feat(job): 시뮬 신규 메커니즘 동기화 (hits·pierce·selfVuln·energy/blockPerTurn)

- 다단히트: 타격마다 힘 적용 합산·취약 1회 (Lua 동기화)
- pierce 방어 무시, selfVuln, 파워 루프 확장 (블록 리셋 후)
- 신규 테스트 6건 — 전체 36건 통과 (sim 27 + rogue-map 9)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-12 13:39:08 +09:00
parent 2c9a1b351e
commit d0b8fbe091
2 changed files with 102 additions and 6 deletions

View File

@@ -121,12 +121,17 @@ export function simulateCombat(data, rng, stats) {
while (turns < MAX_TURNS) {
turns++;
// 파워 발동 — Lua StartPlayerTurn 동기화 (등록된 파워가 매턴 힘 누적)
// 파워 발동 — Lua StartPlayerTurn 동기화 (블록 리셋 후 strength/energy/block 파워)
pBlock = 0;
let energyBonus = 0;
for (const pid of powers) {
const pc = cards[pid];
if (pc && pc.powerEffect === 'strengthPerTurn') pStr += pc.value;
if (!pc) continue;
if (pc.powerEffect === 'strengthPerTurn') pStr += pc.value;
else if (pc.powerEffect === 'energyPerTurn') energyBonus += pc.value;
else if (pc.powerEffect === 'blockPerTurn') pBlock += pc.value;
}
let energy = ENERGY; pBlock = 0; hand = []; draw(HAND_SIZE);
let energy = ENERGY + energyBonus; hand = []; draw(HAND_SIZE);
while (true) {
const alive = aliveList();
if (alive.length === 0) break;
@@ -139,12 +144,22 @@ export function simulateCombat(data, rng, stats) {
// 카드 디버프는 피해보다 먼저 적용 — Lua PlayCard(즉시 부여) + 지연 데미지(0.35s) 동기화
if (c.weak) target.weak += c.weak;
if (c.vuln) target.vuln += c.vuln;
const dmg = calcAttack(c.damage || 0, pStr, pWeak, target.vuln);
const r = applyDamage(target.hp, target.block, dmg);
target.hp = r.hp; target.block = r.block;
// 다단히트: 타격마다 힘·약화 적용 합산, 취약은 합산값에 1회 (Lua 동기화)
const hitN = c.hits || 1;
let totalNv = 0;
for (let h = 0; h < hitN; h++) totalNv += calcAttack(c.damage || 0, pStr, pWeak, 0);
const dmg = target.vuln > 0 ? Math.floor(totalNv * 1.5) : totalNv;
if (c.pierce === true) {
target.hp -= dmg; // 방어 무시
if (target.hp < 0) target.hp = 0;
} else {
const r = applyDamage(target.hp, target.block, dmg);
target.hp = r.hp; target.block = r.block;
}
if (target.hp <= 0) target.alive = false;
if (c.block) pBlock += c.block;
if (c.strength) pStr += c.strength;
if (c.selfVuln) pVuln += c.selfVuln;
if (stats) stats[id] = bump(stats[id], c.cost, dmg, c.block || 0);
} else if (c.kind === 'Power') {
if (c.powerEffect) powers.push(id);
@@ -152,6 +167,7 @@ export function simulateCombat(data, rng, stats) {
} else {
pBlock += c.block || 0;
if (c.strength) pStr += c.strength;
if (c.selfVuln) pVuln += c.selfVuln;
if (c.weak || c.vuln) {
const target = chooseTarget(alive, 0);
if (c.weak) target.weak += c.weak;