Case Opening
Our Case Opening system gives you complete control over your luck through the Client Seed mechanism. This ensures that we cannot manipulate the outcome of any case you open.
How It Works- The Pair: Every user operates with a seed pair: a
Server Seed(generated by us) and aClient Seed(chosen by you). We display the hashed Server Seed to you before you play, proving we have committed to it. - The Interaction: When you open a case, the result is calculated using your Client Seed, our Server Seed, and a
Nonce(a counter of how many actions you've taken with this pair). - The Guarantee: Since we committed to the Server Seed before you theoretically could have changed your Client Seed, and because you have the power to change your Client Seed at any moment, it is mathematically impossible for us to rig the outcome against you.
The result is calculated by hashing the combination of the following inputs:
- Client Seed: A random string that you can modify in your profile settings.
- Server Seed: A random 16-byte value generated by our server.
- Bet Nonce: The sequential number of the bet made with the current seed pair.
Verify It Yourself
To independently verify your drops, you can use the code below. You will need to rotate your seed pair to reveal the unhashed Server Seed for previous games.
/**
* 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
}
