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Game Events

Game events are translation of the randomly generated floats into a relatable outcome that is game specific. This includes anything from the outcome of a dice roll to the order of the cards in a deck, or even the location of every bomb in a game of mines.

Dice

In our version of dice, we cover a possible roll spread of 00.00 to 100.00, which has a range of 10,001 possible outcomes. The game event translation is done by multiplying the float by number of possible outcomes and then dividing by 100 so that the resulting number fits the constraints of our stated dice range.

    // Game event translation
    const roll = (float * 10001) / 100;
            
Limbo

When it comes to Limbo, we use a two-step process. Firstly, we take the float and multiply it by both the maximum possible multiplier and the house edge. Then, in order to generate a game event that has probability distribution, we divide the maximum possible multiplier by the result of the first step to create the game event in the form of a crash point.

    // Game event translation with houseEdge of 0.99 (1%)
    const floatPoint = 1e8 / (float * 1e8) * houseEdge;

    // Crash point rounded down to required denominator
    const crashPoint = Math.floor(floatPoint * 100) / 100;

    // Consolidate all crash points below 1
    const result = Math.max(crashPoint, 1);
            
Plinko

For any game of Plinko, the generated outcome is based on the path of the falling ball. The game event determines the direction of the falling ball for each level in the falling process. Players can choose between 8 and 16 pins of play, which determines the number of game events required to generate a complete path from top to bottom. Since there are only two possible directions (left or right) the translation is done by multiplying each float by 2, which maps to the following index:

    // Index of 0 to 1 : left to right
    const DIRECTIONS = [ left, right ];

    // Game event translation
    const direction = DIRECTIONS[Math.floor(float * 2)];
            
Roulette

Our Roulette is derived from the European version of the game where the wheel consists of 37 possible different pockets, ranging from 0 to 36. The game event is calculated by multiplying the float by 37 and then translated into a corresponding pocket using the following index:

    // Index of 0 to 36
    const POCKETS = [ 
      0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 
      10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 
      20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 
      30, 31, 32, 33, 34, 35, 36
    ];
      
    // Game event translation
    const pocket = POCKETS[Math.floor(float * 37)];
            
Keno

Traditional Keno games require the selection of 10 possible game events in the form of hits on a board. To achieve this, we multiply each float by the number of possible unique squares that exist. Once a hit has been placed, it cannot be chosen again, which changes the pool size of the possible outcomes. This is done by subtracting the size of possible maximum outcomes by 1 for each iteration of game event result generated using the corresponding float provided, using the following index:

    // Index of 0 to 39 : 1 to 40
    const SQUARES = [ 
      1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
      11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
      21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
      31, 32, 33, 34, 35, 36, 37, 38, 39, 40
    ];
      
    // The fisher-yates shuffle implementation is utilised to prevent duplicate possible hits being generated.
    const hit = SQUARES[Math.floor(float * 40)];
    
            
Mines

A mine game is generated with 24 separate game events, in the form of mines on the board. Each float is multiplied by the number of possible unique tiles still remaining on the board. This is done by subtracting the number of tiles remaining by 1 for each iteration of game event result generated using the corresponding float provided. The location of the mine is plotted using a grid position from left to right, top to bottom. The fisher-yates shuffle implementation is utilised to prevent duplicate possible hits being generated. Between 1 and 24 game event results are used, based on the settings chosen.

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