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The vero package generates random numbers for online casinos games such as dice, roll, crash, etc.

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Vero

Go Reference

The vero package generates random numbers for online casinos games such as dice, roll, crash, etc.

All the algorithms are provably fair.

Install

go get github.com/pastc/vero/v2

Features

  • No third-party dependencies
  • As minimal as possible
  • Provably fair
  • Many games:
    • Crash
    • Dice
    • Roll
    • Plinko

Guide

Common arguments

// Generated automatically. Is private and is changed periodically. It should become public after being decommissioned.
var serverSeed string

// Generated uniquely to each player. Can be changed anytime by the player themselves.
var clientSeed string

// Generated automatically. Is public and is changed periodically.
var publicSeed string

// A number that is incremented by 1 for each game played.
var nonce int

// A number that is incremented by 1 if the randomly generated value goes out of bounds and eventually exhausts all available random numbers within the available hash.
// Should be 0 when calling the function from outside.
var iteration int

Crash

Arguments

var serverSeed string
// houseEdge i.e, percentage that the house gets.
var houseEdge float64

Example

// Remember to divide the crashPoint by 100 to get the percentage
crashPoint, err := vero.Crash(serverSeed, houseEdge)
if err != nil {
  log.Fatal(err)
}

Explanation

  1. The function calculates an HMAC-SHA256 hash using the serverSeed and a combined seed. This hash is used as a source of randomness.

  2. The most significant 52 bits of the hash are extracted and interpreted as a hexadecimal number, which is then converted to an integer (h).

  3. The value e (2^52) is calculated, which is approximately 4.5035e+15. This value represents the maximum value that can be represented precisely in the mantissa of a 64-bit floating-point number.

  4. The function then calculates the crash point multiplier (result) using the values of h and e. The formula (100*e - float64(h)) / (e - float64(h)) maps the value of h (which is in the range [0, e]) to a value in the range [100, infinity].

  5. The houseEdgeModifier is calculated based on the specified house edge percentage. For example, if the house edge is 5%, the houseEdgeModifier will be 0.95 with the lowest crashing point of 100.

  6. The final crash point multiplier (endResult) is calculated by multiplying result by houseEdgeModifier and ensuring that it is at least 100 (the minimum crash point).

  7. The function returns the crash point multiplier endResult as an integer, which represents the crash point multiplier.

Dice

Arguments

var serverSeed string
var clientSeed string
var nonce int
var iteration int

Example

// Remember to divide the value by 100 to get a number from 0 to 99.99
value, err := vero.Dice(serverSeed, clientSeed, nonce, 0)
if err != nil {
  log.Fatal(err)
}

Explanation

  1. The function calculates an HMAC-SHA512 hash using the serverSeed and a combined seed. This hash is used as a source of randomness.

  2. The GetLucky function extracts a substring of length 5 from the hash string starting at the position index*5. This substring is then converted from a hexadecimal string to an integer. The function returns the random integer and any error that may have occurred during the conversion.

  3. The for loop ensures that the lucky integer is above 10^6 (1000000) since it will be divided by 10^4 (10000) later.

    1. If it is under 10^6, then the index is incremented by 1 and the GetLucky is called again.

    2. This continues until the index goes out of bounds. If that happens, the Dice function is called with the iteration value incremented by 1.

  4. The final number (luckyNumber) is calculated by using the formula math.Mod(float64(lucky), math.Pow(10, 4)) which divides the value of lucky by 10^4 (10000) and gets the remainder. This ensures that the final number is in the range of [0, 9999].

  5. The function returns the random value luckyNumber.

Explanation

Roll

Arguments

var serverSeed string
var publicSeed string
var nonce int
// maximum represents the maximum value that can be rolled, counting from 0.
//
// Example if maximum is 5:
// 0, 1, 2, 3, 4
var maximum int

Example

// Use something like a map to map the value to colors, bait, etc.
value, err := vero.Roll(serverSeed, publicSeed, nonce, maximum)
if err != nil {
  log.Fatal(err)
}

Explanation

  1. The function calculates an HMAC-SHA256 hash using the serverSeed and a combined seed. This hash is used as a source of randomness.

  2. The GetRandomInt function extracts a substring of length 13 from the hash string starting at the position 0.

    1. This substring is then converted from a hexadecimal string to an integer.

    2. The value e (2^52) is calculated, which is approximately 4.5035e+15. This value represents the maximum value that can be represented precisely in the mantissa of a 64-bit floating-point number.

    3. The formula math.Floor((float64(valueFromHash) / e) * float64(max)) calculates a random number that is in the range of [0, max].

    4. The function returns the random integer and any error that may have occurred during the conversion.

  3. The function returns the random value rollValue.

Plinko

Arguments

var serverSeed string
var clientSeed string
var nonce int
var iteration int
// rows represents the number of rows in the triangle.
var rows int

Example

// column represents the index of the column that the ball dropped into.
column, err := vero.Plinko(serverSeed, clientSeed, nonce, 0, rows)
if err != nil {
  log.Fatal(err)
}

Explanation

Count it like this.

0      0
1     0 1
2    0 1 2
3   0 1 2 3
  1. Variable coordinate is initialised to track the net deviation from the center position.

  2. The for loop loops for any number in the range [0, rows].

    1. The function calculates an HMAC-SHA256 hash using the serverSeed and a combined seed. This hash is used as a source of randomness.

    2. The GetLucky function extracts a substring of length 5 from the hash string starting at the position index*5. This substring is then converted from a hexadecimal string to an integer. The function returns the random integer and any error that may have occurred during the conversion.

    3. The for loop ensures that the lucky integer is above 10^6 (1000000) since it will be divided by 10^4 (10000) later. If it is under 10^6, then the index is incremented by 1 and the GetLucky is called again. This continues until the index goes out of bounds. If that happens, the Dice function is called with the iteration value incremented by 1.

    4. The final number (luckyNumber) is calculated by using the formula math.Mod(float64(lucky), math.Pow(10, 4)) which divides the value of lucky by 10^4 (10000) and gets the remainder. This ensures that the final number is in the range of [0, 9999].

    5. If the luckyNumber is in the range of [0, 4999] the ball goes to the left. (coordinate -= 1)

      If the luckyNumber is in the range of [5000, 9999] the ball goes to the right. (coordinate += 1)

  3. The function returns the column number (rows + coordinate) / 2 that the ball landed on.

Documentation

Full go doc style documentation for the package can be viewed online without installing this package by using the GoDoc site here: https://pkg.go.dev/github.com/pastc/vero

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The vero package generates random numbers for online casinos games such as dice, roll, crash, etc.

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