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,
}),
}
)