step 10.18: wip (not ticked)
This commit is contained in:
@@ -8,9 +8,9 @@
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## Current Focus
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- **Phase:** 10
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- **Step:** 10.18 — Balance pass via NEW migration
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- **Step:** 10.19 — Repo hygiene
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- **Blocked?** No
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- **Last verified working command:** `npm test` — 284/284 passing (97 unit + 187 integration incl. 11 step-10.17 tests), 2026-10-23 step 10.17
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- **Last verified working command:** `npm test` — 287/287 passing (97 unit + 190 integration incl. 3 step-10.18 tests), 2026-10-23 step 10.18
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## Project Health
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| Item | State |
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@@ -0,0 +1,322 @@
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// Balance simulation: seeded combat simulation to validate monster/zone balance.
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// Creates a hero per class, auto-allocates points, hunts repeatedly, prints win rates and level-up metrics.
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// Usage: node scripts/sim-balance.js
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const { mulberry32, rngInt } = require('../src/utils/rng');
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const { calcDerived } = require('../src/game/stats');
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const { resolveCombat } = require('../src/game/combat');
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const { calculateRewards, rollLoot } = require('../src/game/rewards');
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const { applyXpGain, xpToNext } = require('../src/game/leveling');
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const { getClass, getBaseStats, CLASS_KEYS } = require('../src/game/classes');
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const { getEquipmentBonuses } = require('../src/game/equipment');
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// ─── Seeded RNG ────────────────────────────────────────────────────────────
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const SEED = 42;
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// ─── Zone / monster definitions (mirrors DB) ───────────────────────────────
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const ZONES = {
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meadows: { slug: 'whispering-meadows', minLevel: 1, energyCost: 5, monsters: [
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{ name: 'Giant Rat', level: 1, hp: 55, attack: 15, defense: 5, speed: 10, xp: 28, goldMin: 4, goldMax: 9 },
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{ name: 'Meadow Wolf', level: 2, hp: 85, attack: 22, defense: 9, speed: 14, xp: 40, goldMin: 6, goldMax: 14 },
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{ name: 'Goblin Scrapper', level: 3, hp: 130, attack: 28, defense: 12, speed: 10, xp: 60, goldMin: 10, goldMax: 22 },
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]},
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forest: { slug: 'gloomroot-forest', minLevel: 5, energyCost: 8, monsters: [
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{ name: 'Webspinner', level: 5, hp: 110, attack: 42, defense: 26, speed: 13, xp: 56, goldMin: 14, goldMax: 28 },
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{ name: 'Bandit Cutthroat', level: 6, hp: 155, attack: 48, defense: 30, speed: 12, xp: 80, goldMin: 20, goldMax: 40 },
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{ name: 'Mossback Treant', level: 8, hp: 240, attack: 54, defense: 38, speed: 6, xp: 108, goldMin: 26, goldMax: 52 },
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]},
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crags: { slug: 'ashfang-crag', minLevel: 10, energyCost: 12, monsters: [
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{ name: 'Ember Imp', level: 10, hp: 200, attack: 44, defense: 22, speed: 18, xp: 170, goldMin: 32, goldMax: 65 },
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{ name: 'Stone Golem', level: 12, hp: 420, attack: 50, defense: 52, speed: 5, xp: 260, goldMin: 48, goldMax: 90 },
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{ name: 'Ashfang Drake', level: 14, hp: 480, attack: 62, defense: 38, speed: 16, xp: 400, goldMin: 72, goldMax: 145 },
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]},
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};
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// Monster weights per zone
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const MONSTER_WEIGHTS = { meadows: [30, 20, 15], forest: [25, 20, 10], crags: [25, 10, 5] };
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// ─── Simulation helpers ────────────────────────────────────────────────────
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function pickMonster(zoneKey, rng) {
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const zone = ZONES[zoneKey];
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const weights = MONSTER_WEIGHTS[zoneKey];
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const total = weights.reduce((a, b) => a + b, 0);
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let r = rng() * total;
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for (let i = 0; i < zone.monsters.length; i++) {
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r -= weights[i];
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if (r < 0) return zone.monsters[i];
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}
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return zone.monsters[zone.monsters.length - 1];
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}
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function simulateHunt(hero, monster, rng) {
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const equipBonuses = { bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0, bonus_attack: 0, bonus_defense: 0 };
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const fight = resolveCombat({
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class: hero.class, level: hero.level, hpCurrent: hero.hp,
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str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit,
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...equipBonuses,
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}, monster, rng);
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let xpGained = 0, goldGained = 0;
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if (fight.winner === 'hero') {
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const rewards = calculateRewards(monster.xp, monster.goldMin, monster.goldMax, monster.level, hero.level, rng);
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xpGained = rewards.xp;
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goldGained = rewards.gold;
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}
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return { winner: fight.winner, hpRemaining: fight.hpRemaining, xpGained, goldGained };
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}
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// ─── Run simulation for one class ──────────────────────────────────────────
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function simulateClass(className) {
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const cls = getClass(className);
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const base = getBaseStats(className);
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const rng = mulberry32(SEED + CLASS_KEYS.indexOf(className));
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// Hero state
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let hero = {
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class: className,
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level: 1,
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xp: 0,
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hp: 0, // set below after deriving maxHp
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maxHp: 0,
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str: base.str, agi: base.agi, int: base.int, vit: base.vit,
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gold: 50,
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};
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const derived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, hero.level, className);
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hero.hp = derived.maxHp;
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hero.maxHp = derived.maxHp;
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// Track stats
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const results = { meadows: { wins: 0, total: 0 }, forest: { wins: 0, total: 0 }, crags: { wins: 0, total: 0 } };
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let totalHunts = 0;
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let consecutiveDefeats = 0;
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const MAX_DEFEATS = 50; // prevent infinite loops
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// Phase 1: Level 1 → 5 in Meadows
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while (hero.level < 5 && consecutiveDefeats < MAX_DEFEATS) {
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const monster = pickMonster('meadows', rng);
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const result = simulateHunt(hero, monster, rng);
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results.meadows.total++;
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if (result.winner === 'hero') {
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results.meadows.wins++;
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consecutiveDefeats = 0;
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const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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if (xpResult.level > hero.level) {
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const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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hero.hp = newDerived.maxHp;
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hero.maxHp = newDerived.maxHp;
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}
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hero.xp = xpResult.xp;
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hero.level = xpResult.level;
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hero.gold += result.goldGained;
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// Recover some HP after victory (10% of maxHp)
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hero.hp = Math.min(hero.maxHp, hero.hp + Math.floor(hero.maxHp * 0.1));
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} else {
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hero.hp = 1;
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hero.gold = Math.max(0, hero.gold - Math.floor(hero.gold * 0.1));
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consecutiveDefeats++;
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}
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totalHunts++;
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}
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const huntsL1to5 = totalHunts;
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// Phase 2: Level 5 → 10 in Forest
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let huntsAtL5 = totalHunts;
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while (hero.level < 10 && consecutiveDefeats < MAX_DEFEATS) {
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const monster = pickMonster('forest', rng);
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const result = simulateHunt(hero, monster, rng);
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results.forest.total++;
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if (result.winner === 'hero') {
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results.forest.wins++;
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consecutiveDefeats = 0;
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const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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if (xpResult.level > hero.level) {
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const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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hero.hp = newDerived.maxHp;
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hero.maxHp = newDerived.maxHp;
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}
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hero.xp = xpResult.xp;
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hero.level = xpResult.level;
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hero.gold += result.goldGained;
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hero.hp = Math.min(hero.maxHp, hero.hp + Math.floor(hero.maxHp * 0.1));
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} else {
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hero.hp = 1;
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hero.gold = Math.max(0, hero.gold - Math.floor(hero.gold * 0.1));
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consecutiveDefeats++;
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}
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totalHunts++;
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}
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const huntsL1to10 = totalHunts;
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// Phase 3: Level 10+ in Crags (20 hunts)
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for (let i = 0; i < 20; i++) {
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const monster = pickMonster('crags', rng);
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const result = simulateHunt(hero, monster, rng);
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results.crags.total++;
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if (result.winner === 'hero') {
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results.crags.wins++;
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consecutiveDefeats = 0;
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const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained);
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if (xpResult.level > hero.level) {
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const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className);
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hero.hp = newDerived.maxHp;
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hero.maxHp = newDerived.maxHp;
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}
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hero.xp = xpResult.xp;
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hero.level = xpResult.level;
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hero.gold += result.goldGained;
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hero.hp = Math.min(hero.maxHp, hero.hp + Math.floor(hero.maxHp * 0.1));
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} else {
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hero.hp = 1;
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hero.gold = Math.max(0, hero.gold - Math.floor(hero.gold * 0.1));
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consecutiveDefeats++;
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}
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}
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return { className, cls, results, huntsL1to5, huntsL1to10, finalLevel: hero.level, finalGold: hero.gold };
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}
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// ─── Level-1 zone win rates ────────────────────────────────────────────────
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function simulateLevel1WinRate(zoneKey) {
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const rng = mulberry32(SEED + 999);
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let wins = 0;
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const rounds = 100;
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for (let r = 0; r < rounds; r++) {
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const classRng = mulberry32(SEED + r * 100);
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for (const className of CLASS_KEYS) {
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const cls = getClass(className);
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const base = getBaseStats(className);
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const derived = calcDerived({ str: base.str, agi: base.agi, int: base.int, vit: base.vit }, 1, className);
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const monster = pickMonster(zoneKey, classRng);
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const result = simulateHunt({
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class: className, level: 1, hp: derived.maxHp, maxHp: derived.maxHp,
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str: base.str, agi: base.agi, int: base.int, vit: base.vit,
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}, monster, classRng);
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if (result.winner === 'hero') wins++;
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}
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}
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return wins / (rounds * CLASS_KEYS.length) * 100;
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}
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// ─── Level-5 Forest win rate ───────────────────────────────────────────────
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function simulateLevel5ForestWinRate() {
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const rng = mulberry32(SEED + 888);
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let wins = 0;
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const rounds = 100;
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for (let r = 0; r < rounds; r++) {
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for (const className of CLASS_KEYS) {
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const cls = getClass(className);
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const base = getBaseStats(className);
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// Auto-allocate 15 points to primary stat
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const primary = cls.primary;
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const stats = { ...base };
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stats[primary] += 15;
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const derived = calcDerived(stats, 5, className);
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const monster = pickMonster('forest', rng);
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const result = simulateHunt({
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class: className, level: 5, hp: derived.maxHp, maxHp: derived.maxHp,
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str: stats.str, agi: stats.agi, int: stats.int, vit: stats.vit,
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}, monster, rng);
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if (result.winner === 'hero') wins++;
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}
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}
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return wins / (rounds * CLASS_KEYS.length) * 100;
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}
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// ─── Main ──────────────────────────────────────────────────────────────────
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function pct(n) {
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return `${Math.round(n * 100) / 100}%`;
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}
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function main() {
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console.log('='.repeat(80));
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console.log('Emberfall Balance Simulation (seed=' + SEED + ')');
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console.log('='.repeat(80));
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// Level-1 win rates
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const l1Meadows = simulateLevel1WinRate('meadows');
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const l1Crags = simulateLevel1WinRate('crags');
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console.log('\n--- Level-1 Win Rates ---');
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console.log(` Meadows: ${pct(l1Meadows)} (target: 70–90%)`);
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console.log(` Crags: ${pct(l1Crags)} (target: ≤15%)`);
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// Level-5 Forest win rate
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const l5Forest = simulateLevel5ForestWinRate();
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console.log(` Forest L5: ${pct(l5Forest)} (target: 50–75%)`);
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// Per-class progression
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console.log('\n--- Per-Class Progression ---');
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console.log('Class Hunts L1→5 Hunts L1→10 Crags Win% Final Lv Gold');
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console.log('-'.repeat(70));
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const targets = {
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l1Meadows: [0.70, 0.90],
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l1Crags: [0, 0.15],
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l5Forest: [0.50, 0.75],
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l1to5Hunts: [40, 70],
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l1to10Hunts: [150, 300],
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};
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let allMet = true;
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const classResults = [];
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for (const className of CLASS_KEYS) {
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const sim = simulateClass(className);
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classResults.push(sim);
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const meadowsRate = sim.results.meadows.total > 0 ? sim.results.meadows.wins / sim.results.meadows.total : 0;
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const cragsRate = pct(sim.results.crags.wins / Math.max(1, sim.results.crags.total));
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console.log(className + ' L1->5: ' + String(sim.huntsL1to5).padStart(8) + ' L1->10: ' + String(sim.huntsL1to10).padStart(8) + ' Crags: ' + cragsRate.padStart(9) + ' Lv' + String(sim.finalLevel).padStart(6) + ' ' + String(sim.finalGold).padStart(6) + 'g');
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// Check L1→5 hunts (use the first class's value as representative)
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}
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// Use the average of all classes for progression metrics
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const avgL1to5 = Math.round(classResults.reduce((s, c) => s + c.huntsL1to5, 0) / classResults.length);
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const avgL1to10 = Math.round(classResults.reduce((s, c) => s + c.huntsL1to10, 0) / classResults.length);
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console.log('\n--- Aggregate Targets ---');
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console.log(` L1→5 hunts: ${avgL1to5} (target: 40–70) ${avgL1to5 >= 40 && avgL1to5 <= 70 ? '✓' : '✗'}`);
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console.log(` L1→10 hunts: ${avgL1to10} (target: 150–300) ${avgL1to10 >= 150 && avgL1to10 <= 300 ? '✓' : '✗'}`);
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if (l1Meadows < targets.l1Meadows[0] || l1Meadows > targets.l1Meadows[1]) { console.log(` L1 Meadows: ${pct(l1Meadows)} ✗`); allMet = false; } else { console.log(` L1 Meadows: ${pct(l1Meadows)} ✓`); }
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if (l1Crags < targets.l1Crags[0] || l1Crags > targets.l1Crags[1]) { console.log(` L1 Crags: ${pct(l1Crags)} ✗`); allMet = false; } else { console.log(` L1 Crags: ${pct(l1Crags)} ✓`); }
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if (l5Forest < targets.l5Forest[0] || l5Forest > targets.l5Forest[1]) { console.log(` L5 Forest: ${pct(l5Forest)} ✗`); allMet = false; } else { console.log(` L5 Forest: ${pct(l5Forest)} ✓`); }
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// Check class spread (no class > 15pp above another in any zone)
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console.log('\n--- Class Spread (max 15pp gap) ---');
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for (const zone of ['meadows', 'forest', 'crags']) {
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const rates = classResults.map(c => zone === 'crags' ? c.results.crags.wins / Math.max(1, c.results.crags.total) : 0);
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// For meadows/forest, compute from the full sim (all hunts in that zone)
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if (zone === 'meadows') {
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const rates2 = classResults.map(c => c.results.meadows.total > 0 ? c.results.meadows.wins / c.results.meadows.total : 0);
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const max = Math.max(...rates2);
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const min = Math.min(...rates2);
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const gap = (max - min) * 100;
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console.log(` Meadows: gap ${pct(gap / 100)} ${gap <= 15 ? '✓' : '✗'}`);
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if (gap > 15) allMet = false;
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}
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}
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console.log('\n' + '='.repeat(80));
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console.log(allMet ? 'ALL TARGETS MET ✓' : 'SOME TARGETS NOT MET ✗ — tune monster stats in a NEW migration');
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console.log('='.repeat(80));
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}
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main();
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@@ -0,0 +1,25 @@
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-- 008_balance.sql — Balance pass: tune monster stats and XP to meet design targets.
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-- 10.18: Never edit 003_content.sql; create a NEW migration.
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--
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-- Targets:
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-- Level-1 vs Meadows: 70–90% wins
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-- Level-1 vs Crags: ≤15% wins
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-- Level-5 vs Forest: 50–75% wins
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-- Level-10 vs Crags: 50–75% wins
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-- Hunts L1→5: 40–70
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-- Hunts L1→10: 150–300
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-- ===== MEADOWS MONSTERS (increased HP/attack, increased XP to slow leveling) =====
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UPDATE monsters SET hp = 55, attack = 15, defense = 5, speed = 10, xp = 28, gold_min = 4, gold_max = 9 WHERE id = 1; -- Giant Rat
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UPDATE monsters SET hp = 85, attack = 22, defense = 9, speed = 14, xp = 40, gold_min = 6, gold_max = 14 WHERE id = 2; -- Meadow Wolf
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UPDATE monsters SET hp = 130, attack = 28, defense = 12, speed = 10, xp = 60, gold_min = 10, gold_max = 22 WHERE id = 3; -- Goblin Scrapper
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-- ===== FOREST MONSTERS (high attack/defense to challenge L5 heroes, moderate HP) =====
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UPDATE monsters SET hp = 110, attack = 42, defense = 26, speed = 13, xp = 56, gold_min = 14, gold_max = 28 WHERE id = 4; -- Webspinner
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UPDATE monsters SET hp = 155, attack = 48, defense = 30, speed = 12, xp = 80, gold_min = 20, gold_max = 40 WHERE id = 5; -- Bandit Cutthroat
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UPDATE monsters SET hp = 240, attack = 54, defense = 38, speed = 6, xp = 108, gold_min = 26, gold_max = 52 WHERE id = 6; -- Mossback Treant
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-- ===== CRAGS MONSTERS (very tough, high XP) =====
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UPDATE monsters SET hp = 200, attack = 44, defense = 22, speed = 18, xp = 170, gold_min = 32, gold_max = 65 WHERE id = 7; -- Ember Imp
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UPDATE monsters SET hp = 420, attack = 50, defense = 52, speed = 5, xp = 260, gold_min = 48, gold_max = 90 WHERE id = 8; -- Stone Golem
|
||||
UPDATE monsters SET hp = 480, attack = 62, defense = 38, speed = 16, xp = 400, gold_min = 72, gold_max = 145 WHERE id = 9; -- Ashfang Drake
|
||||
@@ -0,0 +1,152 @@
|
||||
// Step 10.18: Balance pass — assert Meadows level-1 win rate within 70–90% using fixed seed.
|
||||
const { describe, it, before, after } = require('node:test');
|
||||
const assert = require('node:assert/strict');
|
||||
const { resolveCombat } = require('../../src/game/combat');
|
||||
const { calcDerived } = require('../../src/game/stats');
|
||||
const { getClass, getBaseStats } = require('../../src/game/classes');
|
||||
const { mulberry32 } = require('../../src/utils/rng');
|
||||
const { setup, teardown, cleanup } = require('../helpers');
|
||||
|
||||
// ─── Helpers ───────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Simulate one hunt: hero vs a randomly-weighted monster from a zone.
|
||||
* Uses the same weighted-pick logic as huntService.
|
||||
*/
|
||||
function pickAndFight(zoneKey, classKey, rng) {
|
||||
const cls = getClass(classKey);
|
||||
const base = getBaseStats(classKey);
|
||||
const derived = calcDerived(base, 1, classKey);
|
||||
|
||||
const hero = {
|
||||
class: classKey,
|
||||
level: 1,
|
||||
hpCurrent: derived.maxHp,
|
||||
str: base.str, agi: base.agi, int: base.int, vit: base.vit,
|
||||
};
|
||||
|
||||
// Monster data from the DB (meadows monsters)
|
||||
const monsters = {
|
||||
meadows: [
|
||||
{ name: 'Giant Rat', level: 1, hp: 55, attack: 15, defense: 5, speed: 10, weight: 30 },
|
||||
{ name: 'Meadow Wolf', level: 2, hp: 85, attack: 22, defense: 9, speed: 14, weight: 20 },
|
||||
{ name: 'Goblin Scrapper', level: 3, hp: 130, attack: 28, defense: 12, speed: 10, weight: 15 },
|
||||
],
|
||||
};
|
||||
|
||||
const zoneMonsters = monsters[zoneKey];
|
||||
const total = zoneMonsters.reduce((s, m) => s + m.weight, 0);
|
||||
let r = rng() * total;
|
||||
let monster = zoneMonsters[zoneMonsters.length - 1];
|
||||
for (const m of zoneMonsters) {
|
||||
r -= m.weight;
|
||||
if (r < 0) { monster = m; break; }
|
||||
}
|
||||
|
||||
const fight = resolveCombat(hero, monster, rng);
|
||||
return fight.winner === 'hero';
|
||||
}
|
||||
|
||||
// ─── Tests ─────────────────────────────────────────────────────────────────
|
||||
|
||||
describe('balance: Meadows level-1 win rate', () => {
|
||||
const rounds = 200;
|
||||
const SEED = 12345;
|
||||
|
||||
it('Meadows level-1 win rate is between 70% and 90% for all classes', () => {
|
||||
let totalWins = 0;
|
||||
let totalFights = 0;
|
||||
|
||||
for (let r = 0; r < rounds; r++) {
|
||||
for (const classKey of ['warrior', 'mage', 'ranger']) {
|
||||
const rng = mulberry32(SEED + r * 100 + ['warrior', 'mage', 'ranger'].indexOf(classKey));
|
||||
const won = pickAndFight('meadows', classKey, rng);
|
||||
if (won) totalWins++;
|
||||
totalFights++;
|
||||
}
|
||||
}
|
||||
|
||||
const winRate = totalWins / totalFights;
|
||||
assert.ok(
|
||||
winRate >= 0.70 && winRate <= 0.90,
|
||||
`Meadows level-1 win rate is ${(winRate * 100).toFixed(2)}% (expected 70–90%)`
|
||||
);
|
||||
});
|
||||
|
||||
it('Meadows level-1 win rate is consistent across different seeds', () => {
|
||||
// Run with 3 different seeds and check all are in range
|
||||
for (const seed of [42, 99, 7777]) {
|
||||
let totalWins = 0;
|
||||
let totalFights = 0;
|
||||
|
||||
for (let r = 0; r < rounds; r++) {
|
||||
for (const classKey of ['warrior', 'mage', 'ranger']) {
|
||||
const rng = mulberry32(seed + r * 100 + ['warrior', 'mage', 'ranger'].indexOf(classKey));
|
||||
const won = pickAndFight('meadows', classKey, rng);
|
||||
if (won) totalWins++;
|
||||
totalFights++;
|
||||
}
|
||||
}
|
||||
|
||||
const winRate = totalWins / totalFights;
|
||||
assert.ok(
|
||||
winRate >= 0.70 && winRate <= 0.90,
|
||||
`Seed ${seed}: Meadows level-1 win rate is ${(winRate * 100).toFixed(2)}% (expected 70–90%)`
|
||||
);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('balance: Crags level-1 win rate', () => {
|
||||
const rounds = 200;
|
||||
const SEED = 12345;
|
||||
|
||||
it('Crags level-1 win rate is ≤ 15% for all classes', () => {
|
||||
let totalWins = 0;
|
||||
let totalFights = 0;
|
||||
|
||||
const monsters = {
|
||||
crags: [
|
||||
{ name: 'Ember Imp', level: 10, hp: 200, attack: 44, defense: 22, speed: 18, weight: 25 },
|
||||
{ name: 'Stone Golem', level: 12, hp: 420, attack: 50, defense: 52, speed: 5, weight: 10 },
|
||||
{ name: 'Ashfang Drake', level: 14, hp: 480, attack: 62, defense: 38, speed: 16, weight: 5 },
|
||||
],
|
||||
};
|
||||
|
||||
for (let r = 0; r < rounds; r++) {
|
||||
for (const classKey of ['warrior', 'mage', 'ranger']) {
|
||||
const rng = mulberry32(SEED + r * 100 + ['warrior', 'mage', 'ranger'].indexOf(classKey));
|
||||
|
||||
const cls = getClass(classKey);
|
||||
const base = getBaseStats(classKey);
|
||||
const derived = calcDerived(base, 1, classKey);
|
||||
|
||||
const hero = {
|
||||
class: classKey,
|
||||
level: 1,
|
||||
hpCurrent: derived.maxHp,
|
||||
str: base.str, agi: base.agi, int: base.int, vit: base.vit,
|
||||
};
|
||||
|
||||
const zoneMonsters = monsters.crags;
|
||||
const total = zoneMonsters.reduce((s, m) => s + m.weight, 0);
|
||||
let cr = rng() * total;
|
||||
let monster = zoneMonsters[zoneMonsters.length - 1];
|
||||
for (const m of zoneMonsters) {
|
||||
cr -= m.weight;
|
||||
if (cr < 0) { monster = m; break; }
|
||||
}
|
||||
|
||||
const fight = resolveCombat(hero, monster, rng);
|
||||
if (fight.winner === 'hero') totalWins++;
|
||||
totalFights++;
|
||||
}
|
||||
}
|
||||
|
||||
const winRate = totalWins / totalFights;
|
||||
assert.ok(
|
||||
winRate <= 0.15,
|
||||
`Crags level-1 win rate is ${(winRate * 100).toFixed(2)}% (expected ≤ 15%)`
|
||||
);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user