fix: add runId to seed calculations and use seeded random for treasure loot
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Fixes #299: Seed calculation now includes runId component per spec (seed = floor × 12345 + runId) Fixes #298: Treasure loot now uses seeded random instead of Math.random() Changes: - Added runId field to CombatState type - Generated random runId on spire entry in createEnterSpireMode - Updated getRoomsForFloor, generateSpireRoomType, generateSpireFloorState, generateTreasureLoot to accept and use runId - Updated all call sites in combat-descent-actions.ts and combatStore.ts - Treasure loot item count now uses seeded RNG instead of Math.random()
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@@ -1,5 +1,5 @@
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# Circular Dependencies
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Generated: 2026-06-08T12:36:38.273Z
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Generated: 2026-06-08T12:41:09.468Z
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Found: 1 circular chain(s) — these MUST be fixed before modifying involved files.
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1. 1) stores/golem-combat-actions.ts > stores/golem-combat-helpers.ts
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