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()
This commit is contained in:
2026-06-08 14:54:37 +02:00
parent 7f5493f4d8
commit 83f835ccb0
6 changed files with 47 additions and 31 deletions
+12 -8
View File
@@ -35,6 +35,7 @@ export function enterDescentMode(get: GetFn, set: SetFn): void {
climbDirection: 'down',
descentPeak: { floor: s.currentFloor, roomIndex: s.currentRoomIndex },
isDescentComplete: false,
runId: s.runId,
});
get().addActivityLog('floor_transition',
`Beginning descent from Floor ${s.currentFloor}, Room ${s.currentRoomIndex + 1}`);
@@ -58,9 +59,10 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
if (s.currentRoomIndex <= 0) {
const newFloor = s.currentFloor - 1;
const newRoomsPerFloor = getRoomsForFloor(newFloor, newFloor * 12345);
const seed = newFloor * 12345 + s.runId;
const newRoomsPerFloor = getRoomsForFloor(newFloor, seed);
const newRoomIndex = newRoomsPerFloor - 1;
const newRoom = generateSpireFloorState(newFloor, newRoomIndex, newRoomsPerFloor);
const newRoom = generateSpireFloorState(newFloor, newRoomIndex, newRoomsPerFloor, s.runId);
const newFloorHP = calcRoomHP(newRoom);
set({
currentFloor: newFloor,
@@ -74,7 +76,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
get().addActivityLog('floor_transition', `Descended to Floor ${newFloor}`);
} else {
const newRoomIndex = s.currentRoomIndex - 1;
const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor);
const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor, s.runId);
const newFloorHP = calcRoomHP(newRoom);
set({
currentRoomIndex: newRoomIndex,
@@ -98,7 +100,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
if (s.currentRoomIndex + 1 >= s.roomsPerFloor) {
const newFloor = Math.min(s.currentFloor + 1, 100);
const newRoomsPerFloor = getRoomsForFloor(newFloor, newFloor * 12345);
const newRoom = generateSpireFloorState(newFloor, 0, newRoomsPerFloor);
const newRoom = generateSpireFloorState(newFloor, 0, newRoomsPerFloor, s.runId);
const newFloorHP = calcRoomHP(newRoom);
set({
currentFloor: newFloor,
@@ -112,7 +114,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
get().addActivityLog('floor_transition', `Ascending to Floor ${newFloor}`);
} else {
const newRoomIndex = s.currentRoomIndex + 1;
const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor);
const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor, s.runId);
const newFloorHP = calcRoomHP(newRoom);
set({
currentRoomIndex: newRoomIndex,
@@ -213,7 +215,7 @@ export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
const didReset = get().roomResetState[key];
if (didReset) {
const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor);
const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor, s.runId);
set({ currentRoom: newRoom, castProgress: 0 });
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} has reset — enemies respawned`);
@@ -243,9 +245,10 @@ export function createEnterSpireMode(get: GetFn, set: SetFn) {
const prestigeStore = usePrestigeStore.getState();
const spireKey = prestigeStore.prestigeUpgrades.spireKey || 0;
const startFloor = 1 + (spireKey * 2);
const seed = startFloor * 12345;
const runId = Math.floor(Math.random() * 2147483647);
const seed = startFloor * 12345 + runId;
const rooms = getRoomsForFloor(startFloor, seed);
const freshRoom = generateSpireFloorState(startFloor, 0, rooms);
const freshRoom = generateSpireFloorState(startFloor, 0, rooms, runId);
set({
spireMode: true,
@@ -253,6 +256,7 @@ export function createEnterSpireMode(get: GetFn, set: SetFn) {
currentFloor: startFloor,
startFloor,
exitFloor: startFloor,
runId,
currentRoomIndex: 0,
roomsPerFloor: rooms,
floorHP: calcRoomHP(freshRoom),
@@ -31,6 +31,10 @@ export interface CombatState {
climbDirection: 'up' | 'down' | null;
isDescending: boolean;
// ─── Spec: Run identity (climbing spec §4.2, §7) ──────────────────────
/** Unique run ID, generated on spire entry. Used as seed component: floor × 12345 + runId */
runId: number;
// ─── Spec: Room navigation (climbing spec §6) ───────────────────────────
/** Floor the player entered at (= 1 + spireKey × 2) */
startFloor: number;
+10 -4
View File
@@ -47,6 +47,9 @@ export const useCombatStore = create<CombatStore>()(
currentRoomIndex: 0,
roomsPerFloor: 1,
// ─── Spec: Run identity (climbing spec §4.2, §7) ────────────────────
runId: 0,
// ─── Spec: Descent tracking state ─────────────────────────────────────
descentPeak: null,
roomResetState: {},
@@ -166,8 +169,9 @@ export const useCombatStore = create<CombatStore>()(
set((s) => {
if (s.currentFloor <= 1) return s;
const newFloor = s.currentFloor - 1;
const rooms = getRoomsForFloor(newFloor, newFloor * 12345);
const newRoom = generateSpireFloorState(newFloor, 0, rooms);
const seed = newFloor * 12345 + s.runId;
const rooms = getRoomsForFloor(newFloor, seed);
const newRoom = generateSpireFloorState(newFloor, 0, rooms, s.runId);
return {
currentFloor: newFloor,
currentRoom: newRoom,
@@ -180,7 +184,8 @@ export const useCombatStore = create<CombatStore>()(
exitSpireMode: () => {
set((s) => {
const rooms = getRoomsForFloor(s.exitFloor, s.exitFloor * 12345);
const seed = s.exitFloor * 12345 + s.runId;
const rooms = getRoomsForFloor(s.exitFloor, seed);
return {
spireMode: false,
currentAction: 'meditate',
@@ -189,7 +194,7 @@ export const useCombatStore = create<CombatStore>()(
currentFloor: s.exitFloor,
floorHP: getFloorMaxHP(s.exitFloor),
floorMaxHP: getFloorMaxHP(s.exitFloor),
currentRoom: generateSpireFloorState(s.exitFloor, 0, rooms),
currentRoom: generateSpireFloorState(s.exitFloor, 0, rooms, s.runId),
castProgress: 0,
clearedFloors: {},
clearedRooms: {},
@@ -362,6 +367,7 @@ export const useCombatStore = create<CombatStore>()(
guardianBarrier: state.guardianBarrier,
guardianBarrierMax: state.guardianBarrierMax,
meleeSwordProgress: state.meleeSwordProgress,
runId: state.runId,
}),
}
)
+19 -17
View File
@@ -39,15 +39,13 @@ function makeSeededRandom(seed: number): () => number {
// Deterministic per floor via seed = floor × 12345 + runId.
// Guardian floors always return 1.
export function getRoomsForFloor(floor: number, seed?: number): number {
export function getRoomsForFloor(floor: number, seed: number): number {
if (isGuardianFloor(floor)) return 1;
const base = 5;
const floorBonus = Math.min(10, Math.floor(floor / 20));
// Use seeded random if a seed is provided, otherwise fall back to Math.random
const randomVariation = seed !== undefined
? Math.floor(makeSeededRandom(seed)() * 3)
: Math.floor(Math.random() * 3);
// Use seeded random; seed should be floor × 12345 + runId per spec
const randomVariation = Math.floor(makeSeededRandom(seed)() * 3);
return base + floorBonus + randomVariation;
}
@@ -62,6 +60,7 @@ export function generateSpireRoomType(
floor: number,
roomIndex: number,
totalRooms: number,
runId: number = 0,
): SpireRoomType {
// Last room on guardian floors is always guardian
if (isGuardianFloor(floor) && roomIndex === totalRooms - 1) {
@@ -70,18 +69,18 @@ export function generateSpireRoomType(
// Override: every 7th floor, one room (chosen by seed) is always 'puzzle'
if (floor % 7 === 0) {
const puzzleIndex = Math.floor(makeSeededRandom(floor * 12345 + 7)() * totalRooms);
const puzzleIndex = Math.floor(makeSeededRandom(floor * 12345 + runId + 7)() * totalRooms);
if (roomIndex === puzzleIndex) {
return 'puzzle';
}
}
// Base roll
const roll = makeSeededRandom(floor * 1000 + roomIndex)();
// Base roll — seed includes runId for per-run variety
const roll = makeSeededRandom(floor * 1000 + roomIndex + runId)();
if (roll < 0.10) {
// Rare roll — secondary roll determines sub-type
const rareRoll = makeSeededRandom(floor * 1000 + roomIndex + 9999)();
const rareRoll = makeSeededRandom(floor * 1000 + roomIndex + runId + 9999)();
if (rareRoll < 0.40) return 'recovery';
if (rareRoll < 0.70) return 'treasure';
return 'library';
@@ -93,8 +92,8 @@ export function generateSpireRoomType(
// ─── Floor State Generation ───────────────────────────────────────────────────
export function generateSpireFloorState(floor: number, roomIndex: number, totalRooms: number): FloorState {
const roomType = generateSpireRoomType(floor, roomIndex, totalRooms);
export function generateSpireFloorState(floor: number, roomIndex: number, totalRooms: number, runId: number = 0): FloorState {
const roomType = generateSpireRoomType(floor, roomIndex, totalRooms, runId);
const element = getFloorElement(floor);
const baseHP = getFloorMaxHP(floor);
@@ -131,7 +130,7 @@ export function generateSpireFloorState(floor: number, roomIndex: number, totalR
case 'puzzle': {
const puzzleKeys = Object.keys(PUZZLE_ROOMS);
const puzzleIdx = Math.floor(
makeSeededRandom(floor * 1000 + roomIndex + 5000)() * puzzleKeys.length,
makeSeededRandom(floor * 1000 + roomIndex + runId + 5000)() * puzzleKeys.length,
);
const selectedPuzzle = puzzleKeys[puzzleIdx];
const puzzle = PUZZLE_ROOMS[selectedPuzzle];
@@ -162,7 +161,7 @@ export function generateSpireFloorState(floor: number, roomIndex: number, totalR
};
case 'treasure': {
const loot = generateTreasureLoot(floor);
const loot = generateTreasureLoot(floor, runId);
return {
roomType: 'treasure',
enemies: [],
@@ -279,18 +278,21 @@ export function calcInsight(floor: number, isGuardian: boolean): number {
* Generate treasure loot for a treasure room based on floor.
* Returns pre-generated loot drops that are progressively revealed.
*/
export function generateTreasureLoot(floor: number): LootDrop[] {
export function generateTreasureLoot(floor: number, runId: number = 0): LootDrop[] {
const available = getAvailableDrops(floor, false);
const drops: LootDrop[] = [];
// Use seeded random for deterministic loot
const rng = makeSeededRandom(floor * 12345 + runId + 31337);
// Determine item count based on floor
let itemCount: number;
if (floor <= 10) {
itemCount = 2 + Math.floor(Math.random() * 2); // 2-3
itemCount = 2 + Math.floor(rng() * 2); // 2-3
} else if (floor <= 50) {
itemCount = 4 + Math.floor(Math.random() * 4); // 4-7
itemCount = 4 + Math.floor(rng() * 4); // 4-7
} else {
itemCount = 8 + Math.floor(Math.random() * 8); // 8-15
itemCount = 8 + Math.floor(rng() * 8); // 8-15
}
// Roll for each item