fix: add runId to seed calculations and use seeded random for treasure loot
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
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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@@ -47,6 +47,9 @@ export const useCombatStore = create<CombatStore>()(
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currentRoomIndex: 0,
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roomsPerFloor: 1,
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// ─── Spec: Run identity (climbing spec §4.2, §7) ────────────────────
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runId: 0,
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// ─── Spec: Descent tracking state ─────────────────────────────────────
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descentPeak: null,
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roomResetState: {},
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@@ -166,8 +169,9 @@ export const useCombatStore = create<CombatStore>()(
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set((s) => {
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if (s.currentFloor <= 1) return s;
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const newFloor = s.currentFloor - 1;
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const rooms = getRoomsForFloor(newFloor, newFloor * 12345);
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const newRoom = generateSpireFloorState(newFloor, 0, rooms);
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const seed = newFloor * 12345 + s.runId;
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const rooms = getRoomsForFloor(newFloor, seed);
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const newRoom = generateSpireFloorState(newFloor, 0, rooms, s.runId);
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return {
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currentFloor: newFloor,
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currentRoom: newRoom,
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@@ -180,7 +184,8 @@ export const useCombatStore = create<CombatStore>()(
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exitSpireMode: () => {
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set((s) => {
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const rooms = getRoomsForFloor(s.exitFloor, s.exitFloor * 12345);
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const seed = s.exitFloor * 12345 + s.runId;
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const rooms = getRoomsForFloor(s.exitFloor, seed);
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return {
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spireMode: false,
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currentAction: 'meditate',
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@@ -189,7 +194,7 @@ export const useCombatStore = create<CombatStore>()(
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currentFloor: s.exitFloor,
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floorHP: getFloorMaxHP(s.exitFloor),
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floorMaxHP: getFloorMaxHP(s.exitFloor),
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currentRoom: generateSpireFloorState(s.exitFloor, 0, rooms),
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currentRoom: generateSpireFloorState(s.exitFloor, 0, rooms, s.runId),
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castProgress: 0,
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clearedFloors: {},
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clearedRooms: {},
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@@ -362,6 +367,7 @@ export const useCombatStore = create<CombatStore>()(
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guardianBarrier: state.guardianBarrier,
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guardianBarrierMax: state.guardianBarrierMax,
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meleeSwordProgress: state.meleeSwordProgress,
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runId: state.runId,
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}),
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}
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)
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