify them all forever. The mapping is drawn once per run (a seeded shuffle, so a run's seed fully determines it) and stays fixed until the run ends; revealing a kind's true nature stays the game's own identify() call, which keeps reading the mapping for the unidentified label only.

    interface AppearanceTable {
        kinds: readonly string[];
        labels: readonly string[];
    }
    Index
    kinds: readonly string[]

    the item kinds sharing one pool of looks, e.g. every potion kind

    labels: readonly string[]

    the distinct looks to deal out; must cover every kind, extras stay unused