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