fix: add runId to seed calculations and use seeded random for treasure loot
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
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()
This commit is contained in:
@@ -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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@@ -1,6 +1,6 @@
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{
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"_meta": {
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"generated": "2026-06-08T12:36:36.211Z",
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"generated": "2026-06-08T12:41:07.359Z",
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"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
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"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
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},
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@@ -35,6 +35,7 @@ export function enterDescentMode(get: GetFn, set: SetFn): void {
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climbDirection: 'down',
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descentPeak: { floor: s.currentFloor, roomIndex: s.currentRoomIndex },
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isDescentComplete: false,
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runId: s.runId,
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});
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get().addActivityLog('floor_transition',
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`Beginning descent from Floor ${s.currentFloor}, Room ${s.currentRoomIndex + 1}`);
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@@ -58,9 +59,10 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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if (s.currentRoomIndex <= 0) {
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const newFloor = s.currentFloor - 1;
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const newRoomsPerFloor = getRoomsForFloor(newFloor, newFloor * 12345);
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const seed = newFloor * 12345 + s.runId;
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const newRoomsPerFloor = getRoomsForFloor(newFloor, seed);
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const newRoomIndex = newRoomsPerFloor - 1;
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const newRoom = generateSpireFloorState(newFloor, newRoomIndex, newRoomsPerFloor);
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const newRoom = generateSpireFloorState(newFloor, newRoomIndex, newRoomsPerFloor, s.runId);
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const newFloorHP = calcRoomHP(newRoom);
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set({
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currentFloor: newFloor,
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@@ -74,7 +76,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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get().addActivityLog('floor_transition', `Descended to Floor ${newFloor}`);
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} else {
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const newRoomIndex = s.currentRoomIndex - 1;
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const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor);
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const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor, s.runId);
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const newFloorHP = calcRoomHP(newRoom);
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set({
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currentRoomIndex: newRoomIndex,
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@@ -98,7 +100,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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if (s.currentRoomIndex + 1 >= s.roomsPerFloor) {
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const newFloor = Math.min(s.currentFloor + 1, 100);
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const newRoomsPerFloor = getRoomsForFloor(newFloor, newFloor * 12345);
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const newRoom = generateSpireFloorState(newFloor, 0, newRoomsPerFloor);
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const newRoom = generateSpireFloorState(newFloor, 0, newRoomsPerFloor, s.runId);
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const newFloorHP = calcRoomHP(newRoom);
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set({
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currentFloor: newFloor,
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@@ -112,7 +114,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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get().addActivityLog('floor_transition', `Ascending to Floor ${newFloor}`);
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} else {
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const newRoomIndex = s.currentRoomIndex + 1;
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const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor);
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const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor, s.runId);
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const newFloorHP = calcRoomHP(newRoom);
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set({
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currentRoomIndex: newRoomIndex,
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@@ -213,7 +215,7 @@ export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
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const didReset = get().roomResetState[key];
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if (didReset) {
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const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor);
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const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor, s.runId);
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set({ currentRoom: newRoom, castProgress: 0 });
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get().addActivityLog('floor_transition',
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`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} has reset — enemies respawned`);
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@@ -243,9 +245,10 @@ export function createEnterSpireMode(get: GetFn, set: SetFn) {
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const prestigeStore = usePrestigeStore.getState();
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const spireKey = prestigeStore.prestigeUpgrades.spireKey || 0;
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const startFloor = 1 + (spireKey * 2);
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const seed = startFloor * 12345;
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const runId = Math.floor(Math.random() * 2147483647);
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const seed = startFloor * 12345 + runId;
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const rooms = getRoomsForFloor(startFloor, seed);
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const freshRoom = generateSpireFloorState(startFloor, 0, rooms);
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const freshRoom = generateSpireFloorState(startFloor, 0, rooms, runId);
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set({
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spireMode: true,
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@@ -253,6 +256,7 @@ export function createEnterSpireMode(get: GetFn, set: SetFn) {
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currentFloor: startFloor,
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startFloor,
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exitFloor: startFloor,
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runId,
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currentRoomIndex: 0,
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roomsPerFloor: rooms,
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floorHP: calcRoomHP(freshRoom),
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@@ -31,6 +31,10 @@ export interface CombatState {
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climbDirection: 'up' | 'down' | null;
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isDescending: boolean;
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// ─── Spec: Run identity (climbing spec §4.2, §7) ──────────────────────
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/** Unique run ID, generated on spire entry. Used as seed component: floor × 12345 + runId */
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runId: number;
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// ─── Spec: Room navigation (climbing spec §6) ───────────────────────────
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/** Floor the player entered at (= 1 + spireKey × 2) */
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startFloor: number;
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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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@@ -39,15 +39,13 @@ function makeSeededRandom(seed: number): () => number {
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// Deterministic per floor via seed = floor × 12345 + runId.
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// Guardian floors always return 1.
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export function getRoomsForFloor(floor: number, seed?: number): number {
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export function getRoomsForFloor(floor: number, seed: number): number {
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if (isGuardianFloor(floor)) return 1;
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const base = 5;
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const floorBonus = Math.min(10, Math.floor(floor / 20));
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// Use seeded random if a seed is provided, otherwise fall back to Math.random
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const randomVariation = seed !== undefined
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? Math.floor(makeSeededRandom(seed)() * 3)
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: Math.floor(Math.random() * 3);
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// Use seeded random; seed should be floor × 12345 + runId per spec
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const randomVariation = Math.floor(makeSeededRandom(seed)() * 3);
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return base + floorBonus + randomVariation;
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}
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@@ -62,6 +60,7 @@ export function generateSpireRoomType(
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floor: number,
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roomIndex: number,
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totalRooms: number,
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runId: number = 0,
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): SpireRoomType {
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// Last room on guardian floors is always guardian
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if (isGuardianFloor(floor) && roomIndex === totalRooms - 1) {
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@@ -70,18 +69,18 @@ export function generateSpireRoomType(
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// Override: every 7th floor, one room (chosen by seed) is always 'puzzle'
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if (floor % 7 === 0) {
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const puzzleIndex = Math.floor(makeSeededRandom(floor * 12345 + 7)() * totalRooms);
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const puzzleIndex = Math.floor(makeSeededRandom(floor * 12345 + runId + 7)() * totalRooms);
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if (roomIndex === puzzleIndex) {
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return 'puzzle';
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}
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}
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// Base roll
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const roll = makeSeededRandom(floor * 1000 + roomIndex)();
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// Base roll — seed includes runId for per-run variety
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const roll = makeSeededRandom(floor * 1000 + roomIndex + runId)();
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if (roll < 0.10) {
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// Rare roll — secondary roll determines sub-type
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const rareRoll = makeSeededRandom(floor * 1000 + roomIndex + 9999)();
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const rareRoll = makeSeededRandom(floor * 1000 + roomIndex + runId + 9999)();
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if (rareRoll < 0.40) return 'recovery';
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if (rareRoll < 0.70) return 'treasure';
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return 'library';
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@@ -93,8 +92,8 @@ export function generateSpireRoomType(
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// ─── Floor State Generation ───────────────────────────────────────────────────
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export function generateSpireFloorState(floor: number, roomIndex: number, totalRooms: number): FloorState {
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const roomType = generateSpireRoomType(floor, roomIndex, totalRooms);
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export function generateSpireFloorState(floor: number, roomIndex: number, totalRooms: number, runId: number = 0): FloorState {
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const roomType = generateSpireRoomType(floor, roomIndex, totalRooms, runId);
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const element = getFloorElement(floor);
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const baseHP = getFloorMaxHP(floor);
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@@ -131,7 +130,7 @@ export function generateSpireFloorState(floor: number, roomIndex: number, totalR
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case 'puzzle': {
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const puzzleKeys = Object.keys(PUZZLE_ROOMS);
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const puzzleIdx = Math.floor(
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makeSeededRandom(floor * 1000 + roomIndex + 5000)() * puzzleKeys.length,
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makeSeededRandom(floor * 1000 + roomIndex + runId + 5000)() * puzzleKeys.length,
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);
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const selectedPuzzle = puzzleKeys[puzzleIdx];
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const puzzle = PUZZLE_ROOMS[selectedPuzzle];
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@@ -162,7 +161,7 @@ export function generateSpireFloorState(floor: number, roomIndex: number, totalR
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};
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case 'treasure': {
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const loot = generateTreasureLoot(floor);
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const loot = generateTreasureLoot(floor, runId);
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return {
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roomType: 'treasure',
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enemies: [],
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@@ -279,18 +278,21 @@ export function calcInsight(floor: number, isGuardian: boolean): number {
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* Generate treasure loot for a treasure room based on floor.
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* Returns pre-generated loot drops that are progressively revealed.
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*/
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export function generateTreasureLoot(floor: number): LootDrop[] {
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export function generateTreasureLoot(floor: number, runId: number = 0): LootDrop[] {
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const available = getAvailableDrops(floor, false);
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const drops: LootDrop[] = [];
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// Use seeded random for deterministic loot
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const rng = makeSeededRandom(floor * 12345 + runId + 31337);
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// Determine item count based on floor
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let itemCount: number;
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if (floor <= 10) {
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itemCount = 2 + Math.floor(Math.random() * 2); // 2-3
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itemCount = 2 + Math.floor(rng() * 2); // 2-3
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} else if (floor <= 50) {
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itemCount = 4 + Math.floor(Math.random() * 4); // 4-7
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itemCount = 4 + Math.floor(rng() * 4); // 4-7
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} else {
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itemCount = 8 + Math.floor(Math.random() * 8); // 8-15
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itemCount = 8 + Math.floor(rng() * 8); // 8-15
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}
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// Roll for each item
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