Case Battles
For Case Battles, true fairness is achieved by combining server-side cryptography with the unpredictability of the EOS blockchain. This ensures that neither the players nor the house can influence the outcome once a battle is set.
How It Works- Initialization: When a battle is created, we generate a unique Server Seed Pair consisting of a private and a public seed. The
Public Server Seedis displayed to all participants immediately. This serves as a commitment—we cannot change the underlying private seed once the public one is revealed. - The Lock: As soon as all players have joined the battle, we assign a future
EOS Block Numberto the game. Since this block has not been mined yet on the EOS blockchain, its hash is completely unknown to everyone—including us. - The Result: When the designated block is mined, we use its unique
Block Hashcombined with ourPrivate Server Seedto calculate the outcome. Because the block hash determines the result and was impossible to predict, the game is guaranteed to be fair.
Our system generates the result for case battle rounds by hashing the combination of these inputs:
- Private Server Seed: A randomly generated 16-byte value (revealed after the game).
- EOS Block Hash: The unique identifier of the assigned EOS block. This is the source of external entropy.
- Public Server Seed: The SHA-256 hash of the private seed, visible from the start.
- Rounds: The number of rounds in the battle.
- Players: The number of participants.
Verify It Yourself
After the battle concludes, the Private Server Seed is revealed. You can independently verify the result using the code snippet below. By inputting the seeds and block hash, you will generate the exact same outcome, proving that the game functioned exactly as described.
/**
* This module provides functions for generating random rolls in a gaming system.
* The randomness is achieved using a combination of server seed, client seed, and EOS block hash.
*/
import { createHmac } from 'node:crypto'
/**
* Roll function to generate random numbers
* @param seed
* @param entropy
* @param nonce
* @param rollCount
* @returns returns an array of floats ranging from 0 (inclusive) to 1 (inclusive)
*/
function roll({
seed,
entropy,
nonce,
rollCount,
}: {
seed: string
entropy: string
nonce: number
rollCount: number
}): number[] {
const chunk = (arr: number[], n: number): number[][] =>
arr
.slice(0, ((arr.length + n - 1) / n) | 0)
.map((_, i) => arr.slice(n * i, n * i + n))
function* byteGenerator({
seed,
entropy,
nonce,
cursor,
}: {
seed: string
entropy: string
nonce: number
cursor: number
}): Generator {
// Setup cursor variables
let currentRound = Math.floor(cursor / 32)
let currentRoundCursor = cursor
currentRoundCursor -= currentRound * 32
// Generate outputs until cursor requirement fulfilled
while (true) {
// HMAC function used to output provided inputs into bytes
const hmac = createHmac('sha256', seed)
hmac.update(`${entropy}:${nonce}:${currentRound}`)
const buffer = hmac.digest()
// Update cursor for next iteration of loop
while (currentRoundCursor < 32) {
yield Number(buffer[currentRoundCursor])
currentRoundCursor += 1
}
currentRoundCursor = 0
currentRound += 1
}
}
const generateFloats = ({
seed,
entropy,
nonce,
cursor,
count,
}: {
seed: string
entropy: string
nonce: number
cursor: number
count: number
}): number[] => {
// Random number generator function
const rng = byteGenerator({ seed, entropy, nonce, cursor })
// Declare bytes as empty array
const bytes: number[] = []
// Populate bytes array with sets of 4 from RNG output
while (bytes.length < count * 4) {
bytes.push(rng.next().value)
}
// Return bytes as floats using lodash reduce function
return chunk(bytes, 4).map(bytesChunk =>
bytesChunk.reduce((result: number, value: number, i: number) => {
const divider = 256 ** (i + 1)
const partialResult = value / divider
return result + partialResult
}, 0),
)
}
function getRolls(
seed: string,
entropy: string,
nonce: number,
count: number,
) {
return generateFloats({
seed,
entropy,
nonce,
cursor: 0,
count,
})
}
return getRolls(seed, entropy, nonce, rollCount)
}
function rollMany({
seed,
entropy,
rollCount,
manyCount,
}: {
seed: string
entropy: string
rollCount: number
manyCount: number
}): number[][] {
let nonce: number = 0
return Array.from({ length: manyCount }, () => {
nonce++
return roll({
seed,
entropy,
nonce,
rollCount,
})
})
}
/**
* Helper function to get the result of a roulette round.
*
* @param seed - The server seed (unhashed), which is generated at game initialization.
* @param eosBlockHash - The EOS block hash used as an additional input for randomness.
* @returns The result of the roulette round. The result can be 'RED', 'BLACK', or 'GREEN'.
* @example
* getRouletteOutcome({
* seed: 'bc6dd40a3d992f6af19dec8a3b7143fe7f28b105434c567869de4f74de077384',
* eosBlockHash:
* '164dfa0a77db58df5c2454c8b6fc4c697e2e3bc0d5dc16a4f20092ebfe0304f2',
* });
*/
function getRouletteOutcome({
seed,
eosBlockHash,
}: {
seed: string
eosBlockHash: string
}): string {
const result = roll({
seed,
entropy: eosBlockHash,
nonce: 1,
rollCount: 1,
})
const pfOutcome = result[0]
const outcome = Math.floor(pfOutcome * 15)
/**
* The roulette wheel is divided into 15 slots:
* - 0 is GREEN
* - 1-7 are RED
* - 8-14 are BLACK
* - 1 and 14 are RED_BAIT and BLACK_BAIT respectively. Both the color and bait win.
*/
let rouletteResult: 'GREEN' | 'RED' | 'RED_BAIT' | 'BLACK' | 'BLACK_BAIT'
if (outcome === 0) {
rouletteResult = 'GREEN'
}
else if (outcome <= 7 && outcome >= 1) {
if (outcome === 1) {
rouletteResult = 'RED_BAIT'
}
else {
rouletteResult = 'RED'
}
}
else if (outcome <= 14 && outcome >= 8) {
if (outcome === 14) {
rouletteResult = 'BLACK_BAIT'
}
else {
rouletteResult = 'BLACK'
}
}
else {
throw new Error('Invalid roll value')
}
return rouletteResult
}
/**
* Helper function to get a Mines board.
*
* @param seed The server seed (unhashed), which is saved on your profile. The unhashed version is provided once you rotate your account active seed pair.
* @param nonce Be nonce of seed pair
* @param entropy Client seed
* @param mineCount Number of mines
* @returns a 2D array representing the Mines board
* @example
* getMinesOutcome({
* seed: '655c850574b58409c124d6b266e4e8e618732a07a2e00454cdb59de6f711540c',
* nonce: 10,
* entropy: '47eb564l52y',
* mineAmount: 10,
* });
*/
const GRID_WIDTH = 5 as const
const GRID_HEIGHT = 5 as const
function getMinesOutcome({
seed,
nonce,
entropy,
mineAmount,
}: {
seed: string
nonce: number
entropy: string
mineAmount: number
}): { type: string, uncovered: boolean }[][] {
const result = roll({
seed,
entropy,
nonce,
rollCount: mineAmount,
})
const newBoard: { type: string, uncovered: boolean }[][] = Array.from(
{ length: 5 },
() =>
Array(5).fill({
type: 'SAFE',
uncovered: false,
}) as { type: string, uncovered: boolean }[],
)
const minePositions = generateRandomMinesPositions(result)
for (const minePosition of minePositions) {
const { row, col } = minePosition
newBoard[row][col] = { type: 'MINE', uncovered: false }
}
return newBoard
}
function generateRandomMinesPositions(
randomFloats: number[],
): { row: number, col: number }[] {
const potentialPositions: { row: number, col: number }[] = []
for (let x = 0; x < GRID_WIDTH; x++) {
for (let y = 0; y < GRID_HEIGHT; y++) {
const newPosition = { row: x, col: y }
potentialPositions.push(newPosition)
}
}
const randomPositions = randomFloats.map((randomFloat) => {
const randomIndex = Math.floor(randomFloat * potentialPositions.length)
const [randomPosition] = potentialPositions.splice(randomIndex, 1)
return randomPosition
})
return randomPositions
}
/**
* Helper function to get case ticket
*
* @param seed The server seed (unhashed), which is saved on your profile. The unhashed version is provided once you rotate your account active seed pair.
* @param nonce Be nonce of seed pair
* @param entropy Client seed
* @param rollCount Number of cases you open (1-4)
* @returns a array representing the case ticket per roll
* @example
* getCaseUnboxOutcome({
* seed: '9424a6362c807cceb6aa89bc9dcafc433994543deed9e7c807dda880e0dd7b25',
* nonce: 0,
* entropy: '47eb564l52y',
* rollCount: 1,
* });
*/
function getCaseUnboxOutcome({
seed,
nonce,
entropy,
rollCount,
}: {
seed: string
nonce: number
entropy: string
rollCount: number
}): { roll: number, ticket: number }[] {
const MAX_TICKET_COUNT = 100000
const result: number[] = roll({
seed,
entropy,
nonce,
rollCount,
})
const tickets: { roll: number, ticket: number }[] = []
for (let i = 0; i < rollCount; i++) {
tickets.push({
roll: i,
ticket: result[i] * MAX_TICKET_COUNT,
})
}
return tickets
}
/**
* Helper function to get case battle outcome
* @param seed
* @param eosBlockHash
* @param rounds
* @param players
* @returns returns an array of each player's ticket per round. The ticket can be bound to the item of the case that is being played in the round.
* @example
* getCaseBattleOutcome({
* seed: '73884c92de9eba6ede0734cc2423a1e3a95af39ac50efca45cbf91f666263fe9',
* eosBlockHash:
* '168ccd760261a8da6728fd2f52daa08eae33339b49fcca863c5bc258bf576d23',
* rounds: 5,
* players: 3,
* }),
*/
function getCaseBattleOutcome({
seed,
eosBlockHash,
rounds,
players,
}: {
seed: string
eosBlockHash: string
rounds: number
players: number
}): { round: number, player: number, ticket: number }[] {
const result: number[][] = rollMany({
seed,
entropy: eosBlockHash,
rollCount: rounds,
manyCount: players,
})
const MAX_TICKET_COUNT = 100000
const totalRounds: number = rounds * players
const tickets: { round: number, player: number, ticket: number }[] = []
for (let i = 0; i < totalRounds; i++) {
const round: number = Math.floor(i / players)
const player: number = i % players
const ticket: number = result[player][round] * MAX_TICKET_COUNT
tickets.push({ round: round + 1, player: player + 1, ticket })
}
return tickets
}
/**
* Helper function to get Plinko outcome
*
* The result is array for each ball and its outcome on the board. The outcome is the slot number where the ball ends up (starting from index 0).
*
* @param seed The server seed (unhashed), which is saved on your profile. The unhashed version is provided once you rotate your account active seed pair.
* @param nonce Be nonce of seed pair
* @param entropy Client seed
* @param rowAmount Number of rows in the Plinko game
* @param rollCount Plinko row amount multiplied with the ball count
* @returns a array representing the case ticket per roll
* @example
* getPlinkoOutcome({
* seed: 'e6d924a5a7d13850cc213abd65935104f18cbd28115b8eb444331613fbd5f3c6',
* nonce: 0,
* entropy: '47eb564l52y',
* rowAmount: 12,
* ballCount: 1,
* }),
*/
function getPlinkoOutcome({
seed,
nonce,
entropy,
rowAmount,
ballCount,
}: {
seed: string
nonce: number
entropy: string
rowAmount: number
ballCount: number
}): number[] {
const rollCount: number = rowAmount * ballCount
const result: number[] = roll({
seed,
entropy,
nonce,
rollCount,
})
const trimmedResults: number[] = result.map(float =>
Number(float.toFixed(2)),
)
// Initialize an empty array to store the game results
const gameResults: number[] = []
// Loop over the number of balls
for (let ballIndex = 0; ballIndex < ballCount; ballIndex++) {
const sliceStart: number = ballIndex * rowAmount
const sliceEnd: number = (ballIndex + 1) * rowAmount
const ballNumbers: number[] = trimmedResults.slice(sliceStart, sliceEnd)
let outcome: number = 0 // Which slot the ball ends up in
for (let i = 0; i < rowAmount; i++) {
if (ballNumbers[i] > 0.5) {
outcome++
}
}
gameResults.push(outcome)
}
// Return the array of game results
return gameResults
}
