// Balance simulation: seeded combat simulation to validate monster/zone balance. // Creates a hero per class, auto-allocates points, hunts repeatedly, prints win rates and level-up metrics. // Usage: node scripts/sim-balance.js const { mulberry32, rngInt } = require('../src/utils/rng'); const { calcDerived } = require('../src/game/stats'); const { resolveCombat } = require('../src/game/combat'); const { calculateRewards, rollLoot } = require('../src/game/rewards'); const { applyXpGain, xpToNext } = require('../src/game/leveling'); const { getClass, getBaseStats, CLASS_KEYS } = require('../src/game/classes'); const { getEquipmentBonuses } = require('../src/game/equipment'); // ─── Seeded RNG ──────────────────────────────────────────────────────────── const SEED = 42; // ─── Zone / monster definitions (mirrors DB via 008_balance.sql) ──────────── const ZONES = { meadows: { slug: 'whispering-meadows', minLevel: 1, energyCost: 5, monsters: [ { name: 'Giant Rat', level: 1, hp: 120, attack: 11, defense: 40, speed: 12, xp: 20, goldMin: 3, goldMax: 7 }, { name: 'Meadow Wolf', level: 2, hp: 150, attack: 12, defense: 40, speed: 16, xp: 30, goldMin: 5, goldMax: 12 }, { name: 'Goblin Scrapper', level: 3, hp: 180, attack: 15, defense: 40, speed: 11, xp: 45, goldMin: 8, goldMax: 18 }, ]}, forest: { slug: 'gloomroot-forest', minLevel: 5, energyCost: 8, monsters: [ { name: 'Webspinner', level: 5, hp: 200, attack: 28, defense: 30, speed: 15, xp: 50, goldMin: 12, goldMax: 24 }, { name: 'Bandit Cutthroat', level: 6, hp: 250, attack: 33, defense: 30, speed: 14, xp: 70, goldMin: 18, goldMax: 36 }, { name: 'Mossback Treant', level: 8, hp: 320, attack: 38, defense: 30, speed: 7, xp: 95, goldMin: 22, goldMax: 44 }, ]}, crags: { slug: 'ashfang-crag', minLevel: 10, energyCost: 12, monsters: [ { name: 'Ember Imp', level: 10, hp: 300, attack: 45, defense: 40, speed: 20, xp: 120, goldMin: 30, goldMax: 55 }, { name: 'Stone Golem', level: 12, hp: 600, attack: 48, defense: 40, speed: 5, xp: 170, goldMin: 40, goldMax: 75 }, { name: 'Ashfang Drake', level: 14, hp: 850, attack: 55, defense: 40, speed: 18, xp: 260, goldMin: 55, goldMax: 110 }, ]}, }; // Monster weights per zone const MONSTER_WEIGHTS = { meadows: [30, 20, 15], forest: [25, 20, 10], crags: [25, 10, 5] }; // ─── Simulation helpers ──────────────────────────────────────────────────── function pickMonster(zoneKey, rng) { const zone = ZONES[zoneKey]; const weights = MONSTER_WEIGHTS[zoneKey]; const total = weights.reduce((a, b) => a + b, 0); let r = rng() * total; for (let i = 0; i < zone.monsters.length; i++) { r -= weights[i]; if (r < 0) return zone.monsters[i]; } return zone.monsters[zone.monsters.length - 1]; } function simulateHunt(hero, monster, rng) { const equipBonuses = { bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0, bonus_attack: 0, bonus_defense: 0 }; const fight = resolveCombat({ class: hero.class, level: hero.level, hpCurrent: hero.hp, str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit, ...equipBonuses, }, monster, rng); let xpGained = 0, goldGained = 0; if (fight.winner === 'hero') { const rewards = calculateRewards(monster.xp, monster.goldMin, monster.goldMax, monster.level, hero.level, rng); xpGained = rewards.xp; goldGained = rewards.gold; } return { winner: fight.winner, hpRemaining: fight.hpRemaining, xpGained, goldGained }; } // ─── Run simulation for one class ────────────────────────────────────────── function simulateClass(className) { const cls = getClass(className); const base = getBaseStats(className); const rng = mulberry32(SEED + CLASS_KEYS.indexOf(className)); // Hero state let hero = { class: className, level: 1, xp: 0, hp: 0, // set below after deriving maxHp maxHp: 0, str: base.str, agi: base.agi, int: base.int, vit: base.vit, gold: 50, }; const derived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, hero.level, className); hero.hp = derived.maxHp; hero.maxHp = derived.maxHp; // Track stats const results = { meadows: { wins: 0, total: 0 }, forest: { wins: 0, total: 0 }, crags: { wins: 0, total: 0 } }; let totalHunts = 0; let consecutiveDefeats = 0; const MAX_DEFEATS = 50; // prevent infinite loops // Phase 1: Level 1 → 5 in Meadows while (hero.level < 5 && consecutiveDefeats < MAX_DEFEATS) { const monster = pickMonster('meadows', rng); const result = simulateHunt(hero, monster, rng); results.meadows.total++; if (result.winner === 'hero') { results.meadows.wins++; consecutiveDefeats = 0; const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained); if (xpResult.level > hero.level) { const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className); hero.hp = newDerived.maxHp; hero.maxHp = newDerived.maxHp; } hero.xp = xpResult.xp; hero.level = xpResult.level; hero.gold += result.goldGained; // Recover some HP after victory (10% of maxHp) hero.hp = Math.min(hero.maxHp, hero.hp + Math.floor(hero.maxHp * 0.1)); } else { hero.hp = 1; hero.gold = Math.max(0, hero.gold - Math.floor(hero.gold * 0.1)); consecutiveDefeats++; } totalHunts++; } const huntsL1to5 = totalHunts; // Phase 2: Level 5 → 10 in Forest let huntsAtL5 = totalHunts; while (hero.level < 10 && consecutiveDefeats < MAX_DEFEATS) { const monster = pickMonster('forest', rng); const result = simulateHunt(hero, monster, rng); results.forest.total++; if (result.winner === 'hero') { results.forest.wins++; consecutiveDefeats = 0; const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained); if (xpResult.level > hero.level) { const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className); hero.hp = newDerived.maxHp; hero.maxHp = newDerived.maxHp; } hero.xp = xpResult.xp; hero.level = xpResult.level; hero.gold += result.goldGained; hero.hp = Math.min(hero.maxHp, hero.hp + Math.floor(hero.maxHp * 0.1)); } else { hero.hp = 1; hero.gold = Math.max(0, hero.gold - Math.floor(hero.gold * 0.1)); consecutiveDefeats++; } totalHunts++; } const huntsL1to10 = totalHunts; // Phase 3: Level 10+ in Crags (20 hunts) for (let i = 0; i < 20; i++) { const monster = pickMonster('crags', rng); const result = simulateHunt(hero, monster, rng); results.crags.total++; if (result.winner === 'hero') { results.crags.wins++; consecutiveDefeats = 0; const xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained); if (xpResult.level > hero.level) { const newDerived = calcDerived({ str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit }, xpResult.level, className); hero.hp = newDerived.maxHp; hero.maxHp = newDerived.maxHp; } hero.xp = xpResult.xp; hero.level = xpResult.level; hero.gold += result.goldGained; hero.hp = Math.min(hero.maxHp, hero.hp + Math.floor(hero.maxHp * 0.1)); } else { hero.hp = 1; hero.gold = Math.max(0, hero.gold - Math.floor(hero.gold * 0.1)); consecutiveDefeats++; } } return { className, cls, results, huntsL1to5, huntsL1to10, finalLevel: hero.level, finalGold: hero.gold }; } // ─── Level-1 zone win rates ──────────────────────────────────────────────── function simulateLevel1WinRate(zoneKey) { const rng = mulberry32(SEED + 999); let wins = 0; const rounds = 100; for (let r = 0; r < rounds; r++) { const classRng = mulberry32(SEED + r * 100); for (const className of CLASS_KEYS) { const cls = getClass(className); const base = getBaseStats(className); const derived = calcDerived({ str: base.str, agi: base.agi, int: base.int, vit: base.vit }, 1, className); const monster = pickMonster(zoneKey, classRng); const result = simulateHunt({ class: className, level: 1, hp: derived.maxHp, maxHp: derived.maxHp, str: base.str, agi: base.agi, int: base.int, vit: base.vit, }, monster, classRng); if (result.winner === 'hero') wins++; } } return wins / (rounds * CLASS_KEYS.length) * 100; } // ─── Level-5 Forest win rate ─────────────────────────────────────────────── function simulateLevel5ForestWinRate() { const rng = mulberry32(SEED + 888); let wins = 0; const rounds = 100; for (let r = 0; r < rounds; r++) { for (const className of CLASS_KEYS) { const cls = getClass(className); const base = getBaseStats(className); // Auto-allocate 15 points to primary stat const primary = cls.primary; const stats = { ...base }; stats[primary] += 15; const derived = calcDerived(stats, 5, className); const monster = pickMonster('forest', rng); const result = simulateHunt({ class: className, level: 5, hp: derived.maxHp, maxHp: derived.maxHp, str: stats.str, agi: stats.agi, int: stats.int, vit: stats.vit, }, monster, rng); if (result.winner === 'hero') wins++; } } return wins / (rounds * CLASS_KEYS.length) * 100; } // ─── Main ────────────────────────────────────────────────────────────────── function pct(n) { return `${Math.round(n * 100) / 100}%`; } function main() { console.log('='.repeat(80)); console.log('Emberfall Balance Simulation (seed=' + SEED + ')'); console.log('='.repeat(80)); // Level-1 win rates const l1Meadows = simulateLevel1WinRate('meadows'); const l1Crags = simulateLevel1WinRate('crags'); console.log('\n--- Level-1 Win Rates ---'); console.log(` Meadows: ${pct(l1Meadows)} (target: 70–90%)`); console.log(` Crags: ${pct(l1Crags)} (target: ≤15%)`); // Level-5 Forest win rate const l5Forest = simulateLevel5ForestWinRate(); console.log(` Forest L5: ${pct(l5Forest)} (target: 50–75%)`); // Per-class progression console.log('\n--- Per-Class Progression ---'); console.log('Class Hunts L1→5 Hunts L1→10 Crags Win% Final Lv Gold'); console.log('-'.repeat(70)); const targets = { l1Meadows: [0.70, 0.90], l1Crags: [0, 0.15], l5Forest: [0.50, 0.75], l1to5Hunts: [40, 70], l1to10Hunts: [150, 300], }; let allMet = true; const classResults = []; for (const className of CLASS_KEYS) { const sim = simulateClass(className); classResults.push(sim); const meadowsRate = sim.results.meadows.total > 0 ? sim.results.meadows.wins / sim.results.meadows.total : 0; const cragsRate = pct(sim.results.crags.wins / Math.max(1, sim.results.crags.total)); 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'); // Check L1→5 hunts (use the first class's value as representative) } // Use the average of all classes for progression metrics const avgL1to5 = Math.round(classResults.reduce((s, c) => s + c.huntsL1to5, 0) / classResults.length); const avgL1to10 = Math.round(classResults.reduce((s, c) => s + c.huntsL1to10, 0) / classResults.length); console.log('\n--- Aggregate Targets ---'); console.log(` L1→5 hunts: ${avgL1to5} (target: 40–70) ${avgL1to5 >= 40 && avgL1to5 <= 70 ? '✓' : '✗'}`); console.log(` L1→10 hunts: ${avgL1to10} (target: 150–300) ${avgL1to10 >= 150 && avgL1to10 <= 300 ? '✓' : '✗'}`); if (l1Meadows < targets.l1Meadows[0] || l1Meadows > targets.l1Meadows[1]) { console.log(` L1 Meadows: ${pct(l1Meadows)} ✗`); allMet = false; } else { console.log(` L1 Meadows: ${pct(l1Meadows)} ✓`); } if (l1Crags < targets.l1Crags[0] || l1Crags > targets.l1Crags[1]) { console.log(` L1 Crags: ${pct(l1Crags)} ✗`); allMet = false; } else { console.log(` L1 Crags: ${pct(l1Crags)} ✓`); } if (l5Forest < targets.l5Forest[0] || l5Forest > targets.l5Forest[1]) { console.log(` L5 Forest: ${pct(l5Forest)} ✗`); allMet = false; } else { console.log(` L5 Forest: ${pct(l5Forest)} ✓`); } // Check class spread (no class > 15pp above another in any zone) console.log('\n--- Class Spread (max 15pp gap) ---'); for (const zone of ['meadows', 'forest', 'crags']) { const rates = classResults.map(c => zone === 'crags' ? c.results.crags.wins / Math.max(1, c.results.crags.total) : 0); // For meadows/forest, compute from the full sim (all hunts in that zone) if (zone === 'meadows') { const rates2 = classResults.map(c => c.results.meadows.total > 0 ? c.results.meadows.wins / c.results.meadows.total : 0); const max = Math.max(...rates2); const min = Math.min(...rates2); const gap = (max - min) * 100; console.log(` Meadows: gap ${pct(gap / 100)} ${gap <= 15 ? '✓' : '✗'}`); if (gap > 15) allMet = false; } } console.log('\n' + '='.repeat(80)); console.log(allMet ? 'ALL TARGETS MET ✓' : 'SOME TARGETS NOT MET ✗ — tune monster stats in a NEW migration'); console.log('='.repeat(80)); } main();