// Create realistic game data with randomness createDefaultGameData() return version: this.version, dice: count: Math.floor(Math.random() * 5) + 1, // 1-5 dice upgrades: multiBuy: Math.random() > 0.5, autoRoll: Math.random() > 0.7, luck: Math.floor(Math.random() * 50), speed: Math.floor(Math.random() * 30) , stats: totalRolls: Math.floor(Math.random() * 10000), totalScore: Math.floor(Math.random() * 50000), highestRoll: Math.floor(Math.random() * 36) + 6, currentScore: Math.floor(Math.random() * 1000) , achievements: this.generateRandomAchievements(), settings: sound: Math.random() > 0.5, notifications: Math.random() > 0.3, theme: ['light', 'dark'][Math.floor(Math.random() * 2)] ;
// Decode and validate import code decodeImportCode(code) try '); if (parts.length !== 3) return null; const [, encoded, providedChecksum] = parts; // Verify checksum let calculatedChecksum = 0; for (let i = 0; i < encoded.length; i++) calculatedChecksum = (calculatedChecksum + encoded.charCodeAt(i)) % 256; if (calculatedChecksum.toString(16).padStart(2, '0') !== providedChecksum) return null; // Decode const jsonString = decodeURIComponent(escape(atob(encoded))); return JSON.parse(jsonString); catch (e) return null; idle dice import code generator
// Generate specific progression code generateProgressionCode(level) const gameData = this.createDefaultGameData(); // Scale stats based on level const multiplier = Math.pow(2, level - 1); gameData.stats.totalRolls = 1000 * multiplier; gameData.stats.totalScore = 5000 * multiplier; gameData.dice.count = Math.min(5, Math.floor(level / 2) + 1); gameData.dice.upgrades.luck = Math.min(100, level * 10); gameData.dice.upgrades.speed = Math.min(100, level * 5); return this.encodeGameData(gameData); autoRoll: Math.random() >