chore: increase seed ranges to be more accurate (#2029)
All checks were successful
Build Docker image / docker (push) Successful in 1m18s
Build / build (push) Successful in 1m2s

Reviewed-on: #2029
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This commit is contained in:
Sainan 2025-05-08 18:00:22 -07:00 committed by Sainan
parent 8d788d38a5
commit 0e255067a8

View File

@ -5,7 +5,7 @@ import syndicateMissions from "@/static/fixed_responses/worldState/syndicateMiss
import { buildConfig } from "@/src/services/buildConfigService"; import { buildConfig } from "@/src/services/buildConfigService";
import { unixTimesInMs } from "@/src/constants/timeConstants"; import { unixTimesInMs } from "@/src/constants/timeConstants";
import { config } from "@/src/services/configService"; import { config } from "@/src/services/configService";
import { CRng } from "@/src/services/rngService"; import { CRng, SRng } from "@/src/services/rngService";
import { ExportNightwave, ExportRegions, IRegion } from "warframe-public-export-plus"; import { ExportNightwave, ExportRegions, IRegion } from "warframe-public-export-plus";
import { import {
ICalendarDay, ICalendarDay,
@ -234,7 +234,7 @@ const pushTilesetModifiers = (modifiers: string[], tileset: TSortieTileset): voi
}; };
export const getSortie = (day: number): ISortie => { export const getSortie = (day: number): ISortie => {
const seed = new CRng(day).randomInt(0, 0xffff); const seed = new CRng(day).randomInt(0, 100_000);
const rng = new CRng(seed); const rng = new CRng(seed);
const boss = rng.randomElement(sortieBosses)!; const boss = rng.randomElement(sortieBosses)!;
@ -350,7 +350,7 @@ const dailyChallenges = Object.keys(ExportNightwave.challenges).filter(x =>
const getSeasonDailyChallenge = (day: number): ISeasonChallenge => { const getSeasonDailyChallenge = (day: number): ISeasonChallenge => {
const dayStart = EPOCH + day * 86400000; const dayStart = EPOCH + day * 86400000;
const dayEnd = EPOCH + (day + 3) * 86400000; const dayEnd = EPOCH + (day + 3) * 86400000;
const rng = new CRng(new CRng(day).randomInt(0, 0xffff)); const rng = new CRng(new CRng(day).randomInt(0, 100_000));
return { return {
_id: { $oid: "67e1b5ca9d00cb47" + day.toString().padStart(8, "0") }, _id: { $oid: "67e1b5ca9d00cb47" + day.toString().padStart(8, "0") },
Daily: true, Daily: true,
@ -370,7 +370,7 @@ const getSeasonWeeklyChallenge = (week: number, id: number): ISeasonChallenge =>
const weekStart = EPOCH + week * 604800000; const weekStart = EPOCH + week * 604800000;
const weekEnd = weekStart + 604800000; const weekEnd = weekStart + 604800000;
const challengeId = week * 7 + id; const challengeId = week * 7 + id;
const rng = new CRng(new CRng(challengeId).randomInt(0, 0xffff)); const rng = new CRng(new CRng(challengeId).randomInt(0, 100_000));
return { return {
_id: { $oid: "67e1bb2d9d00cb47" + challengeId.toString().padStart(8, "0") }, _id: { $oid: "67e1bb2d9d00cb47" + challengeId.toString().padStart(8, "0") },
Activation: { $date: { $numberLong: weekStart.toString() } }, Activation: { $date: { $numberLong: weekStart.toString() } },
@ -387,7 +387,7 @@ const getSeasonWeeklyHardChallenge = (week: number, id: number): ISeasonChalleng
const weekStart = EPOCH + week * 604800000; const weekStart = EPOCH + week * 604800000;
const weekEnd = weekStart + 604800000; const weekEnd = weekStart + 604800000;
const challengeId = week * 7 + id; const challengeId = week * 7 + id;
const rng = new CRng(new CRng(challengeId).randomInt(0, 0xffff)); const rng = new CRng(new CRng(challengeId).randomInt(0, 100_000));
return { return {
_id: { $oid: "67e1bb2d9d00cb47" + challengeId.toString().padStart(8, "0") }, _id: { $oid: "67e1bb2d9d00cb47" + challengeId.toString().padStart(8, "0") },
Activation: { $date: { $numberLong: weekStart.toString() } }, Activation: { $date: { $numberLong: weekStart.toString() } },
@ -431,7 +431,7 @@ export const pushClassicBounties = (syndicateMissions: ISyndicateMissionInfo[],
// TODO: xpAmounts need to be calculated based on the jobType somehow? // TODO: xpAmounts need to be calculated based on the jobType somehow?
const seed = new CRng(bountyCycle).randomInt(0, 0xffff); const seed = new CRng(bountyCycle).randomInt(0, 100_000);
const bountyCycleStart = bountyCycle * 9000000; const bountyCycleStart = bountyCycle * 9000000;
const bountyCycleEnd = bountyCycleStart + 9000000; const bountyCycleEnd = bountyCycleStart + 9000000;
@ -700,7 +700,7 @@ const getCalendarSeason = (week: number): ICalendarSeason => {
//logger.debug(`birthday on day ${day}`); //logger.debug(`birthday on day ${day}`);
eventDays.push({ day, events: [] }); // This is how CET_PLOT looks in worldState as of around 38.5.0 eventDays.push({ day, events: [] }); // This is how CET_PLOT looks in worldState as of around 38.5.0
} }
const rng = new CRng(new CRng(week).randomInt(0, 0xffff)); const rng = new CRng(new CRng(week).randomInt(0, 100_000));
const challenges = [ const challenges = [
"/Lotus/Types/Challenges/Calendar1999/CalendarKillEnemiesEasy", "/Lotus/Types/Challenges/Calendar1999/CalendarKillEnemiesEasy",
"/Lotus/Types/Challenges/Calendar1999/CalendarKillEnemiesMedium", "/Lotus/Types/Challenges/Calendar1999/CalendarKillEnemiesMedium",
@ -981,7 +981,7 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
} }
// Elite Sanctuary Onslaught cycling every week // Elite Sanctuary Onslaught cycling every week
worldState.NodeOverrides.find(x => x.Node == "SolNode802")!.Seed = new CRng(week).randomInt(0, 0xffff); worldState.NodeOverrides.find(x => x.Node == "SolNode802")!.Seed = new SRng(BigInt(week)).randomInt(0, 0xff_ffff);
// Holdfast, Cavia, & Hex bounties cycling every 2.5 hours; unfaithful implementation // Holdfast, Cavia, & Hex bounties cycling every 2.5 hours; unfaithful implementation
let bountyCycle = Math.trunc(Date.now() / 9000000); let bountyCycle = Math.trunc(Date.now() / 9000000);
@ -1066,14 +1066,14 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
} }
// The client does not seem to respect activation for classic syndicate missions, so only pushing current ones. // The client does not seem to respect activation for classic syndicate missions, so only pushing current ones.
const sday = Date.now() >= rollover ? day : day - 1; const sdy = Date.now() >= rollover ? day : day - 1;
const rng = new CRng(sday); const rng = new CRng(sdy);
pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa48049", "ArbitersSyndicate"); pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa48049", "ArbitersSyndicate");
pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa4804a", "CephalonSudaSyndicate"); pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa4804a", "CephalonSudaSyndicate");
pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa4804e", "NewLokaSyndicate"); pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa4804e", "NewLokaSyndicate");
pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa48050", "PerrinSyndicate"); pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa48050", "PerrinSyndicate");
pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa4805e", "RedVeilSyndicate"); pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa4805e", "RedVeilSyndicate");
pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa48061", "SteelMeridianSyndicate"); pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa48061", "SteelMeridianSyndicate");
} }
// Archon Hunt cycling every week // Archon Hunt cycling every week
@ -1183,7 +1183,7 @@ export const getLiteSortie = (week: number): ILiteSortie => {
} }
} }
const seed = new CRng(week).randomInt(0, 0xffff); const seed = new CRng(week).randomInt(0, 100_000);
const rng = new CRng(seed); const rng = new CRng(seed);
const firstNodeIndex = rng.randomInt(0, nodes.length - 1); const firstNodeIndex = rng.randomInt(0, nodes.length - 1);
const firstNode = nodes[firstNodeIndex]; const firstNode = nodes[firstNodeIndex];