As a cross-compatibility stopgap, RNG was hastily implemented by having it simply call Math.random() internally. Unfortunately, that also means it has to ignore any seed or state values supplied by the game, since JS doesn't provide any built-in mechanism to support them. The current behavior is therefore a bug and must be fixed.
Note that ideally, both neoSphere and Oozaru should produce the same random sequence when given the same seed or state values. That being the case, some research will need to be done on how to achieve that, since neoSphere presently uses xoroshiro128+ which (as far as I can tell) is non-trivial to implement in JS.
As a cross-compatibility stopgap,
RNGwas hastily implemented by having it simply callMath.random()internally. Unfortunately, that also means it has to ignore any seed or state values supplied by the game, since JS doesn't provide any built-in mechanism to support them. The current behavior is therefore a bug and must be fixed.Note that ideally, both neoSphere and Oozaru should produce the same random sequence when given the same seed or state values. That being the case, some research will need to be done on how to achieve that, since neoSphere presently uses xoroshiro128+ which (as far as I can tell) is non-trivial to implement in JS.