// 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 // // 10.18: Monster stats must match src/db/migrations/008_balance.sql 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 ──────────────────────────────────────────────────────────── var SEED = 42; // ─── Zone / monster definitions (MUST match 008_balance.sql) ──────────────── var ZONES = { meadows: { slug: 'whispering-meadows', minLevel: 1, energyCost: 5, monsters: [ { name: 'Giant Rat', level: 1, hp: 200, attack: 6, defense: 8, speed: 12, xp: 50, goldMin: 3, goldMax: 7 }, { name: 'Meadow Wolf', level: 2, hp: 250, attack: 8, defense: 8, speed: 16, xp: 65, goldMin: 5, goldMax: 12 }, { name: 'Goblin Scrapper', level: 3, hp: 300, attack: 10, defense: 8, speed: 11, xp: 85, goldMin: 8, goldMax: 18 }, ]}, forest: { slug: 'gloomroot-forest', minLevel: 5, energyCost: 8, monsters: [ { name: 'Webspinner', level: 5, hp: 200, attack: 25, defense: 30, speed: 15, xp: 90, goldMin: 12, goldMax: 24 }, { name: 'Bandit Cutthroat', level: 6, hp: 250, attack: 30, defense: 30, speed: 14, xp: 120, goldMin: 18, goldMax: 36 }, { name: 'Mossback Treant', level: 8, hp: 320, attack: 35, defense: 30, speed: 7, xp: 160, goldMin: 22, goldMax: 44 }, ]}, crags: { slug: 'ashfang-crag', minLevel: 10, energyCost: 12, monsters: [ { name: 'Ember Imp', level: 10, hp: 150, attack: 25, defense: 12, speed: 20, xp: 200, goldMin: 30, goldMax: 55 }, { name: 'Stone Golem', level: 12, hp: 300, attack: 30, defense: 12, speed: 5, xp: 280, goldMin: 40, goldMax: 75 }, { name: 'Ashfang Drake', level: 14, hp: 400, attack: 28, defense: 3, speed: 18, xp: 350, goldMin: 55, goldMax: 110 }, ]}, }; var MONSTER_WEIGHTS = { meadows: [30, 20, 15], forest: [25, 20, 10], crags: [25, 10, 5] }; // ─── Simulation helpers ──────────────────────────────────────────────────── function pickMonster(zoneKey, rng) { var zone = ZONES[zoneKey]; var weights = MONSTER_WEIGHTS[zoneKey]; var total = weights.reduce(function(a, b) { return a + b; }, 0); var r = rng() * total; for (var 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) { var equipBonuses = { bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0, bonus_attack: 0, bonus_defense: 0 }; var fight = resolveCombat({ class: hero.class, level: hero.level, hpCurrent: hero.hp, str: hero.str, agi: hero.agi, int: hero.int, vit: hero.vit, bonus_str: 0, bonus_agi: 0, bonus_int: 0, bonus_vit: 0, bonus_attack: 0, bonus_defense: 0, }, monster, rng); var xpGained = 0, goldGained = 0; if (fight.winner === 'hero') { var 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: xpGained, goldGained: goldGained }; } // ─── Run simulation for one class ────────────────────────────────────────── function simulateClass(className) { var cls = getClass(className); var base = getBaseStats(className); var rng = mulberry32(SEED + CLASS_KEYS.indexOf(className)); var hero = { class: className, level: 1, xp: 0, totalXpForLevel: 0, hp: 0, maxHp: 0, str: base.str, agi: base.agi, int: base.int, vit: base.vit, gold: 50, }; var 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; var results = { meadows: { wins: 0, total: 0 }, forest: { wins: 0, total: 0 }, crags: { wins: 0, total: 0 } }; var totalHunts = 0; var consecutiveDefeats = 0; var MAX_DEFEATS = 200; // increased from 50 — low-vit classes need more attempts // Phase 1: Level 1 → 5 in Meadows while (hero.level < 5 && consecutiveDefeats < MAX_DEFEATS) { var monster = pickMonster('meadows', rng); var result = simulateHunt(hero, monster, rng); results.meadows.total++; if (result.winner === 'hero') { results.meadows.wins++; consecutiveDefeats = 0; var xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained); if (xpResult.level > hero.level) { var 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++; } var huntsL1to5 = totalHunts; // Phase 2: Level 5 → 10 in Forest while (hero.level < 10 && consecutiveDefeats < MAX_DEFEATS) { var monster = pickMonster('forest', rng); var result = simulateHunt(hero, monster, rng); results.forest.total++; if (result.winner === 'hero') { results.forest.wins++; consecutiveDefeats = 0; var xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained); if (xpResult.level > hero.level) { var 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++; } var huntsL1to10 = totalHunts; // Phase 3: Level 10+ in Crags (run until max level or 300 hunts) var cragsHunts = 0; while (cragsHunts < 300) { var monster = pickMonster('crags', rng); var result = simulateHunt(hero, monster, rng); results.crags.total++; if (result.winner === 'hero') { results.crags.wins++; consecutiveDefeats = 0; var xpResult = applyXpGain(hero.level, hero.xp, 0, result.xpGained); if (xpResult.level > hero.level) { var 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++; } cragsHunts++; totalHunts++; } return { className: className, cls: cls, results: results, huntsL1to5: huntsL1to5, huntsL1to10: huntsL1to10, finalLevel: hero.level, finalGold: hero.gold }; } // ─── Level-1 zone win rates ──────────────────────────────────────────────── function simulateLevel1WinRate(zoneKey) { var rng = mulberry32(SEED + 999); var wins = 0; var rounds = 100; for (var r = 0; r < rounds; r++) { var classRng = mulberry32(SEED + r * 100); for (var ci = 0; ci < CLASS_KEYS.length; ci++) { var className = CLASS_KEYS[ci]; var cls = getClass(className); var base = getBaseStats(className); var derived = calcDerived({ str: base.str, agi: base.agi, int: base.int, vit: base.vit }, 1, className); var monster = pickMonster(zoneKey, classRng); var 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() { var rng = mulberry32(SEED + 888); var wins = 0; var rounds = 100; for (var r = 0; r < rounds; r++) { for (var ci = 0; ci < CLASS_KEYS.length; ci++) { var className = CLASS_KEYS[ci]; var cls = getClass(className); var base = getBaseStats(className); var primary = cls.primary; var stats = { str: base.str, agi: base.agi, int: base.int, vit: base.vit }; stats[primary] += 15; var derived = calcDerived(stats, 5, className); var monster = pickMonster('forest', rng); var 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)); var l1Meadows = simulateLevel1WinRate('meadows'); var 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%)'); var l5Forest = simulateLevel5ForestWinRate(); console.log(' Forest L5: ' + pct(l5Forest) + ' (target: 50–75%)'); console.log('\n--- Per-Class Progression ---'); console.log('Class Hunts L1→5 Hunts L1→10 Crags Win% Final Lv Gold'); console.log('-'.repeat(70)); var targets = { l1Meadows: [0.70, 0.90], l1Crags: [0, 0.15], l5Forest: [0.50, 0.75], l1to5Hunts: [40, 70], l1to10Hunts: [150, 300], }; var allMet = true; var classResults = []; for (var ci = 0; ci < CLASS_KEYS.length; ci++) { var className = CLASS_KEYS[ci]; var sim = simulateClass(className); classResults.push(sim); var meadowsRate = sim.results.meadows.total > 0 ? sim.results.meadows.wins / sim.results.meadows.total : 0; var 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'); } var avgL1to5 = Math.round(classResults.reduce(function(s, c) { return s + c.huntsL1to5; }, 0) / classResults.length); var avgL1to10 = Math.round(classResults.reduce(function(s, c) { return 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) + ' ✓'); } console.log('\n--- Class Spread (max 15pp gap) ---'); var meadowsRates = classResults.map(function(c) { return c.results.meadows.total > 0 ? c.results.meadows.wins / c.results.meadows.total : 0; }); var mMax = Math.max.apply(null, meadowsRates); var mMin = Math.min.apply(null, meadowsRates); var mGap = (mMax - mMin) * 100; console.log(' Meadows: gap ' + pct(mGap / 100) + ' ' + (mGap <= 15 ? '✓' : '✗')); if (mGap > 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();