import _ from 'lodash'; // Because the same op needs to be performed on the client and the server (critical hits, item drops, etc), // we need things to be "random", but technically predictable so that they don't go out-of-sync module.exports = function predictableRandom (user, seed) { if (!seed || seed === Math.PI) { let stats = user.stats.toObject ? user.stats.toObject() : user.stats; // These items are not part of the stat object but exists on the server (see controllers/user#getUser) // we remove them in order to use the same user.stats both on server and on client stats = _.omit(stats, 'toNextLevel', 'maxHealth', 'maxMP'); seed = _.reduce(stats, (accumulator, val) => { if (_.isNumber(val)) { return accumulator + val; } else { return accumulator; } }, 0); } let x = Math.sin(seed++) * 10000; return x - Math.floor(x); };