Let's say a player encounters an enemy on a grid-based game, how can I generate a random number on chain to generate the enemy basic characteristics ( HP, strength, agility... ) at the time of the attack? Or the amount of a treasure contained in a chest?
According to this answer and this implementation by Asbjornenge one way is to originate a contract and use its address as a seed to get randomness, and provides entropy using Harbinger Oracle. How is this address generated and how predicatble is it?
Is there a faster/safer/better/less predictable way to get randomness on chain if the game manages a great amount of ꜩ, or should I go with Asbjornenge's implementation?