feat(sim): 전투 규칙을 멀티 몬스터로 (타겟 선택·각자 의도·전체 처치 승리)
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@@ -43,36 +43,36 @@ export function applyDamage(hp, block, amount) {
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export function loadData() {
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const cardsData = JSON.parse(readFileSync('data/cards.json', 'utf8'));
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const enemiesData = JSON.parse(readFileSync('data/enemies.json', 'utf8'));
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const enemy = enemiesData.enemies[enemiesData.activeEnemy];
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if (!enemy) throw new Error(`activeEnemy 없음: ${enemiesData.activeEnemy}`);
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return { cards: cardsData.cards, starterDeck: cardsData.starterDeck, enemy };
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const ids = enemiesData.simEncounter || [enemiesData.activeEnemy];
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const monsters = ids.map((id) => {
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const e = enemiesData.enemies[id];
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if (!e) throw new Error(`simEncounter 적 없음: ${id}`);
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return { name: e.name, maxHp: e.maxHp, intents: e.intents };
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});
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return { cards: cardsData.cards, starterDeck: cardsData.starterDeck, monsters };
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}
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// 손패에서 다음에 낼 카드의 인덱스 반환(-1=턴 종료). hand=카드 id 배열.
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export function chooseAction(hand, cards, energy, enemyHp, enemyBlock, enemyIntent) {
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// 손패에서 낼 카드 인덱스(-1=종료). 공격 우선, 없으면 스킬.
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export function chooseAction(hand, cards, energy) {
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const entries = hand.map((id, i) => ({ id, i })).filter((x) => cards[x.id].cost <= energy);
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const attacks = entries.filter((x) => cards[x.id].kind === 'Attack');
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const skills = entries.filter((x) => cards[x.id].kind === 'Skill');
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const dmgEff = (x) => (cards[x.id].damage || 0) / cards[x.id].cost;
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const blkEff = (x) => (cards[x.id].block || 0) / cards[x.id].cost;
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const bestBy = (list, fn) => list.slice().sort((a, b) => fn(b) - fn(a))[0];
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// 1) 치사: 에너지 한도 내 효율순 공격 데미지 합 >= 적 유효 hp?
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let e = energy, lethalDmg = 0;
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for (const x of attacks.slice().sort((a, b) => dmgEff(b) - dmgEff(a))) {
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if (cards[x.id].cost <= e) { e -= cards[x.id].cost; lethalDmg += cards[x.id].damage || 0; }
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}
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if (attacks.length && lethalDmg >= enemyHp + enemyBlock) return bestBy(attacks, dmgEff).i;
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// 2) 적 공격 의도면 방어 우선
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if (enemyIntent && enemyIntent.kind === 'Attack' && skills.length) return bestBy(skills, blkEff).i;
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// 3) 공격 우선, 없으면 스킬, 없으면 종료
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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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return -1;
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}
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// 공격 타겟 선택: 이번 타격으로 처치 가능한 최소 유효체력, 없으면 유효체력 최소.
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export function chooseTarget(aliveMonsters, plannedDamage) {
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const eff = (m) => m.hp + m.block;
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const killable = aliveMonsters.filter((m) => eff(m) <= plannedDamage);
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const pool = killable.length ? killable : aliveMonsters;
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return pool.slice().sort((a, b) => eff(a) - eff(b))[0];
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}
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function bump(s, cost, dmg, blk) {
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s = s || { plays: 0, energy: 0, damage: 0, block: 0 };
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s.plays++; s.energy += cost; s.damage += dmg; s.block += blk;
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@@ -82,12 +82,15 @@ function bump(s, cost, dmg, blk) {
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// 단일 전투 시뮬. stats(선택): {cardId: {plays,energy,damage,block}} 누적.
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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, enemy } = data;
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const { cards, starterDeck, monsters } = data;
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let drawPile = shuffle(starterDeck, rng);
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let discard = [];
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let hand = [];
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let pHp = PLAYER_HP, pBlock = 0;
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let eHp = enemy.maxHp, eBlock = 0, intentIdx = 0;
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const mob = monsters.map((m) => ({
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name: m.name, hp: m.maxHp, maxHp: m.maxHp, block: 0,
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intents: m.intents, intentIdx: 0, alive: true,
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}));
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let turns = 0;
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function draw(n) {
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@@ -97,33 +100,43 @@ export function simulateCombat(data, rng, stats) {
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hand.push(drawPile.pop());
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}
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}
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const aliveList = () => mob.filter((m) => m.alive);
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while (turns < MAX_TURNS) {
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turns++;
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let energy = ENERGY; pBlock = 0; hand = []; draw(HAND_SIZE);
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while (true) {
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const intent = enemy.intents[intentIdx];
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const idx = chooseAction(hand, cards, energy, eHp, eBlock, intent);
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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);
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if (idx < 0) break;
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const id = hand[idx], c = cards[id];
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energy -= c.cost;
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if (c.kind === 'Attack') {
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const r = applyDamage(eHp, eBlock, c.damage || 0); eHp = r.hp; eBlock = r.block;
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const target = chooseTarget(alive, c.damage || 0);
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const r = applyDamage(target.hp, target.block, c.damage || 0);
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target.hp = r.hp; target.block = r.block;
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if (target.hp <= 0) target.alive = false;
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if (stats) stats[id] = bump(stats[id], c.cost, c.damage || 0, 0);
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} else {
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pBlock += c.block || 0;
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if (stats) stats[id] = bump(stats[id], c.cost, 0, c.block || 0);
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}
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hand.splice(idx, 1); discard.push(id);
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if (eHp <= 0) return { win: true, turns, playerHpRemaining: pHp };
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if (aliveList().length === 0) return { win: true, turns, playerHpRemaining: pHp };
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}
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discard.push(...hand); hand = [];
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eBlock = 0;
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const intent = enemy.intents[intentIdx];
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if (intent.kind === 'Attack') { const r = applyDamage(pHp, pBlock, intent.value); pHp = r.hp; pBlock = r.block; }
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else if (intent.kind === 'Defend') { eBlock += intent.value; }
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intentIdx = (intentIdx + 1) % enemy.intents.length;
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if (pHp <= 0) return { win: false, turns, playerHpRemaining: 0 };
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for (const m of mob) {
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if (!m.alive) continue;
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m.block = 0;
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const it = m.intents[m.intentIdx];
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if (it) {
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if (it.kind === 'Attack') { const r = applyDamage(pHp, pBlock, it.value); pHp = r.hp; pBlock = r.block; }
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else if (it.kind === 'Defend') { m.block += it.value; }
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}
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m.intentIdx = (m.intentIdx + 1) % m.intents.length;
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if (pHp <= 0) return { win: false, turns, playerHpRemaining: 0 };
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}
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}
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return { win: false, turns, playerHpRemaining: pHp, draw: true };
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}
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@@ -152,13 +165,13 @@ export function runBatch(N, seed) {
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winRate: wins / N,
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avgTurns: mean(turnsArr), medianTurns: median(turnsArr),
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avgHpOnWin: mean(hpArr),
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cardStats, cards: data.cards, enemy: data.enemy, seed,
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cardStats, cards: data.cards, monsters: data.monsters, seed,
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};
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}
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export function formatReport(r) {
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const L = [];
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L.push(`=== 밸런스 시뮬레이션 (적: ${r.enemy.name} HP ${r.enemy.maxHp}) ===`);
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L.push(`=== 밸런스 시뮬레이션 (인카운터: ${r.monsters.map((m) => `${m.name}(${m.maxHp})`).join(', ')}) ===`);
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L.push(`시뮬 ${r.N}회 (seed=${r.seed})`);
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L.push(`승률: ${(r.winRate * 100).toFixed(1)}% (승 ${r.wins} / 패 ${r.losses}${r.draws ? ` / 무 ${r.draws}` : ''})`);
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L.push(`평균 턴: ${r.avgTurns.toFixed(2)} 중앙값 턴: ${r.medianTurns}`);
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