feat(rogue): balance cards and campaign progression

This commit is contained in:
2026-07-01 22:36:49 +09:00
parent 2fdd535939
commit 0a040837d9
14 changed files with 911 additions and 245 deletions

View File

@@ -130,6 +130,19 @@ export function chooseAction(hand, cards, energy, ctx = {}) {
const dmgEff = (x) => (cards[x.id].damage || 0) / Math.max(effectiveCost(x), 1);
const blkEff = (x) => (cards[x.id].block || 0) / Math.max(effectiveCost(x), 1);
const bestBy = (list, fn) => list.slice().sort((a, b) => fn(b) - fn(a))[0];
if ((ctx.incomingDamage || 0) > (ctx.currentBlock || 0)) {
const defensive = entries.filter((x) => {
const card = cards[x.id];
return (card.block || 0) > 0 || (card.intangible || 0) > 0 || (card.enemyStrengthLossThisTurn || 0) > 0;
});
if (defensive.length) {
return bestBy(defensive, (x) => {
const card = cards[x.id];
const protection = (card.block || 0) + (card.intangible || 0) * 15 + (card.enemyStrengthLossThisTurn || 0) * 2;
return protection / Math.max(effectiveCost(x), 1);
}).i;
}
}
if (powers.length) return powers[0].i;
if (attacks.length) return bestBy(attacks, dmgEff).i;
if (skills.length) return bestBy(skills, blkEff).i;
@@ -154,13 +167,15 @@ function bump(s, cost, dmg, blk) {
// 반환: { win, turns, playerHpRemaining, draw? }
export function simulateCombat(data, rng, stats) {
const { cards, starterDeck, monsters } = data;
if (monsters.length === 0) return { win: true, turns: 0, playerHpRemaining: PLAYER_HP };
const playerMaxHp = data.playerMaxHp || PLAYER_HP;
const startingPlayerHp = Math.min(data.playerHp ?? playerMaxHp, playerMaxHp);
if (monsters.length === 0) return { win: true, turns: 0, playerHpRemaining: startingPlayerHp };
let drawPile = prepareCombatDrawPile(shuffle(starterDeck, rng), cards);
let discard = [];
const exhaust = [];
let hand = [];
let pHp = PLAYER_HP, pBlock = 0;
let pStr = 0, pDex = 0, pThorns = 0, pWeak = 0, pVuln = 0, pIntangible = 0;
let pHp = startingPlayerHp, pBlock = data.playerStartBlock || 0;
let pStr = data.playerStrength || 0, pDex = 0, pThorns = data.playerThorns || 0, pWeak = 0, pVuln = 0, pIntangible = 0;
let blockGainMultiplier = 1;
let handCostZeroThisTurn = false;
let drawDisabledThisTurn = false;
@@ -200,6 +215,16 @@ export function simulateCombat(data, rng, stats) {
if (!alive.length) return null;
return alive[Math.floor(rng() * alive.length)];
};
const expectedIncomingDamage = () => mob.filter((m) => m.alive).reduce((total, m) => {
if (!m.intents || m.intents.length === 0) return total;
const expected = m.intents.reduce((sum, intent) => {
if (intent.kind !== 'Attack') return sum;
let amount = calcEnemyAttack(intent.value, m.str, m.weak, pVuln, enemyStrengthLossThisTurn);
if (pIntangible > 0 && amount > 1) amount = 1;
return sum + amount;
}, 0) / m.intents.length;
return total + expected;
}, 0);
const removeEnemyBlock = (target) => {
if (target) target.block = 0;
};
@@ -308,10 +333,30 @@ export function simulateCombat(data, rng, stats) {
pBlock += amount;
return amount;
}
function smartDiscardIndex() {
if (hand.length === 0) return -1;
if (data.smartPlayer !== true) return hand.length - 1;
const ranked = hand.map((id, index) => {
const card = cards[id] || {};
const isSly = card.sly === true || skillSlyOnPlayCards.has(id) || turnSkillSlyCards.has(id);
const utility = (card.damage || 0) * (card.hits || 1)
+ (card.block || 0)
+ (card.draw || 0) * 4
+ (card.addShiv || 0) * 4
+ (card.poison || 0) * 2;
return { index, isSly, unplayable: card.unplayable === true, tooExpensive: (card.cost || 0) > energy, utility };
});
ranked.sort((a, b) => Number(b.isSly) - Number(a.isSly)
|| Number(b.unplayable) - Number(a.unplayable)
|| Number(b.tooExpensive) - Number(a.tooExpensive)
|| a.utility - b.utility
|| a.index - b.index);
return ranked[0].index;
}
function discardForTurnStart(n) {
const cnt = Math.min(n, hand.length);
for (let i = 0; i < cnt; i++) {
const idx = hand
const idx = data.smartPlayer === true ? smartDiscardIndex() : hand
.map((id, k) => ({ id, k, card: cards[id] }))
.sort((a, b) => {
const ac = a.card?.cost || 0;
@@ -525,7 +570,7 @@ export function simulateCombat(data, rng, stats) {
if (c.dex) pDex += c.dex;
if (c.thorns) pThorns += c.thorns;
if (c.selfVuln) pVuln += c.selfVuln;
if (c.heal) pHp = Math.min(pHp + c.heal, PLAYER_HP);
if (c.heal) pHp = Math.min(pHp + c.heal, playerMaxHp);
if (c.gainEnergy) energy += c.gainEnergy;
activeKillReward = c.rewardOnKill || 0;
if (c.intangible) pIntangible += c.intangible;
@@ -588,7 +633,7 @@ export function simulateCombat(data, rng, stats) {
while (hand.length) { discardHandCard(hand.length - 1, true); discarded++; }
} else if (c.discard) {
const n = Math.min(c.discard, hand.length);
for (let i = 0; i < n; i++) { discardHandCard(hand.length - 1, true); discarded++; }
for (let i = 0; i < n; i++) { discardHandCard(smartDiscardIndex(), true); discarded++; }
}
if (c.addShiv && (c.discard || c.discardAll === true)) addCardsToHand('Shiv', c.addShiv);
if (c.addShivPerDiscard === true) addCardsToHand('Shiv', discarded);
@@ -642,15 +687,23 @@ export function simulateCombat(data, rng, stats) {
for (const entry of nextTurnAddCards) addCardsToHand(entry.cardId, entry.amount);
nextTurnAddCards = [];
}
energy = ENERGY + energyBonus;
energy = ENERGY + (data.energyBonus || 0) + energyBonus;
const drawBonus = nextTurnDraw + powerTurnDraw;
nextTurnDraw = 0;
draw(HAND_SIZE + drawBonus);
draw(HAND_SIZE + drawBonus + (turns === 1 ? (data.openingDrawBonus || 0) : 0));
if (powerTurnDiscard > 0) discardForTurnStart(powerTurnDiscard);
while (true) {
const alive = aliveList();
if (alive.length === 0) break;
const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length, nextSkillCostZero, skillCostReductionThisTurn, handCostZeroThisTurn, combatCardCostReduction });
const idx = chooseAction(hand, cards, energy, {
drawPileCount: drawPile.length,
nextSkillCostZero,
skillCostReductionThisTurn,
handCostZeroThisTurn,
combatCardCostReduction,
incomingDamage: data.smartPlayer === true ? expectedIncomingDamage() : 0,
currentBlock: pBlock,
});
if (idx < 0) break;
const id = hand[idx], c = cards[id];
let dmg = 0;
@@ -662,6 +715,9 @@ export function simulateCombat(data, rng, stats) {
const finalCost = c.useAllEnergy === true ? cost : Math.max(0, cost - combatReduction);
energy -= finalCost;
resolveCardEffects(id, c, finalCost);
if (c.kind === 'Attack' && (data.healOnAttack || 0) > 0) {
pHp = Math.min(playerMaxHp, pHp + data.healOnAttack);
}
const playedBlock = powerFieldTotal('cardPlayedBlock');
if (playedBlock > 0) addBlock(playedBlock);
if (skillRepeat > 0) {