chore: increase seed ranges to be more accurate (#2029)
Reviewed-on: #2029 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
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@ -5,7 +5,7 @@ import syndicateMissions from "@/static/fixed_responses/worldState/syndicateMiss
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import { buildConfig } from "@/src/services/buildConfigService";
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import { unixTimesInMs } from "@/src/constants/timeConstants";
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import { config } from "@/src/services/configService";
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import { CRng } from "@/src/services/rngService";
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import { CRng, SRng } from "@/src/services/rngService";
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import { ExportNightwave, ExportRegions, IRegion } from "warframe-public-export-plus";
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import {
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ICalendarDay,
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@ -234,7 +234,7 @@ const pushTilesetModifiers = (modifiers: string[], tileset: TSortieTileset): voi
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};
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export const getSortie = (day: number): ISortie => {
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const seed = new CRng(day).randomInt(0, 0xffff);
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const seed = new CRng(day).randomInt(0, 100_000);
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const rng = new CRng(seed);
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const boss = rng.randomElement(sortieBosses)!;
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@ -350,7 +350,7 @@ const dailyChallenges = Object.keys(ExportNightwave.challenges).filter(x =>
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const getSeasonDailyChallenge = (day: number): ISeasonChallenge => {
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const dayStart = EPOCH + day * 86400000;
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const dayEnd = EPOCH + (day + 3) * 86400000;
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const rng = new CRng(new CRng(day).randomInt(0, 0xffff));
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const rng = new CRng(new CRng(day).randomInt(0, 100_000));
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return {
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_id: { $oid: "67e1b5ca9d00cb47" + day.toString().padStart(8, "0") },
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Daily: true,
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@ -370,7 +370,7 @@ const getSeasonWeeklyChallenge = (week: number, id: number): ISeasonChallenge =>
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const weekStart = EPOCH + week * 604800000;
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const weekEnd = weekStart + 604800000;
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const challengeId = week * 7 + id;
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const rng = new CRng(new CRng(challengeId).randomInt(0, 0xffff));
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const rng = new CRng(new CRng(challengeId).randomInt(0, 100_000));
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return {
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_id: { $oid: "67e1bb2d9d00cb47" + challengeId.toString().padStart(8, "0") },
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Activation: { $date: { $numberLong: weekStart.toString() } },
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@ -387,7 +387,7 @@ const getSeasonWeeklyHardChallenge = (week: number, id: number): ISeasonChalleng
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const weekStart = EPOCH + week * 604800000;
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const weekEnd = weekStart + 604800000;
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const challengeId = week * 7 + id;
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const rng = new CRng(new CRng(challengeId).randomInt(0, 0xffff));
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const rng = new CRng(new CRng(challengeId).randomInt(0, 100_000));
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return {
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_id: { $oid: "67e1bb2d9d00cb47" + challengeId.toString().padStart(8, "0") },
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Activation: { $date: { $numberLong: weekStart.toString() } },
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@ -431,7 +431,7 @@ export const pushClassicBounties = (syndicateMissions: ISyndicateMissionInfo[],
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// TODO: xpAmounts need to be calculated based on the jobType somehow?
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const seed = new CRng(bountyCycle).randomInt(0, 0xffff);
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const seed = new CRng(bountyCycle).randomInt(0, 100_000);
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const bountyCycleStart = bountyCycle * 9000000;
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const bountyCycleEnd = bountyCycleStart + 9000000;
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@ -700,7 +700,7 @@ const getCalendarSeason = (week: number): ICalendarSeason => {
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//logger.debug(`birthday on day ${day}`);
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eventDays.push({ day, events: [] }); // This is how CET_PLOT looks in worldState as of around 38.5.0
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}
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const rng = new CRng(new CRng(week).randomInt(0, 0xffff));
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const rng = new CRng(new CRng(week).randomInt(0, 100_000));
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const challenges = [
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"/Lotus/Types/Challenges/Calendar1999/CalendarKillEnemiesEasy",
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"/Lotus/Types/Challenges/Calendar1999/CalendarKillEnemiesMedium",
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@ -981,7 +981,7 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
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}
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// Elite Sanctuary Onslaught cycling every week
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worldState.NodeOverrides.find(x => x.Node == "SolNode802")!.Seed = new CRng(week).randomInt(0, 0xffff);
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worldState.NodeOverrides.find(x => x.Node == "SolNode802")!.Seed = new SRng(BigInt(week)).randomInt(0, 0xff_ffff);
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// Holdfast, Cavia, & Hex bounties cycling every 2.5 hours; unfaithful implementation
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let bountyCycle = Math.trunc(Date.now() / 9000000);
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@ -1066,14 +1066,14 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
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}
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// The client does not seem to respect activation for classic syndicate missions, so only pushing current ones.
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const sday = Date.now() >= rollover ? day : day - 1;
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const rng = new CRng(sday);
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pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa48049", "ArbitersSyndicate");
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pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa4804a", "CephalonSudaSyndicate");
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pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa4804e", "NewLokaSyndicate");
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pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa48050", "PerrinSyndicate");
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pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa4805e", "RedVeilSyndicate");
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pushSyndicateMissions(worldState, sday, rng.randomInt(0, 0xffff), "ba6f84724fa48061", "SteelMeridianSyndicate");
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const sdy = Date.now() >= rollover ? day : day - 1;
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const rng = new CRng(sdy);
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pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa48049", "ArbitersSyndicate");
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pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa4804a", "CephalonSudaSyndicate");
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pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa4804e", "NewLokaSyndicate");
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pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa48050", "PerrinSyndicate");
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pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa4805e", "RedVeilSyndicate");
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pushSyndicateMissions(worldState, sdy, rng.randomInt(0, 100_000), "ba6f84724fa48061", "SteelMeridianSyndicate");
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}
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// Archon Hunt cycling every week
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@ -1183,7 +1183,7 @@ export const getLiteSortie = (week: number): ILiteSortie => {
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}
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}
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const seed = new CRng(week).randomInt(0, 0xffff);
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const seed = new CRng(week).randomInt(0, 100_000);
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const rng = new CRng(seed);
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const firstNodeIndex = rng.randomInt(0, nodes.length - 1);
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const firstNode = nodes[firstNodeIndex];
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