24 Commits

Author SHA1 Message Date
30c73c9899 Merge pull request 'feat(monster): 적 종별 모델(프리팹) + 스테이지 로스터 배치' (#107) from feature/monster-models into main 2026-07-03 01:34:26 +09:00
ffcec649fa chore: 산출물 재생성 — map01~05 몬스터 인스턴스 entry_id 수정 반영
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-03 01:18:06 +09:00
3b678e35d1 fix(monster): 맵 인스턴스 origin.entry_id를 modelId와 일치시켜 MissingModel 해소
메이커가 엔티티의 원본 모델을 origin.entry_id로 해석하는데, entry_id를
enemyId("junior_bugi")로 넣어 model://monster-junior_bugi(실제 EntryKey)와
불일치 → [LEA-3028] MissingModel로 전 몬스터 미표시. entry_id를
modelEntryId(=modelId="monster-<id>")로 수정. 메이커 인게임 검증: 전투에서
전 종 정상 렌더(stump=1110101도 나무토막 확인).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-03 01:18:06 +09:00
47e954266c Merge pull request 'feat: 도적 밸런스 정리 및 전사 승급 계보 추가' (#108) from codex/rogue-campaign-balance into main
Reviewed-on: #108
2026-07-03 00:13:13 +09:00
8b4ece766a feat(warrior): add warrior promotion lineage 2026-07-02 23:47:01 +09:00
ee68fb5bb0 chore: 산출물 재생성 — stump 모델 + map04 배치 (18/18·전 5맵 완성)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 20:24:39 +09:00
a7f949fad8 data: stump(나무토막) 외형 추가 (mob 1110101) — 18/18 완성
MSW "나무토막" localized 검색에 잡힌 유일한 저레벨 몹 클립셋(1110101:
stand/hit/die/move) 채택. 시각 확정은 플레이테스트(map04)에서.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 20:24:39 +09:00
9fbf8e8574 chore: 산출물 재생성 — 모델 17종 + map02/03/05 로스터 배치
적 외형 8종 추가로 모델 8개 신규(slime·pig·mushmom·blue_mushroom 등),
map02/03/05가 준비도 가드 통과해 종별 모델 인스턴스로 재배치.
map04는 stump 미보유로 보존(스킵).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 19:57:40 +09:00
d61628d359 data: 적 외형 8종 추가 (공식 리소스 RUID 수확) — stump 제외 17/18
MSW 자산 검색으로 공식 maplestory 몹 클립 확보:
- slime(0210100)·slime_elite/boss(슬라임 재사용, box 스케일)
- pig(1210100)·mushmom(6130101)·blue_mushroom(2220110)
- red_snail·modified_snail(snail 0100100 — 빨강변형 0100102는 카탈로그 부재)
stump(나무토막)는 카탈로그에서 미발견 → 미보유 유지(map04 준비도 가드 스킵).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 19:57:40 +09:00
18da7a7983 docs: 몬스터 종별 모델 산출물 규칙(RULES §1)·README 반영
RULES §1 표에 Models/Monsters/<enemyId>.model 행 + 보조 생성기 3종 갱신.
README 디렉토리 구조·기능 표(몬스터 종별 모델)·재생성 명령 반영.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 13:57:22 +09:00
695f048c2d chore(map): 산출물 재생성 — map01 로스터 기반 몬스터 재배치(종별 모델 9마리)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 13:55:46 +09:00
6e82d0f128 feat(map): 인카운터를 encounters.json 로스터 기반 모델 인스턴스 배치로 개편
MONSTER_VARIANTS 랜덤 외형 제거(외형=enemies.json appearance로 정체성 고정).
buildMonsterInstance로 종별 모델(monster-<id>) 인스턴스 배치, 준비도 가드로
appearance 미보유 로스터 맵은 보존(Task 2 RUID 수확 후 재생성).
gen-combat-monster는 codeblock 생성만(맵 부착은 encounters 생성기로 흡수).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 13:55:46 +09:00
1390b9ec50 feat(monster): 적 종별 모델 생성기 + 모델 산출물 재생성(9종)
단일 소스 data/enemies.json appearance → Models/Monsters/<enemyId>.model.
EntryKey model://monster-<id> 네임스페이스(기존 모델과 충돌 가드), 태생 AI-free.
appearance 미확보 9종(slime 등)은 Task 2(RUID 수확) 후 추가 예정.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 13:52:45 +09:00
cdfc79cd57 feat(monster): 몬스터 모델·인스턴스 공용 빌더 lib + 단위테스트
buildMonsterModel(.model 골격 복제·외형/EnemyId 베이크·AI-free) +
buildMonsterInstance(맵 엔티티) + modelEntryId. fs 접근 없는 순수 함수.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 13:51:58 +09:00
bfb9ee5bef data: 적 외형(appearance) 9종 + 맵별 로스터(encounters.json) 신설
map01 메이커 큐레이션 외형을 enemies.json으로 흡수(단일 소스화).
encounters.json: map01=현 실태, map02~05=티어별 초안(기존 18종 내).
appearance는 luaEnemiesTable 화이트리스트 밖이라 codeblock 불변(diffcheck IDENTICAL).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-02 13:50:42 +09:00
5297922f99 Merge pull request 'feat: 도적 직업 카드 및 5섹션 진행 밸런스 조정' (#106) from codex/rogue-campaign-balance into main
Reviewed-on: #106
2026-07-01 22:56:17 +09:00
e3a75c33a3 feat(rogue): localize custom card names 2026-07-01 22:53:54 +09:00
0a040837d9 feat(rogue): balance cards and campaign progression 2026-07-01 22:36:49 +09:00
da0d74f841 Merge pull request 'docs: README 현행화 (카드 166장·도적 3차 전직·검증 도구)' (#105) from docs/readme-refresh into main 2026-07-01 15:25:30 +09:00
7f30803862 docs: README 현행화 (카드 166장·도적 3차 전직·검증 도구)
6/25 이후 main 반영분(#82~#104)을 저장소 사실과 대조해 README 갱신.

- 카드 121→166장, kind 분포(Attack 59/Skill 74/Power 31/Status 2), 테스트 84→97종
- 전직 트리: 도적 2차(어쌔신/시프)+3차(헤르밋/시프 마스터) 반영,
  옛 Shiv/Poison/Trickster 삭제, 전사 페이지 컨셉을 실제 데이터(속성 차지)로 정정
- 디렉토리 구조: cb/(20모듈)·lib/·legacy/, characters.json·cards.xlsx,
  verify 도구에 cardkinds·cbprops·cbset·diffcheck 추가
- 스크립트 예시 오류 정정: SelectClass("bandit")→"rogue", SetJob 전직 옵션 명시
- 아키텍처 메모에 kind↔효과 규칙(§9)·변수명 규칙(§8) 추가
- 향후 개선 계획에 최근 완료 3건 반영, 3차 전직 "도적 완료" 표기

산출물 미변경(README 문서만).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011xhLoQbJvQYL65kBtDNDTy
2026-07-01 15:21:12 +09:00
2fdd535939 Merge pull request 'docs: codex-workflow.md에 하네스 규칙 동기화 (카드 kind·검증 스위트·revert 금지)' (#104) from docs/codex-workflow-harness into main 2026-06-30 23:49:53 +09:00
1100cbeb08 docs(codex): codex-workflow.md에 하네스 규칙 동기화 (kind·검증·revert)
codex-working-rules.md에 넣은 규칙을 codex-workflow.md에도 동일 반영:
- 쓰기 원칙: 카드 kind↔효과 일치(데미지=Attack/유틸=Skill/지속=Power) +
  새 효과필드 Lua·JS 미러 양쪽 구현.
- 신규 "검증·통합 원칙" 섹션: 변경 후 검증 스위트(cardkinds·cbprops·
  cbgap·미러테스트) · main 머지 전체 revert 금지(#98/#99 사고) ·
  RULES.md/codex-working-rules.md 권위.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UUvHKjrt8jqLzDeCsRRGmj
2026-06-30 23:48:54 +09:00
e14f19e4ed Merge branch 'codex/rogue-job-system' 2026-06-30 23:29:47 +09:00
e8ea5e249d feat(thief): redesign thief and thief master cards 2026-06-30 02:41:41 +09:00
50 changed files with 9645 additions and 3878 deletions

View File

@@ -44,11 +44,14 @@ git pull
```
slaymaple/
├── data/ # 게임 데이터 단일 소스 (생성기가 읽어 주입). 맵은 정적 데이터 없음(절차 생성)
│ ├── cards.json # 카드 121장(클래스·2차전직별 + 저주) + 클래스별 시작 덱
│ ├── enemies.json # 적 18종(일반/정예/보스, 디버프 인텐트 포함)
│ ├── cards.json # 카드 166장(1~3차 전직 계열별 + 저주) + 클래스별 시작 덱
│ ├── enemies.json # 적 18종(일반/정예/보스, 디버프 인텐트 + 외형 appearance)
│ ├── encounters.json # 맵별 몬스터 로스터(map01~05 × combat/elite/boss)
│ ├── potions.json # 물약 6종 + 드랍률·슬롯·상점가
│ ├── relics.json # 유물 19종(StS 효과 × 메이플 장비) + 시작 유물 + 풀
│ ├── cardframes.json # 커스텀 카드 프레임 3종(전사/마법사/도적 × normal/unique/legend) + 보상 등급 가중치
│ ├── characters.json # 클래스별 초상화 RUID
│ ├── cards.xlsx # cards.json 왕복 편집용 엑셀(excel_to_cards.bat / cards_to_excel.bat)
│ └── camera.json # 맵별 카메라 설정값(줌·오프셋·고정 영역)
├── Global/ # 월드 전역 설정 · 공용 모델 · 게임로직
│ ├── common.gamelogic # SlayDeckController 부착 지점 (산출물)
@@ -66,18 +69,19 @@ slaymaple/
│ ├── MapCamera.codeblock # 맵별 카메라 적용
│ ├── PlayerLock.codeblock # 전투맵 플레이어 입력·이동 잠금
│ ├── LobbyNpc.codeblock # 로비 NPC 상호작용(근접·클릭)
── LobbyMobility.codeblock # 로비 이동·공격 해제 + 카메라 추종
── LobbyMobility.codeblock # 로비 이동·공격 해제 + 카메라 추종
│ └── Models/Monsters/ # 적 종별 모델 <enemyId>.model (산출물 — 외형·EnemyId 베이크)
├── map/ # 맵 6종 (산출물)
│ ├── lobby.map # 로비 허브 맵 (마을 배경, NPC 4종, 전투 없음)
│ └── map01.map ~ map05.map # 5막 전투/맵 노드 (공식 배경 + STS풍 우측 배치)
├── tools/ # 결정적 생성기·도구 (주체별 폴더, 단일 소스)
│ ├── deck/ # gen-slaydeck.mjs(★게임 전체 생성: 카드/덱·전투·맵노드·상점·유물·로비·메뉴 UI + SlayDeckController + common) · gen-cardhand.mjs
│ ├── map/ # gen-maps.mjs(맵 배경/타일) · gen-lobby-map.mjs(로비 맵+NPC) · gen-map-encounters.mjs(노드별 몬스터 그룹) · rogue-map.mjs(절차 생성 JS 미러)+test
│ ├── deck/ # gen-slaydeck.mjs(★컨트롤러+common 생성 오케스트레이터) · cb/(codeblock Lua 메서드 20모듈: boot·screens·combat·hand·npc·navigation·layout·shop·reward·soul 등) · lib/(공유 상수·데이터·헬퍼) · legacy/(옛 UI emit 휴면)
│ ├── map/ # gen-maps.mjs(맵 배경/타일) · gen-lobby-map.mjs(로비 맵+NPC) · gen-map-encounters.mjs(encounters.json 로스터 기반 종별 모델 인스턴스 배치) · rogue-map.mjs(절차 생성 JS 미러)+test
│ ├── camera/ # gen-camera.mjs(맵별 고정 카메라 codeblock)
│ ├── player/ # gen-player-lock.mjs(전투맵 입력 잠금) · freeze-turn-player.mjs(모델 이동 정지) · gen-lobby-npc.mjs(LobbyNpc·LobbyMobility codeblock)
│ ├── monster/ # gen-combat-monster.mjs(EnemyId 마커) · freeze-turn-monsters.mjs(필드 AI 정지)
│ ├── monster/ # gen-monster-models.mjs(적 종별 .model) · gen-combat-monster.mjs(자기등록 codeblock) · freeze-turn-monsters.mjs(레거시 AI 정지) · lib/monster-model.mjs(공용 빌더)+test
│ ├── balance/ # sim-balance.mjs(전투 밸런스 몬테카를로 시뮬) · sim-balance.test.mjs
│ ├── verify/ # count.mjs·uimap.mjs·cbgap.mjs(산출물 카운트/UIGroup 매핑/재연결 GAP 검증 — 경로 내장)
│ ├── verify/ # count·uimap·cbgap(카운트/UIGroup 매핑/재연결 GAP) · cardkinds(카드 kind↔효과) · cbprops(미선언 self 대입) · cbset(메서드 집합 무손실) · diffcheck(바이트동일)
│ └── git/ # gitea-pr.mjs(UTF-8 안전 PR 생성/수정/머지 — RULES.md 참조)
├── ui/ # UIGroup 7종 — 메이커 저작(Default/Select/Lobby/Run/Deck/Popup/Toast)
├── docs/
@@ -98,9 +102,9 @@ slaymaple/
3직업 모두 Slay the Spire 2 차용 + 메이플 IP 재해석. 카드 덱 상세 설계는 [`docs/deck-concept.md`](docs/deck-concept.md) 참조.
- **⚔️ 전사 (탱커, Ironclad 차용)** — **파이터**: 공격을 *연속*으로 내면 콤보가 쌓이고(방어·파워 등 비공격 카드를 쓰면 콤보 리셋) 콤보로 데미지 증가 버프 = 브루저. **페이지**: 위협 디버프로 버티며 방어도 축적 → **바디 슬램(방어 비례 피해)** 카운터. **스피어맨**: 하이퍼바디·아이언월 유지/리치형.
- **🗡️ 도적 (단검·독, Silent 차용)** — 표창 난사 / 독 / 교활·버림. **어쌔신**(표창·크리·흡혈) / **시프**(단검 난타·독). *형 구현 완료(Silent 86장)*.
- **🔮 법사 (약체·게이지, Defect 차용)** — **위자드(불/독)**: 독을 묻히고 *독 걸린 적에 불 카드 → 추가 데미지*(독뎀 시너지). **위자드(썬/콜)**: 오브로 썬더(다중 공격)·콜드(빙결=취약+피해), 오브 획득·다중 소모 운용. **클레릭**: 오브 없이 회복·버프 + 언데드엔 힐로 공격하는 보조 힐러.
- **⚔️ 전사 (탱커, Ironclad 차용, HP80)** — 2차 3종. **파이터**: 공격을 *연속*으로 내면 콤보가 쌓이고(비공격 카드 시 리셋) 콤보로 데미지 증가 = 브루저(콤보 어택·버서크·라이징 어택). **페이지**: 썬더/블리자드 **속성 차지** + 파워 가드. **스피어맨**: 피어스·아이언 월·하이퍼 바디 유지/관통형.
- **🗡️ 도적 (단검·독, Silent 차용, HP70)** — 표창 난사 / 독 / 교활·버림. **2차 어쌔신**(표창·독 압박·빠른 마무리)·**시프**(단검·드로우·연계) **3차 헤르밋**(어쌔신 심화)·**시프 마스터**(시프 심화). 도적 계열만 132장(Silent 완역 포트 + 공식 스킬 아이콘).
- **🔮 법사 (약체·게이지, Defect 차용, HP70)** — 2차 3종. **위자드(불·독)**: 독을 묻히고 *독 걸린 적에 불 카드 → 추가 데미지*(독뎀 시너지). **위자드(썬·콜)**: 오브로 썬더(다중 공격)·콜드(빙결=취약+피해), 오브 획득·다중 소모 운용. **클레릭**: 오브 없이 회복·버프 + 언데드엔 힐로 공격하는 보조 힐러.
## 게임 프레임워크 현황
@@ -114,27 +118,28 @@ slaymaple/
게임 전체는 `/common` 엔티티에 부착된 **`SlayDeckController` 단일 컴포넌트**로 동작합니다. **UI는 메이커 저작**(7개 UIGroup: Default/Select/Lobby/Run/Deck/Popup/Toast)이고, 컨트롤러가 엔티티 경로(`/ui/<UIGroup>/<Hud>/...`)로 내용을 런타임 주입합니다. 생성기 `tools/deck/gen-slaydeck.mjs`**`SlayDeckController.codeblock` + `common.gamelogic`만 생성**(`.ui` 미접근, 결정적 출력 — `RULES.md` 참조). 게임 데이터는 **`data/*.json`**, 맵 구조는 **런타임 절차 생성**(`GenerateMap` Lua ↔ `tools/map/rogue-map.mjs` JS 미러).
### 구현된 기능 (배포 퀄리티 P1~P15+, PR #34~#79)
### 구현된 기능 (배포 퀄리티 P1~P15+, PR #34~#104)
| 영역 | 내용 |
|---|---|
| **로비 마을** | 전용 물리 맵 `lobby.map`(마을 배경). **NPC 4종 월드 엔티티** — 모험가(런 시작)·사서(카드 도감)·상인(영혼 상점)·안내원(게시판). 근접 시 머리 위 마크 + `↑`**또는 직접 클릭**으로 상호작용. **이동·공격 모션은 로비 맵에서만** 풀림(전투맵은 잠금), 카메라는 로비에서 **플레이어 추종**(전투맵은 고정) |
| **캐릭터·전직** | 시작 시 **전사(HP80)/도적(HP70)/마법사(HP70)** 3종 선택(**초상화·직업 설명·선택 테두리 강조** 캐릭터 선택 UI), 클래스별 시작 덱. 보스 클리어 시 [유물] vs [**2차 전직**] — 각 클래스 3종(전사→파이터/페이지/스피어맨, 법사→위자드불독/위자드썬콜/클레릭, 도적→Shiv/Poison/Trickster). 전용 카드는 해당 클래스 풀만 획득 |
| **카드 전투** | 에너지 3·드로우·**드래그 사용**(공격=적에 드롭, 스킬=위로 스윕). 카드 **121** — kind **Attack/Skill/Power/Status**. 메커니즘: 다단히트·방어 무시·자가 디버프·드로·회복·**전체 공격(AoE)**·**독(DoT)**·**retain**(턴 종료 손패 유지)·**sly discard**(버림 트리거) |
| **캐릭터·전직** | 시작 시 **전사(HP80)/도적(HP70)/마법사(HP70)** 3종 선택(**초상화·직업 설명·선택 테두리 강조** 캐릭터 선택 UI), 클래스별 시작 덱. 보스 클리어 시 [유물] vs [**전직**] — 전사→파이터/페이지/스피어맨, 법사→위자드(불·독)/위자드(썬·콜)/클레릭 (2차 3종씩), **도적→어쌔신·시프(2차) → 헤르밋·시프 마스터(3차)**. 전직 시 대표 카드 지급, 전용 카드는 해당 계열 풀만 획득 |
| **카드 전투** | 에너지 3·드로우·**드래그 사용**(공격=적에 드롭, 스킬/파워=위로 스윕). 카드 **166** — kind **Attack(59)/Skill(74)/Power(31)/Status(2)**. kind↔효과 정합성 정적 검증(`cardkinds.mjs`). 메커니즘: 다단히트·방어 무시·자가 디버프·드로·회복·**전체 공격(AoE)**·**독(DoT)**·**retain**(턴 종료 손패 유지)·**sly discard**(버림 트리거) |
| **도적 카드 공용 효과** | 카드 효과를 **카드명 하드코딩 대신 `data/cards.json` 공용 필드**로 표현(재사용). **불가침**·**x-cost**(에너지 비례 피해/약화)·드로우 수 비례 데미지·**다음 스킬 반복**·**처치 보상/반복**·카드 설명 **키워드 하이라이트**·드로우 연동(`drawSkillBlock`·`drawPoison`)·독 버스트·랜덤 타깃 등. **Lua + JS 미러 양쪽 구현**. 필드 사전 [`docs/card-effect-fields.md`](docs/card-effect-fields.md) |
| **버프/디버프** | StS 표준 — **힘**(+N 영구)·**약화**(주는 피해 25%)·**취약**(받는 피해 +50%)·**독**(매 행동 틱). 양방향(적 디버프 인텐트 포함), 인텐트는 최종 예상치 표시 |
| **전투 연출** | 공격 이펙트·**몬스터 데미지 팝업(자릿수 스킨)**·드래그 타깃 마커·적 개별 차례·**공격/피격/독뎀 모션**(아바타 상태 전이·몬스터 hit 클립·런지/넉백) |
| **절차 생성 맵** | 막 시작마다 **경로 생성**(런마다 다름, **가로 진행**). 층 규칙: 1~2층 전투만 → 3층~ 상점/휴식 → 4층~ 엘리트/**유물 방** → 보스 수렴. 점선 경로·상태 4단·층 카운터. 노드 타입별 **몬스터 랜덤 구성**(일반 1~3 / 엘리트 / 보스) + intent 랜덤 행동 |
| **몬스터 종별 모델** | 적 종별 전용 `.model`(프리팹) — 외형(stand/hit/die)·EnemyId 베이크, 태생 AI-free. 맵 배치는 **`data/encounters.json` 맵별 로스터**대로 해당 모델 인스턴스 생성(외형=정체성 고정). 능력치·행동은 `enemies.json`, 외형은 `appearance`, 배치는 `encounters.json`로 관심사 분리 |
| **유물 19종 / 물약 6종** | 유물: StS 효과 × 메이플 장비 외형, TopBar 아이콘 + 마우스오버 툴팁, 8종 훅. 물약: 승리 40% 드랍·상점·슬롯 메뉴. 보물 방=상자 연출 → 유물+메소 |
| **카드 프레임·등급** | 커스텀 프레임 3종(전사/마법사/도적 × normal/unique/legend), 카드 5개 사이트 통합 레이아웃. 보상 등급 가중 추첨 70/25/5 |
| **영혼(Soul) 메타 성장** | 승천과 별개의 영구 강화 화폐. 2차 전직 상태로 보스 클리어 시 적립 → 로비 영혼 상점 4종 해금(시작 메소 +60·HP +15·덱 정제·시작 유물 +1). **UserDataStorage 영구 저장** |
| **승천(Ascension)** | A1~A10 누적 모디파이어(적 강화·시작 HP 감소·보상 감소). UserDataStorage 유저별 영구 저장, 런 클리어 시 다음 단계 해금 |
| **멀티 act** | **5막** 진행(보스 클리어→다음 막 텔레포트, 맵·인카운터 변경, 적 스케일 `1+(막-1)*0.45`), 5막 클리어 시 런 종료 |
| **경제** | 화폐 표기 **메소**(코인 아이콘), 카드/유물/물약 메소 가격. 내부 식별자는 Gold 유지 |
| **밸런스 시뮬** | `tools/balance/sim-balance.mjs` — 전투 규칙 JS 미러(몬테카를로) + `tools/map/rogue-map.mjs`(맵 생성 미러) + node 단위테스트(현 84종) |
| **밸런스 시뮬** | `tools/balance/sim-balance.mjs` — 전투 규칙 JS 미러(몬테카를로) + `tools/map/rogue-map.mjs`(맵 생성 미러) + node 단위테스트(현 97종) |
> ⚠️ 수치(적 스탯·경제·승천 배율)는 1차 조정 상태입니다. 정밀 밸런싱은 `sim-balance.mjs`로 검증하며 진행합니다.
> 도적(Silent) 카드 86장은 STS Silent 완역 포트 + **공식 스킬 아이콘 적용 완료**. 남은 작업은 카드명 메이플 재서사(어쌔신/시프)·멀티플레이어 전제 카드 싱글 정리 — [`docs/deck-concept.md`](docs/deck-concept.md) 참조.
> 도적 계열 카드 132장은 STS Silent 완역 포트 + **공식 스킬 아이콘 적용 완료**, rogue 1차 + 어쌔신/시프(2차) + 헤르밋/시프 마스터(3차)로 재편. 남은 작업은 카드명 메이플 재서사·멀티플레이어 전제 카드 싱글 정리 — [`docs/deck-concept.md`](docs/deck-concept.md)·[`docs/bandit-card-audit.md`](docs/bandit-card-audit.md) 참조.
### 유용한 스크립트 호출
`/common` 엔티티(또는 Play Test 컨텍스트)에서:
@@ -144,14 +149,14 @@ local c = _EntityService:GetEntityByPath("/common").SlayDeckController
c:OnLobbyNpcInteract("run") -- 모험가(런 시작) / "codex"(도감) / "shop"(영혼상점) / "board"(게시판)
c:ShowLobby() -- 로비 맵 복귀 + 상태 초기화
-- 런
c:SelectClass("warrior") -- "warrior" / "bandit" / "magician"
c:SelectClass("warrior") -- "warrior" / "rogue" / "magician"
c:StartNewGame() -- 캐릭터 선택 → 런 시작(map01 텔레포트)
c:PickNode("r1c2") -- 맵 노드 선택(절차 생성 그리드 id) / "boss"
c:PlayCard(1) -- 손패 slot 카드 사용
c:EndPlayerTurn() -- 턴 종료 → 적 턴 → 다음 턴
c:PickReward(1) -- 보상 카드 1택(0=건너뛰기)
c:BuyCard(1) / c:BuyRelic() / c:BuyPotion() -- 상점 구매(메소)
c:SetJob("fighter") -- 전직 (보스 보상 선택 화면)
c:SetJob("fighter") -- 전직 (보스 보상 화면) — 2차: fighter/page/spearman·firepoison/icelightning/cleric·assassin/thief, 3차: hermit/thiefmaster
c:AdjustAscension(1) -- 메뉴에서 승천 단계 +1
```
@@ -177,9 +182,11 @@ node tools/map/gen-lobby-map.mjs # 로비 맵 + NPC 배치
node tools/player/gen-lobby-npc.mjs # 로비 codeblock(LobbyNpc·LobbyMobility)
node tools/camera/gen-camera.mjs # 맵별 카메라
node tools/player/gen-player-lock.mjs # 전투맵 입력 잠금
node tools/monster/gen-combat-monster.mjs # 몬스터 EnemyId 마커
node tools/monster/gen-monster-models.mjs # 적 종별 모델 .model (외형=enemies.json appearance)
node tools/monster/gen-combat-monster.mjs # 자기등록 마커 codeblock
node tools/map/gen-map-encounters.mjs # encounters.json 로스터 기반 맵 몬스터 배치
```
> 산출물 검증은 내용 출력 없이 카운트만: `node tools/verify/count.mjs <ui|cb|common> <regex>...` (자세한 가드는 [`RULES.md`](RULES.md)).
> 산출물 검증은 내용 출력 없이 카운트만: `node tools/verify/count.mjs <ui|cb|common> <regex>...`. 정적 가드 — 카드 kind↔효과 `cardkinds.mjs` · 미선언 self 대입 `cbprops.mjs` · UI 경로 재연결 GAP `cbgap.mjs` · 리팩터 바이트동일 `diffcheck.mjs` (자세한 가드는 [`RULES.md`](RULES.md)).
---
@@ -188,6 +195,7 @@ node tools/monster/gen-combat-monster.mjs # 몬스터 EnemyId 마커
현재 게임 전체 로직이 `SlayDeckController` 단일 codeblock에 모여 있습니다. 초기 설계의 3분할(`SlayCardCatalog`/`SlayRunState`/`SlayCombatManager`)은 **기능적으로 모두 구현**됐으나 아직 한 컴포넌트 안에 있습니다. 맵 NPC·카메라·입력 잠금 등 **맵 단위 동작은 별도 codeblock**(LobbyNpc/LobbyMobility/MapCamera/PlayerLock/CombatMonster)으로 분리해 각 맵 루트/엔티티에 부착합니다. 카드/적/맵/유물/프레임/카메라 데이터는 `data/*.json`로 외부화돼 있습니다. **2026-06-17**: UI를 단일 `DefaultGroup`에서 7개 UIGroup(Select/Lobby/Run/Deck 등)으로 분리해 **메이커 저작으로 전환** — 생성기는 더 이상 `.ui`를 만들지 않고, 컨트롤러가 새 UIGroup 경로로 재연결됨(옛 UI emit `hud/*`·`gen-cardhand``tools/deck/legacy/` 휴면). 재연결 무결성은 `tools/verify/cbgap.mjs`(GAP 0)로 검증.
> ⚠️ **전투 규칙과 맵 생성은 Lua(gen-slaydeck 내장)와 JS 미러(sim-balance/rogue-map)로 이중 구현**입니다. 한쪽을 고치면 반드시 다른 쪽도 동기화하고 테스트하세요(`RULES.md` §6).
> ⚠️ **카드 `kind`는 효과와 반드시 일치**해야 합니다 — 데미지=`Attack`, 방어/유틸=`Skill`, 지속효과=`Power`. 안 맞으면 런타임 에러 없이 *사용 불가/무효과 死카드*가 됩니다(2026-06-30 Defend·Rage 사고). 새 효과 필드는 `docs/card-effect-fields.md` 등록 + Lua/JS 양쪽 핸들러 구현. 정적 검증 `node tools/verify/cardkinds.mjs`(`RULES.md` §9). cb Lua 지역변수는 의미명 사용(`RULES.md` §8).
---
@@ -195,11 +203,14 @@ node tools/monster/gen-combat-monster.mjs # 몬스터 EnemyId 마커
- [x] 전투 루프 · 런 루프 · 절차 생성 맵 · 상점/휴식/유물 방 · 유물 19종 · 물약 · 버프/디버프 · Power · 전직(전사/법사/도적 2차) · 승천+개인 저장 · 전투 모션 · 커스텀 프레임 · **반복 런·로비 맵·NPC·영혼·메소·카메라 추종 (P1~P15 완료)**
- [x] **UI 메이커-저작 전환** — 단일 DefaultGroup → 7개 UIGroup 분리, 생성기 UI 저작 폐기(`tools/deck/legacy/`), 컨트롤러 경로 재연결(cbgap GAP 0) (2026-06-17)
- [x] **시작 로비 직행 · 캐릭터 선택 UI · 디버그 치트 · map01 로스터 (2026-06-18)** — 게임 시작 시 MainMenu 없이 곧장 로비 진입(MainMenu는 추후 싱글/멀티/종료 메뉴로 재지정); 캐릭터 선택 화면 초상화·직업 설명·선택 테두리·Art 클리핑(MaskComponent) 배선; 디버그 단축키 Ctrl+Shift+C(카드 picker)·Ctrl+Shift+E(체력+에너지 전체 회복); map01 몬스터 18종 로스터(랜덤 행동)
- [ ] **도적 카드명 재서사·설명 한글화** — Silent 직역 카드명을 어쌔신/시프 메이플 스킬명으로 재서사(아이콘은 적용 완료), 2차 전직 설명 한글화
- [x] **컨트롤러 관심사별 모듈 분리 · 코드 규칙 (2026-06-26, #94)** — SlayDeckController를 `cb/*.mjs` 20모듈로 분리(런타임은 단일 codeblock 유지), 변수명 의미화, 검증 `cbset.mjs`(집합 무손실)·`cbprops.mjs`(미선언 self)
- [x] **도적 계열 대개편 + 3차 전직 · 카드 공용 효과 (2026-06-23~30, #82~#99)** — Silent 포트를 rogue 1차 + 어쌔신/시프(2차) + 헤르밋/시프 마스터(3차)로 재편, 카드 효과를 카드명 하드코딩 대신 `cards.json` 공용 필드로(`docs/card-effect-fields.md`), 카드 **166장**
- [x] **코드리뷰 버그수정 + kind↔효과 규칙 (2026-06-29~30, #96·#102)** — 게임버그 6·시뮬 충실도 3·설명 2 수정(Defend kind Attack→Skill·Rage Power→Attack 포함), kind↔효과 정적 검증 `cardkinds.mjs`, 카드 왕복 편집 엑셀(#93)
- [ ] **도적 카드명 재서사·설명 한글화** — Silent 직역 카드명을 어쌔신/시프 메이플 스킬명으로 재서사(아이콘은 적용 완료), 2·3차 전직 설명 한글화
- [ ] **런 이어하기** — 진행 중 런 직렬화 저장(UserDataStorage 확장, 메뉴 "이어하기" 활성화)
- [ ] **카드 제거/업그레이드** — 상점 카드 제거 슬롯, 휴식 노드에서 카드 강화
- [ ] **이벤트 노드(?)** — 랜덤 텍스트 이벤트(선택지·리스크/리워드)
- [ ] **3차 전직** — 후반 막 보상으로 확장
- [ ] **3차 전직 — 전사·법사 확장** (도적은 완료: 헤르밋·시프 마스터), 후반 막 보상으로
- [ ] **궁수 등 추가 클래스** — 캐릭터 선택 슬롯 확장
- [ ] **정밀 밸런싱** — 첫 인카운터 승률 완화·직업별 카드 효율 튜닝(`sim-balance.mjs` 리포트 기반)
- [ ] **상점 보장 규칙** — 막당 상점 최소 1회 등장

View File

@@ -16,6 +16,7 @@ Claude Code는 `CLAUDE.md`가 이 파일을 임포트하므로 자동 적용된
| `Global/common.gamelogic` | ~1KB | 〃 | 〃 |
| `map/map01.map`~`map05.map`, `map/lobby.map` | 각 ~210KB | `tools/map/`·`tools/monster/`·`tools/camera/`·`tools/player/` (↓ 보조 생성기) | 해당 생성기 |
| `RootDesk/MyDesk/CombatMonster.codeblock` | ~2KB | `tools/monster/gen-combat-monster.mjs` | `node tools/monster/gen-combat-monster.mjs` |
| `RootDesk/MyDesk/Models/Monsters/<enemyId>.model` (적 종별, 최대 18종) | 각 ~5KB | `data/enemies.json`(`appearance`) + `tools/monster/gen-monster-models.mjs` | `node tools/monster/gen-monster-models.mjs` |
| `RootDesk/MyDesk/PlayerLock.codeblock` | ~2KB | `tools/player/gen-player-lock.mjs` | `node tools/player/gen-player-lock.mjs` |
| `RootDesk/MyDesk/MapCamera.codeblock` | ~2KB | `tools/camera/gen-camera.mjs` (값: `data/camera.json`) | `node tools/camera/gen-camera.mjs` |
| `RootDesk/MyDesk/LobbyNpc.codeblock`·`LobbyMobility.codeblock` | 각 ~2-3KB | `tools/player/gen-lobby-npc.mjs` | `node tools/player/gen-lobby-npc.mjs` |
@@ -31,9 +32,10 @@ Claude Code는 `CLAUDE.md`가 이 파일을 임포트하므로 자동 적용된
- `tools/camera/gen-camera.mjs``MapCamera.codeblock` + map01~05 카메라 부착 (값 `data/camera.json`)
- `tools/map/gen-maps.mjs``map02~05` + `Global/SectorConfig.config` (map01 템플릿 클론)
- `tools/map/gen-lobby-map.mjs``map/lobby.map` + `SectorConfig.config`
- `tools/map/gen-map-encounters.mjs` → map01~05 노드 타입별 몬스터 그룹 재구성
- `tools/monster/gen-combat-monster.mjs``CombatMonster.codeblock` + map01~05 부착
- `tools/monster/freeze-turn-monsters.mjs`몬스터 `.model`·맵 AI 컴포넌트 제거
- `tools/monster/gen-monster-models.mjs``Models/Monsters/<enemyId>.model`(적 종별, 외형·EnemyId 베이크·태생 AI-free). 단일 소스 `data/enemies.json``appearance`. `appearance` 미보유 적은 스킵(메이커 저작 모델 `HolodragonKing`·`Model_monster-43`은 예외 — 이 생성기 대상 아님). 공용 빌더 `tools/monster/lib/monster-model.mjs`.
- `tools/map/gen-map-encounters.mjs`map01~05에 `data/encounters.json` 로스터 기반 **종별 모델 인스턴스** 배치(외형=정체성 고정). 준비도 가드: 로스터에 `appearance` 미보유 적이 있는 맵은 재생성 스킵(기존 보존). 값 검증 `node --test tools/monster/monster-model.test.mjs`.
- `tools/monster/gen-combat-monster.mjs``CombatMonster.codeblock`(자기등록 마커)만 생성. 맵 부착값(EnemyId/Group)은 `gen-map-encounters.mjs`가 인스턴스에 직접 기록.
- `tools/monster/freeze-turn-monsters.mjs` → 레거시 공용 몬스터 `.model`·맵 AI 컴포넌트 제거(신규 종별 모델은 태생 frozen — 대상 아님).
- `tools/player/gen-player-lock.mjs``PlayerLock.codeblock` + map01~05 부착
- `tools/player/gen-lobby-npc.mjs``LobbyNpc.codeblock`·`LobbyMobility.codeblock`
- `tools/player/freeze-turn-player.mjs``Global/DefaultPlayer.model` 이동 0 고정

View File

@@ -0,0 +1,231 @@
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"Id": "",
"GameId": "",
"EntryKey": "model://monster-blue_mushroom",
"ContentType": "x-mod/model",
"Content": "",
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"StudioVersion": "0.1.0.0",
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"MOD.Core.DamageSkinSettingComponent",
"script.CombatMonster"
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{
"TargetType": "MOD.Core.HitComponent",
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{
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"EventLinks": [],
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}

View File

@@ -0,0 +1,231 @@
{
"Id": "",
"GameId": "",
"EntryKey": "model://monster-dile",
"ContentType": "x-mod/model",
"Content": "",
"Usage": 0,
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"UseService": 0,
"CoreVersion": "26.3.0.0",
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"DynamicLoading": 0,
"ContentProto": {
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"BaseModelId": null,
"Id": "monster-dile",
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"MOD.Core.HitComponent",
"MOD.Core.DamageSkinSpawnerComponent",
"script.Monster",
"script.MonsterAttack",
"MOD.Core.KinematicbodyComponent",
"MOD.Core.SideviewbodyComponent",
"MOD.Core.DamageSkinSettingComponent",
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}
}

View File

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"script.MonsterAttack",
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7
data/encounters.json Normal file
View File

@@ -0,0 +1,7 @@
{
"map01": { "combat": ["junior_bugi", "kapa_drake", "junior_neki", "octopus", "green_mushroom", "orange_mushroom"], "elite": ["dile", "mano"], "boss": ["king_slime"] },
"map02": { "combat": ["pig", "green_mushroom", "blue_mushroom", "orange_mushroom", "slime"], "elite": ["mushmom"], "boss": ["slime_boss"] },
"map03": { "combat": ["octopus", "junior_neki", "junior_bugi", "slime"], "elite": ["slime_elite"], "boss": ["king_slime"] },
"map04": { "combat": ["kapa_drake", "junior_neki", "junior_bugi", "stump"], "elite": ["dile"], "boss": ["mushmom"] },
"map05": { "combat": ["kapa_drake", "octopus", "junior_bugi", "junior_neki"], "elite": ["dile", "slime_elite"], "boss": ["king_slime"] }
}

View File

@@ -7,7 +7,8 @@
{ "kind": "Attack", "value": 10 },
{ "kind": "Attack", "value": 6 },
{ "kind": "Defend", "value": 8 }
]
],
"appearance": { "sheet": { "stand": "50faf654ee5d479cb2958edce9feaef0", "move": "dc932872543f4a02bf41e977ab79e5ad", "hit": "61c27025a8f14c478f30ede1b49758bc", "jump": "8b89d86b1a9c4c4288650614c6f30e67", "die": "31ecb6c7cbc24599881f00cb01599f09" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"slime_elite": {
"name": "정예 슬라임",
@@ -17,7 +18,8 @@
{ "kind": "Attack", "value": 8 },
{ "kind": "Defend", "value": 10 },
{ "kind": "Debuff", "effect": "weak", "value": 1 }
]
],
"appearance": { "sheet": { "stand": "50faf654ee5d479cb2958edce9feaef0", "move": "dc932872543f4a02bf41e977ab79e5ad", "hit": "61c27025a8f14c478f30ede1b49758bc", "jump": "8b89d86b1a9c4c4288650614c6f30e67", "die": "31ecb6c7cbc24599881f00cb01599f09" }, "box": { "x": 0.85, "y": 0.78 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"slime_boss": {
"name": "슬라임 킹",
@@ -28,7 +30,8 @@
{ "kind": "Debuff", "effect": "vuln", "value": 2 },
{ "kind": "Attack", "value": 10 },
{ "kind": "Attack", "value": 22 }
]
],
"appearance": { "sheet": { "stand": "50faf654ee5d479cb2958edce9feaef0", "move": "dc932872543f4a02bf41e977ab79e5ad", "hit": "61c27025a8f14c478f30ede1b49758bc", "jump": "8b89d86b1a9c4c4288650614c6f30e67", "die": "31ecb6c7cbc24599881f00cb01599f09" }, "box": { "x": 1.2, "y": 1.1 }, "off": { "x": 0.0449999869, "y": 0.4 } }
},
"orange_mushroom": {
"name": "주황버섯",
@@ -38,7 +41,8 @@
{ "kind": "Attack", "value": 5 },
{ "kind": "Defend", "value": 4 },
{ "kind": "Attack", "value": 8 }
]
],
"appearance": { "sheet": { "move": "573fe938562a4abf91eebf951f21afd5", "stand": "6d381bea1bcb4504b518a1fbfa0904ac", "jump": "59823e146a034e48b8667ebb6f0724b1", "hit": "642ece38d8d449b29ce4479100e37a54", "die": "3c99d6b9b89b4295a9c2749eb02e28e9" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"blue_mushroom": {
"name": "파란버섯",
@@ -48,7 +52,8 @@
{ "kind": "Attack", "value": 4 },
{ "kind": "Attack", "value": 10 },
{ "kind": "AddCard", "card": "Wound", "count": 1 }
]
],
"appearance": { "sheet": { "stand": "1a176a7afb114fe7aef2bc58ef2d945b", "move": "8239541953a6457fbe6d35e17f19f0f8", "hit": "7b405108d05741699893a4dc3d715165", "jump": "a7ea0755262242199ae50ab6a3387034", "die": "9e74e807797d442f9c938ca64aa9f4cd" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"pig": {
"name": "돼지",
@@ -57,7 +62,8 @@
{ "kind": "Attack", "value": 6 },
{ "kind": "Attack", "value": 6 },
{ "kind": "Defend", "value": 5 }
]
],
"appearance": { "sheet": { "stand": "528a8638b12f41b8b5781a05360d2949", "move": "8baad61512be4b33b2a0879fec7a266e", "hit": "60e42a918a0342478903cc71adba1dc5", "jump": "c9e27ce6f8344aefba169c5ca6571def", "die": "0644beff80a44ec7acc011ea0961df57" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"green_mushroom": {
"name": "초록버섯",
@@ -66,7 +72,8 @@
{ "kind": "Attack", "value": 7 },
{ "kind": "Defend", "value": 3 },
{ "kind": "Attack", "value": 9 }
]
],
"appearance": { "sheet": { "stand": "f86992ba9c41487c8480fcb893fcbda6", "hit": "d305b942b1704c8084548108ff3b7a6b", "die": "5a563e5fd98c4132b61057dc6bb8aaf2" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.00999999, "y": 0.26 } }
},
"red_snail": {
"name": "빨간 달팽이",
@@ -75,7 +82,8 @@
{ "kind": "Attack", "value": 5 },
{ "kind": "Defend", "value": 6 },
{ "kind": "Attack", "value": 7 }
]
],
"appearance": { "sheet": { "stand": "17b55730c26f4fd6b8fcfa288da388de", "move": "f40108c8b0b84696a67337b801201f7d", "hit": "eac48e84a9fc4580a4018de5cf52ddb3", "die": "51c2f4b59a2c413db26035aa57002fc8" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"stump": {
"name": "나무토막",
@@ -84,7 +92,8 @@
{ "kind": "Defend", "value": 5 },
{ "kind": "Attack", "value": 8 },
{ "kind": "Attack", "value": 6 }
]
],
"appearance": { "sheet": { "stand": "ed3908e24d694bb786023fc1ed073489", "move": "9a4cad470f304753885e06c043156efb", "hit": "4763c9bebc9245998c9c499b6316aa9f", "die": "b168793b92a844a3a3a6f4ce647a14d2" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"mushmom": {
"name": "머쉬맘",
@@ -96,7 +105,8 @@
{ "kind": "Attack", "value": 9 },
{ "kind": "Defend", "value": 6 },
{ "kind": "AddCard", "card": "Burn", "count": 1 }
]
],
"appearance": { "sheet": { "stand": "23c38ef3acad4a30ad59120bb939b008", "move": "24d8a3a75f96406ba690ed42d7250b8f", "hit": "c826e36ee89c48bca6aab856aa773f38", "attack": "4d7465e950144dc59c263aad01b14e14", "jump": "b7ddbda71a294141ba134249fc34c7da", "die": "f50664a4524147399359cb90a6f3e80c" }, "box": { "x": 1.2, "y": 1.1 }, "off": { "x": 0.02, "y": 0.55 } }
},
"modified_snail": {
"name": "변형된 달팽이",
@@ -107,7 +117,8 @@
{ "kind": "Attack", "value": 7 },
{ "kind": "Attack", "value": 14 },
{ "kind": "Debuff", "effect": "weak", "value": 1 }
]
],
"appearance": { "sheet": { "stand": "17b55730c26f4fd6b8fcfa288da388de", "move": "f40108c8b0b84696a67337b801201f7d", "hit": "eac48e84a9fc4580a4018de5cf52ddb3", "die": "51c2f4b59a2c413db26035aa57002fc8" }, "box": { "x": 0.75, "y": 0.68 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"king_slime": {
"name": "킹 슬라임",
@@ -118,7 +129,8 @@
{ "kind": "Debuff", "effect": "vuln", "value": 2 },
{ "kind": "Attack", "value": 12 },
{ "kind": "Attack", "value": 24 }
]
],
"appearance": { "sheet": { "move": "873425127b75475b9944dc86bf77f885", "stand": "dd9de73d580240faab8cad03b587013b", "jump": "6a2b983b7a31417ca19c29c3d1d00817", "attack": "a34d1146057443fd8b578dafeb7c2ed1", "skill": "0b0bb78f0ca44526bad6d994bb16f973", "hit": "d2de42d3233b42a58d9799d5e762a19c", "die": "5bd3969c3bcb4df2bd79c2b940ee03dc" }, "box": { "x": 2.19, "y": 1.39 }, "off": { "x": 0.335000038, "y": 0.695 } }
},
"octopus": {
"name": "문어",
@@ -127,7 +139,8 @@
{ "kind": "Attack", "value": 5 },
{ "kind": "Attack", "value": 6 },
{ "kind": "Defend", "value": 4 }
]
],
"appearance": { "sheet": { "stand": "d8f014043ce8418f96700c2b6c9ebf6c", "hit": "c3cf643b618346c7bfa6574187b396f9", "die": "a88d9b3d60f941e4890dc89a6ccaa8ee" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"kapa_drake": {
"name": "카파 드레이크",
@@ -137,7 +150,8 @@
{ "kind": "Attack", "value": 6 },
{ "kind": "Defend", "value": 6 },
{ "kind": "Attack", "value": 11 }
]
],
"appearance": { "sheet": { "stand": "4ca39dbfa1c6492283ba8bd352d12b0a", "hit": "7ac78511036e4ebe988b97c35fc275d1", "die": "740f3f2b2e7a4b71bec5eac84e8539f9" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"junior_neki": {
"name": "주니어 네키",
@@ -146,7 +160,8 @@
{ "kind": "Attack", "value": 6 },
{ "kind": "Attack", "value": 8 },
{ "kind": "Debuff", "effect": "weak", "value": 1 }
]
],
"appearance": { "sheet": { "stand": "48c10437ae8344a9b2a1d3f36185728f", "hit": "9044063647854f5e9128efcf80e909be", "die": "f414577d18c94cc387c275df4abdbc3b" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"junior_bugi": {
"name": "주니어 부기",
@@ -155,7 +170,8 @@
{ "kind": "Attack", "value": 7 },
{ "kind": "Defend", "value": 5 },
{ "kind": "Attack", "value": 9 }
]
],
"appearance": { "sheet": { "stand": "a2204a21d88942b281d2cac6053ffbaa", "hit": "afc08936b8a64b26bc3dd8c03ead1f26", "die": "fc1c6d9ba9bc413ab53b6dbfae3ac45b" }, "box": { "x": 0.63, "y": 0.58 }, "off": { "x": 0.0449999869, "y": 0.29 } }
},
"dile": {
"name": "다일",
@@ -166,7 +182,8 @@
{ "kind": "Attack", "value": 8 },
{ "kind": "Attack", "value": 16 },
{ "kind": "Debuff", "effect": "weak", "value": 1 }
]
],
"appearance": { "sheet": { "move": "426ba2c6fa2d4cdd92bcb0bb37861dcc", "stand": "68070c6f4abe40658899a208ddaf4081", "skill": "4ba2cdc2f11746afa0f542293b0618d5", "hit": "172640e6d4ce444aa1dfbd9bd9523eb1", "die": "5d50d9aa34c745b9b8932c15da919927" }, "box": { "x": 2.2, "y": 1.51 }, "off": { "x": -0.220000029, "y": 0.755 } }
},
"mano": {
"name": "마노",
@@ -177,7 +194,8 @@
{ "kind": "Debuff", "effect": "vuln", "value": 1 },
{ "kind": "Attack", "value": 10 },
{ "kind": "AddCard", "card": "Wound", "count": 1 }
]
],
"appearance": { "sheet": { "move": "3dcd0dc63d2d491b9b8d39b3b9d0a214", "stand": "e035bb90c053401b88de2159dfa230eb", "skill": "c05453dd21fd4ed581d193930ab4c331", "hit": "452cb740ddcb4837a46b75d7935e2ffc", "die": "f430051f6fc34f2eb56fe5e62b346eac" }, "box": { "x": 1.05, "y": 0.95 }, "off": { "x": 0.004999995, "y": 0.475 } }
}
},
"activeEnemy": "slime",

View File

@@ -1,10 +1,7 @@
# 공격 적중
# 공격
`attackPoison`은 전투 중 파워가 들고 있는 공용 필드입니다.
동작:
- 공격 카드가 실제 피해를 주면 독을 부여합니다.
- `aoe` 공격이면 모든 적에게 같은 양의 독을 붙입니다.
- `Envenom` 같은 카드가 이 필드를 사용합니다.
`attackPoison`은 전투 동안 유지되는 공용 카드 효과 필드입니다.
- 공격 카드가 실제 체력 피해를 주면 대상에게 지정된 수치만큼 중독을 부여합니다.
- 광역 공격은 피해를 받은 각 적에게 중독을 부여합니다.
- 현재 Thief Master와 Hermit의 `베놈`이 이 효과를 사용합니다.

View File

@@ -1,12 +1,34 @@
# Rogue Card Audit
# 도적 카드 구성 및 밸런스 기록
Current status of rogue cards and shared effect hooks.
도적 계보의 카드 역할, 직업 이동 금지 대상, 공용 효과 필드를 정리합니다.
## Implemented
## 직업별 컨셉
`Neutralize`, `SilentStrike`, `Survivor`, `SilentDefend`, `Slice`, `DaggerSpray`, `DaggerThrow`, `PoisonedStab`, `SuckerPunch`, `LeadingStrike`, `FollowThrough`, `FlickFlack`, `Prepared`, `Deflect`, `BladeDance`, `Backflip`, `DodgeAndRoll`, `CloakAndDagger`, `DeadlyPoison`, `Snakebite`, `Untouchable`, `Backstab`, `PreciseCut`, `Finisher`, `MementoMori`, `Flechettes`, `Dash`, `Predator`, `CalculatedGamble`, `HiddenDaggers`, `Acrobatics`, `Blur`, `LegSweep`, `Reflex`, `Haze`, `Tactician`, `WellLaidPlans`, `InfiniteBlades`, `Footwork`, `GrandFinale`, `Adrenaline`, `ShadowStep`, `Assassinate`, `Nightmare`, `ToolsOfTheTrade`, `Afterimage`, `Burst`, `StormOfSteel`, `Abrasive`, `Suppress`, `Expertise`, `Shadowmeld`, `Pounce`, `BouncingFlask`, `Accuracy`, `PhantomBlades`, `Speedster`, `CorrosiveWave`, `Tracking`, `FanOfKnives`, `Strangle`, `Mirage`, `Accelerant`, `MasterPlanner`, `Outbreak`, `EscapePlan`, `HandTrick`, `NoxiousFumes`, `Pinpoint`, `TheHunt`, `Murder`, `Malaise`, `BladeOfInk`, `KnifeTrap`, `BulletTime`, `Envenom`, `SerpentForm`, `WraithForm`, `Skewer`, `Ricochet`, `Anticipate`, `PiercingWail`, `Expose`, `UpMySleeve`, `EchoingSlash`, `BubbleBubble`
- `rogue`: 시작 카드, 1차 스킬, 기초 공격·회피·방어
- `thief`: 단검 난타, 교활, 버리기, 중독의 시작
- `thiefmaster`: 교활·버리기 연계 완성, 광역 난타, 중독 증폭
- `assassin`: 표창 생성, 표창 연속 공격, 표창 비용·피해 보조
- `hermit`: 표창 보존·광역화·지속 생성 등 표창 빌드 완성
Shared hooks already in use:
Rogue 단계에서도 분기 방향을 미리 경험할 수 있도록 약한 입문 카드를 유지합니다.
- 중독: `PoisonedStab`
- 표창: `LeadingStrike`
- 교활: `Untouchable`
## 스킬 카드 고정
실제 직업 스킬을 바탕으로 추가한 아래 카드는 다른 차수나 계열로 이동하지 않습니다.
- Rogue: `DoubleStab`, `LuckySeven`, `Haste`, `DarkSight`, `FlashJump`, `NimbleBody`
- Thief: `SavageBlow` 포함 9장
- Thief Master: `EdgeCarnival` 포함 11장
- Assassin: `ShurikenBurst` 포함 10장
- Hermit: `TripleThrow` 포함 9장
나머지 비스킬 카드는 컨셉에 맞춰 상위 직업으로 이동할 수 있습니다. 상위 직업은 하위 직업 카드를 함께 사용하므로, 이동은 해당 분기의 보상 풀을 제한하는 역할을 합니다.
## 공용 효과 필드
- `poison`, `innate`, `playableWhenDrawPileEmpty`
- `retain`, `sly`, `discard`, `discardAll`, `addShiv`, `addShivPerDiscard`, `turnStartShiv`, `retainOne`
@@ -17,6 +39,34 @@ Shared hooks already in use:
- `firstCardDamageBonus`
- `drawDamage`, `drawPoison`, `shivDamageBonus`, `firstShivDamageBonus`, `shivRetain`, `shivAoe`, `attackDamageVsWeakMultiplier`, `poisonHits`, `poisonRandomTargets`, `skillSlyOnPlay`, `extraPoisonTicks`, `poisonApplicationBurstEvery`, `poisonApplicationBurstDamage`
## Open questions
## 중복 제거 및 보정
None at the moment.
- 삭제: `Mirage`, `Accuracy`, `PhantomBlades`, `Adrenaline`, `Afterimage`, `Accelerant`, `Envenom`, `Tracking`
- 이유: 상위 직업 스킬 카드와 효과가 같거나, 비용 대비 열세라 별도 선택지가 되지 못함
- `Anticipate`: 턴 종료 시 얻은 민첩을 잃도록 실제 효과와 설명을 일치시킴
- `Backstab`, `Assassinate`, `TheHunt`, `PiercingWail`: 설명에 있던 소멸을 실제 필드에 반영
- 2차 지급: Thief `DaggerAcceleration`, Assassin `JavelinAcceleration`
- 3차 지급: Thief Master `Venom`, Hermit `SpiritJavelin`
## 카드 효율 검증
`node tools/balance/card-efficiency.mjs --runs 1000`으로 도적 계열 카드 전체를 검증합니다.
- 각 직업의 기준 덱에서 같은 종류의 카드 한 장을 교체하고 동일 시드로 반복 전투합니다.
- 승률, 승리 시 체력, 전투 턴을 합친 점수를 같은 직업·희귀도 중앙값과 비교합니다.
- 0코스트 에너지 생성, 재사용 가능한 영구 능력치, 저비용 2배 증폭처럼 자동 플레이가 놓치기 쉬운 구조도 별도로 검사합니다.
- 교활, 조건부 중독, 카드 보존처럼 플레이 순서 의존성이 큰 효과는 자동 시뮬레이션 하위권만으로 상향하지 않습니다.
2026-07-01 검증 결과 구조적 위험은 0장입니다. 주요 조정은 `독맥 터뜨리기`, `메아리 칼자국`, `소리 없는 제압`, `그리드`, `그림자 속도전`, `스틸`, 두 계열의 `피지컬 트레이닝`, `마크 오브 어쌔신`, `자벨린 액셀레이션`, `비장의 패`에 반영했습니다.
비스킬 카드 78장의 메이플풍 표시 이름은 `docs/rogue-card-names.md`에서 관리합니다. 메이플 원본 스킬 카드 45장의 이름은 변경하지 않습니다.
## 5섹션 캠페인 검증
`node tools/balance/rogue-campaign.mjs --runs 5000 --reward-min 5`로 전체 런을 검증합니다.
- 섹션마다 일반전 4회, 엘리트 1회, 보스 1회를 진행합니다.
- 1섹션은 Rogue, 2섹션은 2차 직업, 3~5섹션은 3차 직업 카드 풀을 사용합니다.
- 실제 카드 보상 확률, 전직 지급 카드, 시작·획득 유물, 체력 유지와 휴식 회복을 반영합니다.
- 몬스터 배율은 `1.00 → 1.075 → 1.15 → 1.30 → 1.45`이며 런타임과 시뮬레이터가 같은 공용 상수를 사용합니다.
- 5,000회 결과: Thief Master 완주 2.9%, Hermit 완주 3.6%. 자동 플레이와 일부 공격형 유물 미구현을 감안한 보수적 결과입니다.

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@@ -22,6 +22,8 @@
- 공용으로 표현 가능한 효과는 카드 전용 분기로 만들지 않는다.
- 같은 의미의 효과는 같은 필드 이름을 쓴다.
- 문서는 카드별 상태표와 공용 필드 사전을 분리해서 유지한다.
- 카드 `kind`는 효과와 맞춘다 — 데미지 카드=`Attack`, block·유틸만 있으면=`Skill`, 지속효과=`Power`(`powerEffect` 또는 power 필드 필수). 안 맞으면 사용 불가/死카드가 된다(Power 분기는 damage/aoe 무시, Attack은 몬스터 드롭 라우팅).
- 새 효과 필드는 Lua(`cb/*.mjs`)와 JS 미러(`tools/balance/sim-balance.mjs`) 양쪽에 구현한다(한쪽만 = 게임↔시뮬 드리프트).
## 응답 원칙
@@ -29,3 +31,9 @@
- 바뀐 점과 남은 점만 말한다.
- 불필요한 재설명은 줄인다.
## 검증·통합 원칙
- 카드/cb 변경 후 검증 스위트를 돌린다: `node tools/verify/cardkinds.mjs`(kind↔효과)·`cbprops.mjs`(미선언 `self.X` 필드)·`cbgap.mjs`(UI 경로) + `node --test tools/balance/sim-balance.test.mjs`(이중구현 미러). 이상 0을 확인한 뒤 산출물을 갱신한다.
- 작업 브랜치에 `main`을 머지했다가 충돌·문제가 나도 그 머지 커밋을 통째로 `git revert`하지 않는다 — main에 먼저 들어간 타인 작업이 collateral로 사라진다(2026-06-30 `#98/#99``#96` 11개 수정을 이렇게 날린 사고). 소스 충돌만 해소하고 산출물(codeblock 등)은 재생성한다.
- 하네스 규칙의 최종 권위는 `RULES.md`(§1 산출물 읽기/수정 금지·§4 git/PR·§6 이중구현 동기화·§9 카드 kind)이고, codex 전용 하드룰은 `docs/codex-working-rules.md`다. 작업 전 둘 다 따른다.

97
docs/rogue-card-names.md Normal file
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@@ -0,0 +1,97 @@
# 도적 비스킬 카드 이름
메이플스토리 원본 스킬을 바탕으로 만든 카드 45장은 이름을 고정합니다.
아래 78장은 다른 직업의 스킬명을 점유하지 않도록 도적 계열의 독자적인 이름으로 변경했습니다.
## Rogue
- `Neutralize`: 무력화 -> 커닝식 견제
- `SilentStrike`: 타격 -> 초보 도적의 칼끝
- `Survivor`: 생존자 -> 골목길 생존술
- `SilentDefend`: 수비 -> 낡은 가죽 방패
- `Slice`: 칼질 -> 짧은 단검질
- `PoisonedStab`: 독 찌르기 -> 초록 독단검
- `SuckerPunch`: 불의의 일격 -> 골목 기습
- `LeadingStrike`: 선제 타격 -> 초보 표창 던지기
- `Anticipate`: 예측 -> 럭키 예감
- `Deflect`: 튕겨내기 -> 단검 쳐내기
- `Backflip`: 공중제비 -> 커닝 곡예
- `DodgeAndRoll`: 구르기 -> 골목 구르기
- `Untouchable`: 범접 불가 -> 연막 속 숨기
- `Backstab`: 배신 -> 그림자 등찌르기
- `EscapePlan`: 탈출구 -> 비상용 연막탄
## Thief
- `DaggerSpray`: 단검 분사 -> 단검비
- `DaggerThrow`: 단검 투척 -> 비도 투척
- `FollowThrough`: 완수 -> 연달아 찌르기
- `FlickFlack`: 재주넘기 -> 커닝 난무
- `Prepared`: 예비 -> 비장의 패
- `PiercingWail`: 귀를 찢는 비명 -> 골목의 살기
- `DeadlyPoison`: 맹독 -> 맹독 조제
- `Snakebite`: 뱀 물기 -> 독니 단검
- `PreciseCut`: 정밀한 베기 -> 급소 절개
- `Finisher`: 마무리 -> 마지막 칼끝
- `MementoMori`: 메멘토 모리 -> 사신의 장부
- `Strangle`: 목 조르기 -> 그림자 올가미
- `Dash`: 돌진 -> 뒷골목 돌파
- `CalculatedGamble`: 계산된 도박 -> 메소 건 승부
- `Expose`: 들춰내기 -> 약점 들추기
- `Acrobatics`: 곡예 -> 지붕 위 곡예
- `HandTrick`: 손기술 -> 재빠른 손놀림
- `Expertise`: 전문성 -> 노련한 단검술
- `BubbleBubble`: 차오르는 독 -> 독액 농축
- `Blur`: 흐릿함 -> 흐린 잔영
- `LegSweep`: 다리 걸기 -> 발목 베기
- `Reflex`: 반사신경 -> 찰나의 반응
- `Tactician`: 전략가 -> 골목길 책략
- `WellLaidPlans`: 괜찮은 전략 -> 빈틈없는 작전
- `Footwork`: 발놀림 -> 사뿐한 발놀림
- `NoxiousFumes`: 유독 가스 -> 숨막히는 독연기
## Thief Master
- `BouncingFlask`: 탄성 플라스크 -> 통통 독병
- `Haze`: 아지랑이 -> 보랏빛 독연기
- `Outbreak`: 발병 -> 독맥 터뜨리기
- `Speedster`: 스피드스터 -> 그림자 속도전
- `GrandFinale`: 대단원의 막 -> 커닝의 대단원
- `Assassinate`: 암살 -> 어둠 속 급소
- `EchoingSlash`: 메아리 참격 -> 메아리 칼자국
- `Murder`: 살해 -> 쌓여가는 살의
- `Malaise`: 불쾌 -> 기운 빼는 독
- `ShadowStep`: 그림자 걸음 -> 그림자 발자국
- `Shadowmeld`: 그림자 은신 -> 연막 속 은신
- `CorrosiveWave`: 부식성 파도 -> 부식 독물결
- `Burst`: 폭주 -> 연속 술수
- `KnifeTrap`: 칼날 함정 -> 숨은 칼날덫
- `BulletTime`: 불릿 타임 -> 멈춘 듯한 순간
- `Nightmare`: 악몽 -> 검은 꿈
- `ToolsOfTheTrade`: 작업 도구 -> 도적의 연장통
- `MasterPlanner`: 설계의 대가 -> 작전의 달인
- `SerpentForm`: 구렁이의 형상 -> 독사의 몸놀림
- `Abrasive`: 연마 -> 거친 숫돌질
- `Suppress`: 진압 -> 소리 없는 제압
- `WraithForm`: 유령의 형상 -> 유령 같은 몸놀림
## Assassin
- `Ricochet`: 도탄 -> 통통 튀는 표창
- `BladeDance`: 검무 -> 표창 별무리
- `CloakAndDagger`: 망토와 단검 -> 망토 속 별
- `Skewer`: 꼬챙이 -> 꿰뚫는 표창
- `Flechettes`: 프레췌 -> 표창 셈법
- `Pounce`: 덮치기 -> 어둠을 가르는 도약
- `Predator`: 천적 -> 표창 끝의 추격
- `Pinpoint`: 정밀 사격 -> 한 점 겨냥
- `HiddenDaggers`: 숨겨진 표창 -> 숨겨둔 표창
- `UpMySleeve`: 비책 -> 소매 속 표창
- `InfiniteBlades`: 무한의 검날 -> 끝없는 표창통
- `TheHunt`: 사냥 -> 커닝 현상금
- `StormOfSteel`: 강철의 폭풍 -> 쇠별 폭풍
## Hermit
- `BladeOfInk`: 잉크 칼날 -> 먹빛 표창
- `FanOfKnives`: 칼날 부채 -> 사방 표창비

File diff suppressed because it is too large Load Diff

View File

@@ -6365,11 +6365,11 @@
},
{
"id": "000009c4-0000-4000-8000-0000000009c4",
"path": "/maps/map02/combat_1",
"path": "/maps/map02/pig",
"componentNames": "MOD.Core.TransformComponent,MOD.Core.StateAnimationComponent,MOD.Core.SpriteRendererComponent,MOD.Core.RigidbodyComponent,MOD.Core.MovementComponent,MOD.Core.StateComponent,MOD.Core.HitComponent,MOD.Core.DamageSkinSpawnerComponent,script.Monster,script.MonsterAttack,MOD.Core.KinematicbodyComponent,MOD.Core.SideviewbodyComponent,MOD.Core.DamageSkinSettingComponent,script.CombatMonster",
"jsonString": {
"name": "combat_1",
"path": "/maps/map02/combat_1",
"name": "pig",
"path": "/maps/map02/pig",
"nameEditable": true,
"enable": true,
"visible": true,
@@ -6379,12 +6379,12 @@
"revision": 2,
"origin": {
"type": "Model",
"entry_id": "ChaseMonster",
"entry_id": "monster-pig",
"sub_entity_id": null,
"root_entity_id": "000009c4-0000-4000-8000-0000000009c4",
"replaced_model_id": null
},
"modelId": "chasemonster",
"modelId": "monster-pig",
"@components": [
{
"@type": "MOD.Core.TransformComponent",
@@ -6409,9 +6409,11 @@
{
"@type": "MOD.Core.StateAnimationComponent",
"ActionSheet": {
"stand": "d8f014043ce8418f96700c2b6c9ebf6c",
"hit": "c3cf643b618346c7bfa6574187b396f9",
"die": "a88d9b3d60f941e4890dc89a6ccaa8ee"
"stand": "528a8638b12f41b8b5781a05360d2949",
"move": "8baad61512be4b33b2a0879fec7a266e",
"hit": "60e42a918a0342478903cc71adba1dc5",
"jump": "c9e27ce6f8344aefba169c5ca6571def",
"die": "0644beff80a44ec7acc011ea0961df57"
},
"Enable": true
},
@@ -6421,7 +6423,7 @@
"EndFrameIndex": 0,
"RenderSetting": 1,
"SortingLayer": "MapLayer0",
"SpriteRUID": "d8f014043ce8418f96700c2b6c9ebf6c",
"SpriteRUID": "528a8638b12f41b8b5781a05360d2949",
"StartFrameIndex": 0,
"Enable": true
},
@@ -6517,11 +6519,11 @@
},
{
"id": "000009c5-0000-4000-8000-0000000009c5",
"path": "/maps/map02/combat_2",
"path": "/maps/map02/green_mushroom",
"componentNames": "MOD.Core.TransformComponent,MOD.Core.StateAnimationComponent,MOD.Core.SpriteRendererComponent,MOD.Core.RigidbodyComponent,MOD.Core.MovementComponent,MOD.Core.StateComponent,MOD.Core.HitComponent,MOD.Core.DamageSkinSpawnerComponent,script.Monster,script.MonsterAttack,MOD.Core.KinematicbodyComponent,MOD.Core.SideviewbodyComponent,MOD.Core.DamageSkinSettingComponent,script.CombatMonster",
"jsonString": {
"name": "combat_2",
"path": "/maps/map02/combat_2",
"name": "green_mushroom",
"path": "/maps/map02/green_mushroom",
"nameEditable": true,
"enable": true,
"visible": true,
@@ -6531,17 +6533,17 @@
"revision": 2,
"origin": {
"type": "Model",
"entry_id": "ChaseMonster",
"entry_id": "monster-green_mushroom",
"sub_entity_id": null,
"root_entity_id": "000009c5-0000-4000-8000-0000000009c5",
"replaced_model_id": null
},
"modelId": "chasemonster",
"modelId": "monster-green_mushroom",
"@components": [
{
"@type": "MOD.Core.TransformComponent",
"Position": {
"x": 3.8,
"x": 3.375,
"y": 0.03499998,
"z": 999.999
},
@@ -6607,8 +6609,8 @@
"y": 0.58
},
"ColliderOffset": {
"x": 0.0449999869,
"y": 0.29
"x": 0.00999999,
"y": 0.26
},
"IsLegacy": false,
"Enable": true
@@ -6669,11 +6671,11 @@
},
{
"id": "000009c6-0000-4000-8000-0000000009c6",
"path": "/maps/map02/combat_3",
"path": "/maps/map02/blue_mushroom",
"componentNames": "MOD.Core.TransformComponent,MOD.Core.StateAnimationComponent,MOD.Core.SpriteRendererComponent,MOD.Core.RigidbodyComponent,MOD.Core.MovementComponent,MOD.Core.StateComponent,MOD.Core.HitComponent,MOD.Core.DamageSkinSpawnerComponent,script.Monster,script.MonsterAttack,MOD.Core.KinematicbodyComponent,MOD.Core.SideviewbodyComponent,MOD.Core.DamageSkinSettingComponent,script.CombatMonster",
"jsonString": {
"name": "combat_3",
"path": "/maps/map02/combat_3",
"name": "blue_mushroom",
"path": "/maps/map02/blue_mushroom",
"nameEditable": true,
"enable": true,
"visible": true,
@@ -6683,17 +6685,17 @@
"revision": 2,
"origin": {
"type": "Model",
"entry_id": "ChaseMonster",
"entry_id": "monster-blue_mushroom",
"sub_entity_id": null,
"root_entity_id": "000009c6-0000-4000-8000-0000000009c6",
"replaced_model_id": null
},
"modelId": "chasemonster",
"modelId": "monster-blue_mushroom",
"@components": [
{
"@type": "MOD.Core.TransformComponent",
"Position": {
"x": 5.2,
"x": 4.449999999999999,
"y": 0.03499998,
"z": 999.999
},
@@ -6713,9 +6715,11 @@
{
"@type": "MOD.Core.StateAnimationComponent",
"ActionSheet": {
"stand": "a2204a21d88942b281d2cac6053ffbaa",
"hit": "afc08936b8a64b26bc3dd8c03ead1f26",
"die": "fc1c6d9ba9bc413ab53b6dbfae3ac45b"
"stand": "1a176a7afb114fe7aef2bc58ef2d945b",
"move": "8239541953a6457fbe6d35e17f19f0f8",
"hit": "7b405108d05741699893a4dc3d715165",
"jump": "a7ea0755262242199ae50ab6a3387034",
"die": "9e74e807797d442f9c938ca64aa9f4cd"
},
"Enable": true
},
@@ -6725,7 +6729,7 @@
"EndFrameIndex": 0,
"RenderSetting": 1,
"SortingLayer": "MapLayer0",
"SpriteRUID": "a2204a21d88942b281d2cac6053ffbaa",
"SpriteRUID": "1a176a7afb114fe7aef2bc58ef2d945b",
"StartFrameIndex": 0,
"Enable": true
},
@@ -6812,7 +6816,7 @@
{
"@type": "script.CombatMonster",
"Enable": true,
"EnemyId": "stump",
"EnemyId": "blue_mushroom",
"Group": "combat"
}
],
@@ -6821,11 +6825,11 @@
},
{
"id": "000009c7-0000-4000-8000-0000000009c7",
"path": "/maps/map02/elite_4",
"path": "/maps/map02/orange_mushroom",
"componentNames": "MOD.Core.TransformComponent,MOD.Core.StateAnimationComponent,MOD.Core.SpriteRendererComponent,MOD.Core.RigidbodyComponent,MOD.Core.MovementComponent,MOD.Core.StateComponent,MOD.Core.HitComponent,MOD.Core.DamageSkinSpawnerComponent,script.Monster,script.MonsterAttack,MOD.Core.KinematicbodyComponent,MOD.Core.SideviewbodyComponent,MOD.Core.DamageSkinSettingComponent,script.CombatMonster",
"jsonString": {
"name": "elite_4",
"path": "/maps/map02/elite_4",
"name": "orange_mushroom",
"path": "/maps/map02/orange_mushroom",
"nameEditable": true,
"enable": true,
"visible": true,
@@ -6835,17 +6839,17 @@
"revision": 2,
"origin": {
"type": "Model",
"entry_id": "ChaseMonster",
"entry_id": "monster-orange_mushroom",
"sub_entity_id": null,
"root_entity_id": "000009c7-0000-4000-8000-0000000009c7",
"replaced_model_id": null
},
"modelId": "chasemonster",
"modelId": "monster-orange_mushroom",
"@components": [
{
"@type": "MOD.Core.TransformComponent",
"Position": {
"x": 3,
"x": 5.5249999999999995,
"y": 0.03499998,
"z": 999.999
},
@@ -6865,9 +6869,11 @@
{
"@type": "MOD.Core.StateAnimationComponent",
"ActionSheet": {
"stand": "48c10437ae8344a9b2a1d3f36185728f",
"hit": "9044063647854f5e9128efcf80e909be",
"die": "f414577d18c94cc387c275df4abdbc3b"
"move": "573fe938562a4abf91eebf951f21afd5",
"stand": "6d381bea1bcb4504b518a1fbfa0904ac",
"jump": "59823e146a034e48b8667ebb6f0724b1",
"hit": "642ece38d8d449b29ce4479100e37a54",
"die": "3c99d6b9b89b4295a9c2749eb02e28e9"
},
"Enable": true
},
@@ -6877,7 +6883,7 @@
"EndFrameIndex": 0,
"RenderSetting": 1,
"SortingLayer": "MapLayer0",
"SpriteRUID": "48c10437ae8344a9b2a1d3f36185728f",
"SpriteRUID": "6d381bea1bcb4504b518a1fbfa0904ac",
"StartFrameIndex": 0,
"Enable": true
},
@@ -6964,8 +6970,8 @@
{
"@type": "script.CombatMonster",
"Enable": true,
"EnemyId": "modified_snail",
"Group": "elite"
"EnemyId": "orange_mushroom",
"Group": "combat"
}
],
"@version": 1
@@ -6973,11 +6979,11 @@
},
{
"id": "000009c8-0000-4000-8000-0000000009c8",
"path": "/maps/map02/elite_5",
"path": "/maps/map02/slime",
"componentNames": "MOD.Core.TransformComponent,MOD.Core.StateAnimationComponent,MOD.Core.SpriteRendererComponent,MOD.Core.RigidbodyComponent,MOD.Core.MovementComponent,MOD.Core.StateComponent,MOD.Core.HitComponent,MOD.Core.DamageSkinSpawnerComponent,script.Monster,script.MonsterAttack,MOD.Core.KinematicbodyComponent,MOD.Core.SideviewbodyComponent,MOD.Core.DamageSkinSettingComponent,script.CombatMonster",
"jsonString": {
"name": "elite_5",
"path": "/maps/map02/elite_5",
"name": "slime",
"path": "/maps/map02/slime",
"nameEditable": true,
"enable": true,
"visible": true,
@@ -6987,17 +6993,17 @@
"revision": 2,
"origin": {
"type": "Model",
"entry_id": "ChaseMonster",
"entry_id": "monster-slime",
"sub_entity_id": null,
"root_entity_id": "000009c8-0000-4000-8000-0000000009c8",
"replaced_model_id": null
},
"modelId": "chasemonster",
"modelId": "monster-slime",
"@components": [
{
"@type": "MOD.Core.TransformComponent",
"Position": {
"x": 5,
"x": 6.6,
"y": 0.03499998,
"z": 999.999
},
@@ -7017,9 +7023,11 @@
{
"@type": "MOD.Core.StateAnimationComponent",
"ActionSheet": {
"stand": "ed3908e24d694bb786023fc1ed073489",
"hit": "4763c9bebc9245998c9c499b6316aa9f",
"die": "b168793b92a844a3a3a6f4ce647a14d2"
"stand": "50faf654ee5d479cb2958edce9feaef0",
"move": "dc932872543f4a02bf41e977ab79e5ad",
"hit": "61c27025a8f14c478f30ede1b49758bc",
"jump": "8b89d86b1a9c4c4288650614c6f30e67",
"die": "31ecb6c7cbc24599881f00cb01599f09"
},
"Enable": true
},
@@ -7029,7 +7037,7 @@
"EndFrameIndex": 0,
"RenderSetting": 1,
"SortingLayer": "MapLayer0",
"SpriteRUID": "ed3908e24d694bb786023fc1ed073489",
"SpriteRUID": "50faf654ee5d479cb2958edce9feaef0",
"StartFrameIndex": 0,
"Enable": true
},
@@ -7113,6 +7121,161 @@
},
"Enable": true
},
{
"@type": "script.CombatMonster",
"Enable": true,
"EnemyId": "slime",
"Group": "combat"
}
],
"@version": 1
}
},
{
"id": "000009c9-0000-4000-8000-0000000009c9",
"path": "/maps/map02/mushmom",
"componentNames": "MOD.Core.TransformComponent,MOD.Core.StateAnimationComponent,MOD.Core.SpriteRendererComponent,MOD.Core.RigidbodyComponent,MOD.Core.MovementComponent,MOD.Core.StateComponent,MOD.Core.HitComponent,MOD.Core.DamageSkinSpawnerComponent,script.Monster,script.MonsterAttack,MOD.Core.KinematicbodyComponent,MOD.Core.SideviewbodyComponent,MOD.Core.DamageSkinSettingComponent,script.CombatMonster",
"jsonString": {
"name": "mushmom",
"path": "/maps/map02/mushmom",
"nameEditable": true,
"enable": true,
"visible": true,
"localize": false,
"displayOrder": 4,
"pathConstraints": "///",
"revision": 2,
"origin": {
"type": "Model",
"entry_id": "monster-mushmom",
"sub_entity_id": null,
"root_entity_id": "000009c9-0000-4000-8000-0000000009c9",
"replaced_model_id": null
},
"modelId": "monster-mushmom",
"@components": [
{
"@type": "MOD.Core.TransformComponent",
"Position": {
"x": 4.3,
"y": 0.03499998,
"z": 999.999
},
"QuaternionRotation": {
"x": 0,
"y": 0,
"z": 0,
"w": 1
},
"Scale": {
"x": 1,
"y": 1,
"z": 1
},
"Enable": true
},
{
"@type": "MOD.Core.StateAnimationComponent",
"ActionSheet": {
"stand": "23c38ef3acad4a30ad59120bb939b008",
"move": "24d8a3a75f96406ba690ed42d7250b8f",
"hit": "c826e36ee89c48bca6aab856aa773f38",
"attack": "4d7465e950144dc59c263aad01b14e14",
"jump": "b7ddbda71a294141ba134249fc34c7da",
"die": "f50664a4524147399359cb90a6f3e80c"
},
"Enable": true
},
{
"@type": "MOD.Core.SpriteRendererComponent",
"ActionSheet": {},
"EndFrameIndex": 0,
"RenderSetting": 1,
"SortingLayer": "MapLayer0",
"SpriteRUID": "23c38ef3acad4a30ad59120bb939b008",
"StartFrameIndex": 0,
"Enable": true
},
{
"@type": "MOD.Core.RigidbodyComponent",
"MoveVelocity": {
"x": 0,
"y": 0
},
"RealMoveVelocity": {
"x": 0,
"y": 0
},
"Enable": true
},
{
"@type": "MOD.Core.MovementComponent",
"InputSpeed": 0,
"JumpForce": 6,
"Enable": false
},
{
"@type": "MOD.Core.StateComponent",
"IsLegacy": false,
"Enable": true
},
{
"@type": "MOD.Core.HitComponent",
"BoxSize": {
"x": 1.2,
"y": 1.1
},
"ColliderOffset": {
"x": 0.02,
"y": 0.55
},
"IsLegacy": false,
"Enable": true
},
{
"@type": "MOD.Core.DamageSkinSpawnerComponent",
"Enable": true
},
{
"@type": "script.Monster",
"Enable": true,
"IsDead": false
},
{
"@type": "script.MonsterAttack",
"Enable": true,
"SpriteSize": {
"x": 0,
"y": 0
},
"PositionOffset": {
"x": 0,
"y": 0
}
},
{
"@type": "MOD.Core.KinematicbodyComponent",
"MoveVelocity": {
"x": 0,
"y": 0
},
"Enable": true
},
{
"@type": "MOD.Core.SideviewbodyComponent",
"MoveVelocity": {
"x": 0,
"y": 0
},
"Enable": true
},
{
"@type": "MOD.Core.DamageSkinSettingComponent",
"DamageSkinId": {
"DataId": "02c22d93421b4038b3c413b3e40b57ec"
},
"Enable": true
},
{
"@type": "script.CombatMonster",
"Enable": true,
@@ -7124,12 +7287,12 @@
}
},
{
"id": "000009c9-0000-4000-8000-0000000009c9",
"path": "/maps/map02/boss_6",
"id": "000009ca-0000-4000-8000-0000000009ca",
"path": "/maps/map02/slime_boss",
"componentNames": "MOD.Core.TransformComponent,MOD.Core.StateAnimationComponent,MOD.Core.SpriteRendererComponent,MOD.Core.RigidbodyComponent,MOD.Core.MovementComponent,MOD.Core.StateComponent,MOD.Core.HitComponent,MOD.Core.DamageSkinSpawnerComponent,script.Monster,script.MonsterAttack,MOD.Core.KinematicbodyComponent,MOD.Core.SideviewbodyComponent,MOD.Core.DamageSkinSettingComponent,script.CombatMonster",
"jsonString": {
"name": "boss_6",
"path": "/maps/map02/boss_6",
"name": "slime_boss",
"path": "/maps/map02/slime_boss",
"nameEditable": true,
"enable": true,
"visible": true,
@@ -7139,17 +7302,17 @@
"revision": 2,
"origin": {
"type": "Model",
"entry_id": "ChaseMonster",
"entry_id": "monster-slime_boss",
"sub_entity_id": null,
"root_entity_id": "000009c9-0000-4000-8000-0000000009c9",
"root_entity_id": "000009ca-0000-4000-8000-0000000009ca",
"replaced_model_id": null
},
"modelId": "chasemonster",
"modelId": "monster-slime_boss",
"@components": [
{
"@type": "MOD.Core.TransformComponent",
"Position": {
"x": 4,
"x": 4.6,
"y": 0.03499998,
"z": 999.999
},
@@ -7169,9 +7332,11 @@
{
"@type": "MOD.Core.StateAnimationComponent",
"ActionSheet": {
"stand": "17b55730c26f4fd6b8fcfa288da388de",
"hit": "eac48e84a9fc4580a4018de5cf52ddb3",
"die": "51c2f4b59a2c413db26035aa57002fc8"
"stand": "50faf654ee5d479cb2958edce9feaef0",
"move": "dc932872543f4a02bf41e977ab79e5ad",
"hit": "61c27025a8f14c478f30ede1b49758bc",
"jump": "8b89d86b1a9c4c4288650614c6f30e67",
"die": "31ecb6c7cbc24599881f00cb01599f09"
},
"Enable": true
},
@@ -7181,7 +7346,7 @@
"EndFrameIndex": 0,
"RenderSetting": 1,
"SortingLayer": "MapLayer0",
"SpriteRUID": "17b55730c26f4fd6b8fcfa288da388de",
"SpriteRUID": "50faf654ee5d479cb2958edce9feaef0",
"StartFrameIndex": 0,
"Enable": true
},
@@ -7211,12 +7376,12 @@
{
"@type": "MOD.Core.HitComponent",
"BoxSize": {
"x": 0.63,
"y": 0.58
"x": 1.2,
"y": 1.1
},
"ColliderOffset": {
"x": 0.0449999869,
"y": 0.29
"y": 0.4
},
"IsLegacy": false,
"Enable": true

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@@ -0,0 +1,246 @@
import { readFileSync } from 'node:fs';
import {
PLAYER_HP,
loadData,
mulberry32,
simulateCombat,
} from './sim-balance.mjs';
const ROGUE_CLASSES = new Set(['rogue', 'thief', 'thiefmaster', 'assassin', 'hermit']);
const CONTEXT_DECKS = {
rogue: [
'SilentStrike', 'SilentStrike', 'SilentStrike', 'SilentStrike',
'SilentDefend', 'SilentDefend', 'SilentDefend', 'SilentDefend',
'Neutralize', 'Survivor', 'DoubleStab', 'Backflip',
],
thief: [
'SilentStrike', 'SilentStrike', 'SilentStrike',
'SilentDefend', 'SilentDefend', 'SilentDefend',
'Neutralize', 'Survivor', 'SavageBlow', 'DaggerAcceleration',
'DeadlyPoison', 'Acrobatics',
],
thiefmaster: [
'SilentStrike', 'SilentStrike',
'SilentDefend', 'SilentDefend',
'Survivor', 'SavageBlow', 'DaggerAcceleration', 'DeadlyPoison',
'Acrobatics', 'EdgeCarnival', 'PickPocket', 'Venom',
],
assassin: [
'SilentStrike', 'SilentStrike', 'SilentStrike',
'SilentDefend', 'SilentDefend', 'SilentDefend',
'Neutralize', 'Survivor', 'LeadingStrike', 'BladeDance',
'JavelinAcceleration', 'JavelinMastery',
],
hermit: [
'SilentStrike', 'SilentStrike',
'SilentDefend', 'SilentDefend',
'Survivor', 'LeadingStrike', 'BladeDance', 'JavelinAcceleration',
'JavelinMastery', 'TripleThrow', 'SpiritJavelin', 'SkilledJavelin',
],
};
const ENCOUNTER_SCALE = {
rogue: { hp: 1.9, attack: 1.5 },
thief: { hp: 2.2, attack: 1.6 },
assassin: { hp: 2.25, attack: 1.65 },
thiefmaster: { hp: 2.4, attack: 1.5 },
hermit: { hp: 2.6, attack: 1.65 },
};
const median = (values) => {
if (values.length === 0) return 0;
const sorted = values.slice().sort((a, b) => a - b);
const middle = Math.floor(sorted.length / 2);
return sorted.length % 2 === 1
? sorted[middle]
: (sorted[middle - 1] + sorted[middle]) / 2;
};
function validateContextDecks(cards) {
for (const [classId, deck] of Object.entries(CONTEXT_DECKS)) {
for (const cardId of deck) {
if (!cards[cardId]) throw new Error(`${classId} 효율 기준 덱에 없는 카드: ${cardId}`);
}
}
}
function outcomeScore(result) {
if (result.draw) return -60;
if (!result.win) return -100 - result.turns;
return 100 + (result.playerHpRemaining / PLAYER_HP) * 30 - result.turns * 2;
}
function scaledEncounter(data, classId) {
const scale = ENCOUNTER_SCALE[classId];
return {
...data,
monsters: data.monsters.map((monster) => ({
...monster,
maxHp: Math.round(monster.maxHp * scale.hp),
intents: monster.intents.map((intent) => intent.kind === 'Attack'
? { ...intent, value: Math.round(intent.value * scale.attack) }
: { ...intent }),
})),
};
}
function simulateDeck(baseData, deck, runs, seed, trackedCardId = null) {
let wins = 0;
let totalTurns = 0;
let totalHp = 0;
let totalScore = 0;
let totalPlays = 0;
for (let i = 0; i < runs; i++) {
const stats = {};
const rng = mulberry32((seed + Math.imul(i + 1, 0x9e3779b1)) >>> 0);
const result = simulateCombat({ ...baseData, starterDeck: deck }, rng, stats);
if (result.win) {
wins++;
totalHp += result.playerHpRemaining;
}
totalTurns += result.turns;
totalScore += outcomeScore(result);
if (trackedCardId && stats[trackedCardId]) totalPlays += stats[trackedCardId].plays;
}
return {
winRate: wins / runs,
avgTurns: totalTurns / runs,
avgHpOnWin: wins > 0 ? totalHp / wins : 0,
score: totalScore / runs,
avgPlays: totalPlays / runs,
};
}
function replacementIndex(deck, cards, candidate) {
const preferredKind = candidate.kind === 'Attack' ? 'Attack' : 'Skill';
const preferred = deck.findIndex((id) => cards[id]?.kind === preferredKind);
if (preferred >= 0) return preferred;
return 0;
}
export function structuralRisks(card) {
const risks = [];
const cost = card.cost || 0;
const exhaust = card.exhaust === true;
const permanentDex = Math.max(0, (card.dex || 0) - (card.endTurnDexLoss || 0));
const permanentStats = (card.strength || 0) + permanentDex + (card.thorns || 0);
const generatedCards = (card.addShiv || 0) + (card.addShivPerDiscard ? 1 : 0);
if (cost === 0 && !exhaust && (card.gainEnergy || 0) > 0) {
risks.push('0코스트 비소멸 카드가 에너지를 생성');
}
if (cost === 0 && !exhaust && (card.draw || 0) >= 2 && generatedCards > 0) {
risks.push('0코스트 비소멸 카드가 2장 이상 드로우하면서 카드를 생성');
}
if (card.kind !== 'Power' && !exhaust && permanentStats > 0) {
risks.push('재사용 가능한 카드가 영구 능력치를 누적');
}
if (card.kind === 'Power' && (card.attackDamageVsWeakMultiplier || 0) >= 2 && cost <= 1) {
risks.push('저비용 지속 효과가 공격 피해를 2배 이상 증폭');
}
if ((card.poisonApplicationBurstEvery || 0) > 0) {
const burstPerApplication = (card.poisonApplicationBurstDamage || 0) / card.poisonApplicationBurstEvery;
if (burstPerApplication > 3 && cost <= 1) {
risks.push('저비용 독 누적 폭발 피해가 부여 1회당 3을 초과');
}
}
if (cost === 0 && !exhaust && (card.block || 0) + (card.nextTurnBlock || 0) >= 8) {
risks.push('0코스트 비소멸 카드의 현재·다음 턴 방어 합계가 8 이상');
}
if (cost === 0 && !exhaust && (card.blockPerDamageDealtThisTurn || 0) >= 1) {
risks.push('0코스트 비소멸 카드가 이번 턴 누적 피해 전부를 방어로 전환');
}
if (!exhaust && (card.gainEnergy || 0) > 0 && (card.gainEnergy || 0) >= cost && (card.draw || 0) > 0 && generatedCards > 0) {
risks.push('에너지 손실 없이 드로우와 카드 생성을 동시에 수행');
}
if (!exhaust && (card.skillCostReductionThisTurn || 0) > 0 && (card.gainEnergy || 0) > 0 && (card.gainEnergy || 0) >= cost && (card.draw || 0) > 0) {
risks.push('에너지 손실 없이 드로우하고 이번 턴 스킬 비용까지 감소');
}
return risks;
}
export function auditCardEfficiency({ runs = 300, seed = 20260701 } = {}) {
const data = loadData();
const cards = data.cards;
validateContextDecks(cards);
const baselines = {};
for (const [classId, deck] of Object.entries(CONTEXT_DECKS)) {
baselines[classId] = simulateDeck(scaledEncounter(data, classId), deck, runs, seed);
}
const rows = [];
for (const [id, card] of Object.entries(cards)) {
if (!ROGUE_CLASSES.has(card.class)) continue;
const deck = CONTEXT_DECKS[card.class].slice();
deck[replacementIndex(deck, cards, card)] = id;
const result = simulateDeck(scaledEncounter(data, card.class), deck, runs, seed, id);
rows.push({
id,
name: card.name,
classId: card.class,
rarity: card.rarity,
kind: card.kind,
cost: card.cost || 0,
delta: result.score - baselines[card.class].score,
...result,
risks: structuralRisks(card),
});
}
for (const row of rows) {
const peers = rows.filter((other) => other.classId === row.classId && other.rarity === row.rarity);
row.peerMedianDelta = median(peers.map((peer) => peer.delta));
row.peerGap = row.delta - row.peerMedianDelta;
}
return { runs, seed, baselines, rows };
}
function formatPercent(value) {
return `${(value * 100).toFixed(1)}%`;
}
export function formatEfficiencyReport(report) {
const lines = [];
lines.push(`도적 카드 효율 검증: 카드 ${report.rows.length}장, 카드당 ${report.runs}`);
lines.push('기준 덱:');
for (const [classId, baseline] of Object.entries(report.baselines)) {
lines.push(` ${classId}: 승률 ${formatPercent(baseline.winRate)}, 평균 ${baseline.avgTurns.toFixed(2)}턴, 승리 HP ${baseline.avgHpOnWin.toFixed(1)}`);
}
const risky = report.rows.filter((row) => row.risks.length > 0);
lines.push('');
lines.push(`구조적 위험 ${risky.length}장:`);
for (const row of risky) {
lines.push(` ${row.name}(${row.id}, ${row.classId}): ${row.risks.join(' / ')}`);
}
lines.push('');
lines.push('동급 대비 효율 상위:');
for (const row of report.rows.slice().sort((a, b) => b.peerGap - a.peerGap).slice(0, 10)) {
lines.push(` ${row.name}(${row.id}): 중앙값 대비 +${row.peerGap.toFixed(1)}, 승률 ${formatPercent(row.winRate)}, 평균 사용 ${row.avgPlays.toFixed(2)}`);
}
lines.push('');
lines.push('동급 대비 효율 하위:');
for (const row of report.rows.slice().sort((a, b) => a.peerGap - b.peerGap).slice(0, 10)) {
lines.push(` ${row.name}(${row.id}): 중앙값 대비 ${row.peerGap.toFixed(1)}, 승률 ${formatPercent(row.winRate)}, 평균 사용 ${row.avgPlays.toFixed(2)}`);
}
return lines.join('\n');
}
function main() {
const args = process.argv.slice(2);
let runs = 300;
let seed = 20260701;
for (let i = 0; i < args.length; i++) {
if (args[i] === '--runs') runs = Number.parseInt(args[++i], 10);
else if (args[i] === '--seed') seed = Number.parseInt(args[++i], 10);
}
const report = auditCardEfficiency({ runs, seed });
console.log(formatEfficiencyReport(report));
if (report.rows.some((row) => row.risks.length > 0)) process.exitCode = 1;
}
if (process.argv[1] && process.argv[1].endsWith('card-efficiency.mjs')) main();

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@@ -0,0 +1,30 @@
import test from 'node:test';
import assert from 'node:assert/strict';
import { structuralRisks } from './card-efficiency.mjs';
test('0코스트 에너지 생성 카드를 위험으로 분류', () => {
const risks = structuralRisks({ cost: 0, kind: 'Skill', gainEnergy: 1 });
assert.ok(risks.some((risk) => risk.includes('에너지를 생성')));
});
test('재사용 가능한 영구 능력치 스킬을 위험으로 분류', () => {
const risks = structuralRisks({ cost: 1, kind: 'Skill', strength: 1, dex: 1 });
assert.ok(risks.some((risk) => risk.includes('영구 능력치')));
});
test('소멸하거나 파워인 능력치 카드는 허용', () => {
assert.deepEqual(structuralRisks({ cost: 1, kind: 'Skill', strength: 1, exhaust: true }), []);
assert.deepEqual(structuralRisks({ cost: 1, kind: 'Power', dex: 1 }), []);
assert.deepEqual(structuralRisks({ cost: 0, kind: 'Skill', dex: 2, endTurnDexLoss: 2 }), []);
});
test('저비용 2배 피해 증폭을 위험으로 분류', () => {
const risks = structuralRisks({ cost: 1, kind: 'Power', attackDamageVsWeakMultiplier: 2 });
assert.ok(risks.some((risk) => risk.includes('2배')));
});
test('0코스트 누적 피해 전체 방어 전환을 위험으로 분류', () => {
const risks = structuralRisks({ cost: 0, kind: 'Skill', blockPerDamageDealtThisTurn: 1 });
assert.ok(risks.some((risk) => risk.includes('누적 피해')));
assert.deepEqual(structuralRisks({ cost: 0, kind: 'Skill', blockPerDamageDealtThisTurn: 0.5 }), []);
});

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@@ -0,0 +1,314 @@
import { readFileSync } from 'node:fs';
import { mulberry32, rarityForRoll, simulateCombat } from './sim-balance.mjs';
import { ACT_DIFFICULTY_MULTIPLIERS } from '../deck/lib/codeblock.mjs';
const cardsData = JSON.parse(readFileSync('data/cards.json', 'utf8'));
const enemiesData = JSON.parse(readFileSync('data/enemies.json', 'utf8'));
const relicsData = JSON.parse(readFileSync('data/relics.json', 'utf8'));
const PLAYER_MAX_HP = 70;
const REST_HEAL = 30;
const SECTION_COUNT = 5;
const NORMAL_FIGHTS = 4;
export const DEFAULT_SECTION_MULTIPLIERS = ACT_DIFFICULTY_MULTIPLIERS;
const COMBAT_POOL = ['orange_mushroom', 'green_mushroom', 'pig', 'blue_mushroom', 'red_snail', 'stump'];
const ELITE_POOL = ['mushmom', 'modified_snail'];
const BOSS_POOL = ['king_slime', 'slime_boss'];
const JOBS = {
thief: { tier2: 'thief', tier3: 'thiefmaster', tier2Starter: 'DaggerAcceleration', tier3Starter: 'Venom' },
assassin: { tier2: 'assassin', tier3: 'hermit', tier2Starter: 'JavelinAcceleration', tier3Starter: 'SpiritJavelin' },
};
const LINEAGES = {
rogue: ['rogue'],
thief: ['rogue', 'thief'],
thiefmaster: ['rogue', 'thief', 'thiefmaster'],
assassin: ['rogue', 'assassin'],
hermit: ['rogue', 'assassin', 'hermit'],
};
const pick = (rng, values) => values[Math.floor(rng() * values.length)];
export function campaignJobAtSection(branch, section) {
if (section <= 1) return 'rogue';
if (section === 2) return JOBS[branch].tier2;
return JOBS[branch].tier3;
}
export function playableClassesForJob(job) {
return LINEAGES[job] || [job];
}
export function scaleEnemy(enemy, section, rng = () => 0, scaleStep = null) {
const multiplier = scaleStep == null
? (DEFAULT_SECTION_MULTIPLIERS[section - 1] || DEFAULT_SECTION_MULTIPLIERS.at(-1))
: 1 + (section - 1) * scaleStep;
const offset = enemy.intents.length > 0 ? Math.floor(rng() * enemy.intents.length) : 0;
const rotatedIntents = enemy.intents.map((_, index) => enemy.intents[(index + offset) % enemy.intents.length]);
return {
...enemy,
maxHp: Math.floor(enemy.maxHp * multiplier),
intents: rotatedIntents.map((intent) => ({
...intent,
value: intent.kind === 'Debuff' || intent.value == null
? intent.value
: Math.floor(intent.value * multiplier),
})),
};
}
function buildEncounter(kind, section, rng, scaleStep) {
const ids = [];
if (kind === 'normal') {
const count = 1 + Math.floor(rng() * 3);
for (let i = 0; i < count; i++) ids.push(pick(rng, COMBAT_POOL));
} else if (kind === 'elite') {
ids.push(pick(rng, ELITE_POOL));
const extra = Math.floor(rng() * 3);
for (let i = 0; i < extra; i++) ids.push(pick(rng, COMBAT_POOL));
} else {
ids.push(pick(rng, BOSS_POOL));
}
return ids.map((id) => scaleEnemy(enemiesData.enemies[id], section, rng, scaleStep));
}
function baseCardValue(card) {
const hits = card.hits || 1;
const targets = card.aoe ? 1.7 : 1;
let value = (card.damage || 0) * hits * targets;
value += (card.block || 0) + (card.nextTurnBlock || 0) * 0.7;
value += (card.poison || 0) * (card.poisonHits || 1) * (card.affectsAllEnemies ? 2 : 1) * 1.5;
value += (card.draw || 0) * 4 + (card.gainEnergy || 0) * 5;
value += (card.addShiv || 0) * 4;
value += (card.strength || 0) * 6 + (card.dex || 0) * 5;
value += (card.weak || 0) * 3 + (card.vuln || 0) * 4;
value += (card.intangible || 0) * 12;
value += (card.turnStartShiv || 0) * 8 + (card.shivDamageBonus || 0) * 4;
value += (card.cardPlayedBlock || 0) * 8 + (card.attackPoison || 0) * 8;
value += (card.powerEffect ? 7 : 0) + (card.retain ? 2 : 0) + (card.sly ? 3 : 0);
value += (card.damagePerDiscardedThisTurn || 0) * 2;
value += (card.damagePerAttackPlayedThisTurn || 0) * 2;
value += (card.firstShivDamageBonus || 0) * 2;
value -= (card.cost || 0) * 5;
if (card.exhaust) value -= 2;
return value;
}
function branchCardValue(card, branch, deck, id) {
let value = baseCardValue(card);
if (branch === 'thief') {
value += (card.poison || 0) * 1.5 + (card.attackPoison || 0) * 8;
value += card.sly ? 5 : 0;
value += (card.discard || 0) * 2 + (card.drawPerDiscarded || 0) * 4;
value += (card.poisonApplicationBurstDamage || 0) * 1.5;
} else {
value += (card.addShiv || 0) * 3 + (card.turnStartShiv || 0) * 8;
value += (card.shivDamageBonus || 0) * 6 + (card.firstShivDamageBonus || 0) * 3;
value += card.shivAoe ? 12 : 0;
value += card.shivRetain ? 5 : 0;
}
const copies = deck.filter((cardId) => cardId === id).length;
value -= copies * (card.kind === 'Power' ? 10 : 3);
return value;
}
function rewardPool(job) {
const classes = new Set(playableClassesForJob(job));
return Object.entries(cardsData.cards)
.filter(([, card]) => classes.has(card.class) && card.token !== true && card.unplayable !== true);
}
function offerReward(job, branch, deck, rng, minimumValue) {
const pool = rewardPool(job);
const choices = [];
for (let i = 0; i < 3; i++) {
const rarity = rarityForRoll(1 + Math.floor(rng() * 100));
const bucket = pool.filter(([, card]) => card.rarity === rarity);
choices.push(pick(rng, bucket.length > 0 ? bucket : pool));
}
choices.sort((a, b) => branchCardValue(b[1], branch, deck, b[0]) - branchCardValue(a[1], branch, deck, a[0]));
const [id, card] = choices[0];
if (branchCardValue(card, branch, deck, id) >= minimumValue) deck.push(id);
}
function relicModifiers(state) {
const result = {
playerStartBlock: 0,
playerStrength: 0,
playerThorns: 0,
energyBonus: 0,
openingDrawBonus: 0,
healOnAttack: 0,
};
for (const id of state.relics) {
const relic = relicsData.relics[id];
if (!relic) continue;
if (relic.hook === 'combatStart' && relic.effect === 'block') result.playerStartBlock += relic.value;
else if (relic.hook === 'combatStart' && relic.effect === 'strength') result.playerStrength += relic.value;
else if (relic.hook === 'turnStart' && relic.effect === 'energy') result.energyBonus += relic.value;
else if (relic.hook === 'combatStart' && relic.effect === 'draw') result.openingDrawBonus += relic.value;
else if (relic.effect === 'thorns') result.playerThorns += relic.value;
else if (relic.effect === 'healOnAttack') result.healOnAttack += relic.value;
}
return result;
}
function healFromRelics(state, hook) {
for (const id of state.relics) {
const relic = relicsData.relics[id];
if (!relic || relic.hook !== hook) continue;
if (relic.effect === 'heal') state.hp = Math.min(state.maxHp, state.hp + relic.value);
else if (relic.effect === 'healOnWin') state.hp = Math.min(state.maxHp, state.hp + relic.value);
else if (relic.effect === 'healIfLow' && state.hp <= state.maxHp * 0.5) state.hp = Math.min(state.maxHp, state.hp + relic.value);
}
}
function acquireRelic(state, rng) {
const available = relicsData.relicPool.filter((id) => !state.relics.includes(id));
if (available.length === 0) return;
const id = pick(rng, available);
state.relics.push(id);
const relic = relicsData.relics[id];
if (relic?.effect === 'maxHp') {
state.maxHp += relic.value;
state.hp += relic.value;
}
}
function fight(state, branch, kind, section, rng, options) {
const monsters = buildEncounter(kind, section, rng, options.scaleStep);
healFromRelics(state, 'combatStart');
const result = simulateCombat({
cards: cardsData.cards,
starterDeck: state.deck,
monsters,
playerHp: state.hp,
playerMaxHp: state.maxHp,
smartPlayer: true,
...relicModifiers(state),
}, rng);
state.hp = result.playerHpRemaining;
state.turns += result.turns;
if (!result.win) return false;
healFromRelics(state, 'combatEnd');
if (kind !== 'boss') offerReward(state.job, branch, state.deck, rng, options.minimumRewardValue);
return true;
}
export function simulateCampaign(branch, rng, {
restHeal = REST_HEAL,
sectionHeal = 0,
scaleStep = null,
minimumRewardValue = 10,
} = {}) {
if (!JOBS[branch]) throw new Error(`지원하지 않는 도적 분기: ${branch}`);
const state = {
hp: PLAYER_MAX_HP,
maxHp: PLAYER_MAX_HP,
deck: cardsData.starterDecks.rogue.slice(),
job: 'rogue',
turns: 0,
sectionCleared: 0,
diedAt: '',
hpAfterSections: [],
relics: [relicsData.startingRelic],
};
const options = { scaleStep, minimumRewardValue };
for (let section = 1; section <= SECTION_COUNT; section++) {
state.job = campaignJobAtSection(branch, section);
for (let fightIndex = 1; fightIndex <= NORMAL_FIGHTS; fightIndex++) {
if (!fight(state, branch, 'normal', section, rng, options)) {
state.diedAt = `${section}-normal`;
return state;
}
}
state.hp = Math.min(state.maxHp, state.hp + restHeal);
if (!fight(state, branch, 'elite', section, rng, options)) {
state.diedAt = `${section}-elite`;
return state;
}
acquireRelic(state, rng);
if (!fight(state, branch, 'boss', section, rng, options)) {
state.diedAt = `${section}-boss`;
return state;
}
state.sectionCleared = section;
state.hpAfterSections.push(state.hp);
if (section === 1) state.deck.push(JOBS[branch].tier2Starter);
if (section === 2) state.deck.push(JOBS[branch].tier3Starter);
if (section >= 3) acquireRelic(state, rng);
if (section < SECTION_COUNT) state.hp = Math.min(state.maxHp, state.hp + sectionHeal);
}
return state;
}
export function runCampaignBatch(branch, runs = 1000, seed = 20260701, options = {}) {
const sectionReached = Array(SECTION_COUNT).fill(0);
const sectionClears = Array(SECTION_COUNT).fill(0);
const deaths = {};
let fullClears = 0;
let totalDeckSize = 0;
let totalFinalHp = 0;
let totalTurns = 0;
for (let i = 0; i < runs; i++) {
const rng = mulberry32((seed + Math.imul(i + 1, 0x9e3779b1)) >>> 0);
const result = simulateCampaign(branch, rng, options);
for (let section = 0; section < SECTION_COUNT; section++) {
if (result.sectionCleared >= section) sectionReached[section]++;
if (result.sectionCleared >= section + 1) sectionClears[section]++;
}
if (result.sectionCleared === SECTION_COUNT) {
fullClears++;
totalFinalHp += result.hp;
}
if (result.diedAt) deaths[result.diedAt] = (deaths[result.diedAt] || 0) + 1;
totalDeckSize += result.deck.length;
totalTurns += result.turns;
}
return {
branch,
runs,
fullClearRate: fullClears / runs,
avgFinalHp: fullClears > 0 ? totalFinalHp / fullClears : 0,
avgDeckSize: totalDeckSize / runs,
avgTurns: totalTurns / runs,
sectionConditionalClearRates: sectionClears.map((clears, index) => sectionReached[index] > 0 ? clears / sectionReached[index] : 0),
sectionReachRates: sectionReached.map((reached) => reached / runs),
deaths,
};
}
export function formatCampaignReport(result) {
const lines = [];
lines.push(`${result.branch} 캠페인 ${result.runs}`);
lines.push(` 전체 클리어 ${(result.fullClearRate * 100).toFixed(1)}%, 클리어 HP ${result.avgFinalHp.toFixed(1)}, 평균 덱 ${result.avgDeckSize.toFixed(1)}`);
result.sectionConditionalClearRates.forEach((rate, index) => {
lines.push(` 섹션 ${index + 1}: 도달 ${(result.sectionReachRates[index] * 100).toFixed(1)}%, 도달자 클리어 ${(rate * 100).toFixed(1)}%`);
});
return lines.join('\n');
}
function main() {
const args = process.argv.slice(2);
let runs = 1000;
let seed = 20260701;
let restHeal = REST_HEAL;
let sectionHeal = 0;
let scaleStep = null;
let minimumRewardValue = 10;
for (let i = 0; i < args.length; i++) {
if (args[i] === '--runs') runs = Number.parseInt(args[++i], 10);
else if (args[i] === '--seed') seed = Number.parseInt(args[++i], 10);
else if (args[i] === '--rest-heal') restHeal = Number.parseInt(args[++i], 10);
else if (args[i] === '--section-heal') sectionHeal = Number.parseInt(args[++i], 10);
else if (args[i] === '--scale-step') scaleStep = Number.parseFloat(args[++i]);
else if (args[i] === '--reward-min') minimumRewardValue = Number.parseFloat(args[++i]);
}
for (const branch of ['thief', 'assassin']) {
console.log(formatCampaignReport(runCampaignBatch(branch, runs, seed, { restHeal, sectionHeal, scaleStep, minimumRewardValue })));
}
}
if (process.argv[1] && process.argv[1].endsWith('rogue-campaign.mjs')) main();

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@@ -0,0 +1,28 @@
import test from 'node:test';
import assert from 'node:assert/strict';
import {
campaignJobAtSection,
playableClassesForJob,
scaleEnemy,
} from './rogue-campaign.mjs';
test('도적 전직 시점: 1섹션 Rogue, 2섹션 2차, 3섹션부터 3차', () => {
assert.equal(campaignJobAtSection('thief', 1), 'rogue');
assert.equal(campaignJobAtSection('thief', 2), 'thief');
assert.equal(campaignJobAtSection('thief', 3), 'thiefmaster');
assert.equal(campaignJobAtSection('assassin', 2), 'assassin');
assert.equal(campaignJobAtSection('assassin', 5), 'hermit');
});
test('3차 직업은 자기 계보 카드만 사용', () => {
assert.deepEqual(playableClassesForJob('thiefmaster'), ['rogue', 'thief', 'thiefmaster']);
assert.deepEqual(playableClassesForJob('hermit'), ['rogue', 'assassin', 'hermit']);
});
test('섹션 난이도는 3차 이후 더 빠르게 증가', () => {
const enemy = { maxHp: 100, intents: [{ kind: 'Attack', value: 10 }, { kind: 'Debuff', value: 2 }] };
const scaled = scaleEnemy(enemy, 3, () => 0);
assert.equal(scaled.maxHp, 114);
assert.equal(scaled.intents[0].value, 11);
assert.equal(scaled.intents[1].value, 2);
});

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) {

View File

@@ -121,6 +121,14 @@ test('chooseAction: 공격 없으면 스킬 선택', () => {
assert.equal(idx, 0);
});
test('chooseAction: 예상 피해가 남으면 방어 카드를 우선 선택', () => {
const cards = {
Hit: { kind: 'Attack', cost: 1, damage: 12 },
Guard: { kind: 'Skill', cost: 1, block: 8 },
};
assert.equal(chooseAction(['Hit', 'Guard'], cards, 1, { incomingDamage: 8, currentBlock: 0 }), 1);
});
test('chooseAction: 사용 가능 카드 없으면 -1', () => {
const idx = chooseAction(['Bash'], CARDS, 1);
assert.equal(idx, -1);
@@ -220,6 +228,21 @@ test('simulateCombat: 복합 카드(공격+방어) 블록이 적 공격을 흡
assert.equal(r.playerHpRemaining, 80);
});
test('simulateCombat: 캠페인 시작 체력과 유물 전투 보너스를 반영', () => {
const data = {
cards: { Guard: { name: 'Guard', cost: 1, kind: 'Skill', block: 1 } },
starterDeck: ['Guard'],
monsters: [{ name: 'Dummy', maxHp: 1, intents: [{ kind: 'Attack', value: 1 }] }],
playerHp: 37,
playerMaxHp: 70,
playerStartBlock: 6,
energyBonus: 1,
openingDrawBonus: 2,
};
const result = simulateCombat(data, mulberry32(3));
assert.ok(result.playerHpRemaining <= 37);
});
test('calcAttack: 힘·약화·취약 공식 (Lua CalcPlayerAttack·DealDamageToTarget 동기화)', () => {
assert.equal(calcAttack(6, 0, 0, 0), 6); // 기본
assert.equal(calcAttack(6, 2, 0, 0), 8); // 힘+2

View File

@@ -77,9 +77,14 @@ for i = 1, 3 do
self:SetEntityEnabled(base, true)
self:SetText(base .. "/Name", o.name)
self:SetText(base .. "/Desc", o.desc)
local sc = self.Cards[o.starter]
local sc = nil
if o.starter ~= nil and o.starter ~= "" then
sc = self.Cards[o.starter]
end
if sc ~= nil then
self:SetText(base .. "/Starter", "대표 카드: " .. sc.name)
else
self:SetText(base .. "/Starter", "대표 카드: 계보 유지")
end
else
self:SetEntityEnabled(base, false)
@@ -111,6 +116,8 @@ if starter ~= "" then
if sc ~= nil then
self:Toast(tostring(tier) .. "차 전직: " .. self:JobLabel() .. "! 신규 카드 - " .. sc.name)
end
else
self:Toast(tostring(tier) .. "차 전직: " .. self:JobLabel() .. "!")
end
self:SetText("/ui/RunUIGroup/CombatHud/PlayerPanel/Name", self:JobLabel())
self:SetEntityEnabled("/ui/SelectUIGroup/JobSelectHud", false)

View File

@@ -1,4 +1,4 @@
import { method, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, LOBBY_MAP, LOBBY_SPAWN } from '../lib/codeblock.mjs';
import { method, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, ACT_DIFFICULTY_MULTIPLIERS, LOBBY_MAP, LOBBY_SPAWN } from '../lib/codeblock.mjs';
import { CARDS, ENEMIES, CLASSES, JOBS, JOB_META, CLASS_GROUPS, CLASS_LINEAGES, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, POTIONS, luaSoulShopTable, frameRuid, luaFramesTable, luaNodeIconsTable, luaCharsTable, luaRelicsTable, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaClassGroupsTable, luaClassLineagesTable, luaJobMetaTable, luaCardsTable, luaDeckTable } from '../lib/data.mjs';
import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
@@ -211,7 +211,8 @@ end
if #chosen == 0 then takeFrom(g, 1) end
if #chosen == 0 then takeFrom("combat", 1) end
table.sort(chosen, function(a, b) return a.x < b.x end)
local mult = 1 + (self.Floor - 1) * 0.45
local actMultipliers = { ${ACT_DIFFICULTY_MULTIPLIERS.join(', ')} }
local mult = actMultipliers[self.Floor] or actMultipliers[#actMultipliers]
if g == "elite" or g == "boss" then
mult = mult + self:AscEliteBonus()
end

View File

@@ -54,7 +54,8 @@ const REST_HEAL = 30;
const RELIC_PRICE = 60;
const ACT_COUNT = 5;
const ACT_MAPS = ['map01', 'map02', 'map03', 'map04', 'map05'];
const ACT_DIFFICULTY_MULTIPLIERS = [1, 1.075, 1.15, 1.3, 1.45];
const LOBBY_MAP = 'lobby';
const LOBBY_SPAWN = 'Vector3(-5, 0.03, 0)'; // 정찰: map01 지면 좌측
export { prop, method, codeblock, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, LOBBY_MAP, LOBBY_SPAWN };
export { prop, method, codeblock, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, ACT_DIFFICULTY_MULTIPLIERS, LOBBY_MAP, LOBBY_SPAWN };

View File

@@ -23,30 +23,39 @@ const JOBS = {
{ id: 'page', name: '페이지', desc: '속성 차지 특화\n썬더/블리자드 차지\n파워 가드', starter: 'ThunderCharge', tier: 2, parent: 'warrior' },
{ id: 'spearman', name: '스피어맨', desc: '방어·관통 특화\n피어스 · 아이언 월\n하이퍼 바디', starter: 'Pierce', tier: 2, parent: 'warrior' },
],
fighter: [
{ id: 'crusader', name: '크루세이더', desc: 'Fighter의 3차 전직\n콤보 압박과 화력 심화\n파이터 카드 계승', starter: '', tier: 3, parent: 'fighter' },
],
page: [
{ id: 'knight', name: '나이트', desc: 'Page의 3차 전직\n방어와 차지 운영 심화\n페이지 카드 계승', starter: '', tier: 3, parent: 'page' },
],
spearman: [
{ id: 'berserker', name: '버서커', desc: 'Spearman의 3차 전직\n관통과 생존 운영 심화\n스피어맨 카드 계승', starter: '', tier: 3, parent: 'spearman' },
],
magician: [
{ id: 'firepoison', name: '위자드(불·독)', desc: '화염·독 특화\n파이어 애로우\n포이즌 브레스 · 앰플', starter: 'FireArrow', tier: 2, parent: 'magician' },
{ id: 'icelightning', name: '위자드(썬·콜)', desc: '광역·빙결 특화\n썬더 볼트(전체)\n콜드 빔 · 칠링 스텝', starter: 'ThunderBolt', tier: 2, parent: 'magician' },
{ id: 'cleric', name: '클레릭', desc: '회복·축복 특화\n힐 · 블레스\n홀리 애로우', starter: 'Heal', tier: 2, parent: 'magician' },
],
rogue: [
{ id: 'assassin', name: 'Assassin', desc: '표창 중심 전직\n단일 화력과 독 압박\n빠른 마무리', starter: 'DeadlyPoison', tier: 2, parent: 'rogue' },
{ id: 'thief', name: 'Thief', desc: '단검 중심 전직\n드로우와 운영 강화\n빠른 연계', starter: 'Acrobatics', tier: 2, parent: 'rogue' },
{ id: 'assassin', name: 'Assassin', desc: '표창 중심 전직\n표창 생성과 연속 공격\n빠른 마무리', starter: 'JavelinAcceleration', tier: 2, parent: 'rogue' },
{ id: 'thief', name: 'Thief', desc: '단검 중심 전직\n드로우와 운영 강화\n빠른 연계', starter: 'DaggerAcceleration', tier: 2, parent: 'rogue' },
],
assassin: [
{ id: 'hermit', name: 'Hermit', desc: 'Assassin의 3차 전직\n표창과 독 운영 심화\n누적 압박 강화', starter: 'NoxiousFumes', tier: 3, parent: 'assassin' },
{ id: 'hermit', name: 'Hermit', desc: 'Assassin의 3차 전직\n표창 생성과 강화 심화\n연속 공격 완성', starter: 'SpiritJavelin', tier: 3, parent: 'assassin' },
],
thief: [
{ id: 'thiefmaster', name: 'Thief Master', desc: 'Thief의 3차 전직\n단검 운영 심화\n드로우와 템포 강화', starter: 'ToolsOfTheTrade', tier: 3, parent: 'thief' },
{ id: 'thiefmaster', name: 'Thief Master', desc: 'Thief의 3차 전직\n단검·교활·중독 심화\n연계 운영 완성', starter: 'Venom', tier: 3, parent: 'thief' },
],
};
for (const [cls, jobs] of Object.entries(JOBS)) {
for (const j of jobs) {
if (!CARDS.cards[j.starter]) throw new Error(`[gen-slaydeck] JOBS.${cls}.${j.id} 대표 카드 없음: ${j.starter}`);
if (j.starter && !CARDS.cards[j.starter]) throw new Error(`[gen-slaydeck] JOBS.${cls}.${j.id} 대표 카드 없음: ${j.starter}`);
}
}
const CLASS_GROUPS = {
warrior: ['warrior', 'fighter', 'page', 'spearman'],
warrior: ['warrior', 'fighter', 'crusader', 'page', 'knight', 'spearman', 'berserker'],
magician: ['magician', 'firepoison', 'icelightning', 'cleric'],
rogue: ['rogue', 'assassin', 'hermit', 'thief', 'thiefmaster'],
};
@@ -54,8 +63,11 @@ const CLASS_GROUPS = {
const CLASS_LINEAGES = {
warrior: ['warrior'],
fighter: ['warrior', 'fighter'],
crusader: ['warrior', 'fighter', 'crusader'],
page: ['warrior', 'page'],
knight: ['warrior', 'page', 'knight'],
spearman: ['warrior', 'spearman'],
berserker: ['warrior', 'spearman', 'berserker'],
magician: ['magician'],
firepoison: ['magician', 'firepoison'],
icelightning: ['magician', 'icelightning'],

View File

@@ -1,108 +1,55 @@
import { readFileSync, writeFileSync } from 'node:fs';
import { buildMonsterInstance } from '../monster/lib/monster-model.mjs';
// map02~11에 노드 타입별 몬스터 그룹(combat3/elite2/boss1)을 맵별 테마로 자동 구성.
// 기존 몬스터 엔티티 전부 제거하고 첫 몬스터를 템플릿으로 6마리 재생성(결정론).
const MAP_NUMBERS = [1, 2, 3, 4, 5];
const COMBAT_POOL = ['orange_mushroom', 'green_mushroom', 'pig', 'blue_mushroom', 'red_snail', 'stump'];
const ELITE_POOL = ['mushmom', 'modified_snail'];
const BOSS_POOL = ['king_slime', 'slime_boss'];
// map01: StS2식 일반 5종 + 엘리트 1 + 보스 1(보스 노드용, 화면 우측 포메이션).
// 그 외 맵: 일반 3 + 엘리트 2 + 보스 1. 전투 시 BuildMonsters가 노드 타입별로 1~3마리 랜덤 추첨.
const LAYOUT_MAP01 = [
{ group: 'combat', x: 2.6 }, { group: 'combat', x: 3.6 }, { group: 'combat', x: 4.6 },
{ group: 'combat', x: 5.6 }, { group: 'combat', x: 6.6 },
{ group: 'elite', x: 4.6 },
{ group: 'boss', x: 4.6 },
];
const LAYOUT_DEFAULT = [
{ group: 'combat', x: 2.3 }, { group: 'combat', x: 3.8 }, { group: 'combat', x: 5.2 },
{ group: 'elite', x: 3.0 }, { group: 'elite', x: 5.0 },
{ group: 'boss', x: 4.0 },
];
const layoutFor = (nn) => (nn === 1 ? LAYOUT_MAP01 : LAYOUT_DEFAULT);
const MONSTER_VARIANTS = [
{ sprite: '96e955c1bf27415e84f96deea200a8f1', stand: '96e955c1bf27415e84f96deea200a8f1', hit: 'aec9504d5dc24aceb5646b79d30abad4', die: '65a2bfb039614f2e9e4ccc354340153d' },
{ sprite: 'f86992ba9c41487c8480fcb893fcbda6', stand: 'f86992ba9c41487c8480fcb893fcbda6', hit: 'd305b942b1704c8084548108ff3b7a6b', die: '5a563e5fd98c4132b61057dc6bb8aaf2' },
{ sprite: 'a2204a21d88942b281d2cac6053ffbaa', stand: 'a2204a21d88942b281d2cac6053ffbaa', hit: 'afc08936b8a64b26bc3dd8c03ead1f26', die: 'fc1c6d9ba9bc413ab53b6dbfae3ac45b' },
{ sprite: 'd8f014043ce8418f96700c2b6c9ebf6c', stand: 'd8f014043ce8418f96700c2b6c9ebf6c', hit: 'c3cf643b618346c7bfa6574187b396f9', die: 'a88d9b3d60f941e4890dc89a6ccaa8ee' },
{ sprite: '17b55730c26f4fd6b8fcfa288da388de', stand: '17b55730c26f4fd6b8fcfa288da388de', hit: 'eac48e84a9fc4580a4018de5cf52ddb3', die: '51c2f4b59a2c413db26035aa57002fc8' },
{ sprite: '48c10437ae8344a9b2a1d3f36185728f', stand: '48c10437ae8344a9b2a1d3f36185728f', hit: '9044063647854f5e9128efcf80e909be', die: 'f414577d18c94cc387c275df4abdbc3b' },
{ sprite: '4ca39dbfa1c6492283ba8bd352d12b0a', stand: '4ca39dbfa1c6492283ba8bd352d12b0a', hit: '7ac78511036e4ebe988b97c35fc275d1', die: '740f3f2b2e7a4b71bec5eac84e8539f9' },
{ sprite: 'ed3908e24d694bb786023fc1ed073489', stand: 'ed3908e24d694bb786023fc1ed073489', hit: '4763c9bebc9245998c9c499b6316aa9f', die: 'b168793b92a844a3a3a6f4ce647a14d2' },
{ sprite: '3109357701ae41a4bcc7543f52f1f4c3', stand: '3109357701ae41a4bcc7543f52f1f4c3', hit: 'ce0269079e884545b5bb6ea075e2a67f', die: 'a5e65650e00e47878cac1be7a5b999a0' },
];
// map01~05에 data/encounters.json 로스터대로 종별 모델 인스턴스를 배치(결정론).
// 기존 몬스터 엔티티 전부 제거 후 로스터 전체를 그룹별 x 균등 분포로 재생성.
// 준비도 가드: 로스터에 appearance 미보유 적이 있는 맵은 재생성을 건너뛴다(기존 맵 보존).
const enemies = JSON.parse(readFileSync('data/enemies.json', 'utf8')).enemies;
const encounters = JSON.parse(readFileSync('data/encounters.json', 'utf8'));
const X_RANGE = { combat: [2.3, 6.6], elite: [3.0, 5.6], boss: [4.6, 4.6] };
function rng(seed) { let s = seed >>> 0; return () => { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; }; }
const isMonster = (e) => typeof e.componentNames === 'string' && e.componentNames.includes('script.Monster');
function encGuid(nn, idx) {
const n = (nn * 1000 + 500 + idx) >>> 0;
const h8 = n.toString(16).padStart(8, '0');
const h12 = n.toString(16).padStart(12, '0');
return `${h8}-0000-4000-8000-${h12}`;
return `${n.toString(16).padStart(8, '0')}-0000-4000-8000-${n.toString(16).padStart(12, '0')}`;
}
const isMonster = (e) => typeof e.componentNames === 'string' && e.componentNames.includes('script.Monster');
const compOf = (e, t) => e.jsonString['@components'].find((c) => c['@type'] === t);
function pick(rand, pool) { return pool[Math.floor(rand() * pool.length)]; }
function pickN(rand, pool, n) {
const a = pool.slice();
const out = [];
for (let i = 0; i < n; i++) {
if (a.length === 0) a.push(...pool);
out.push(a.splice(Math.floor(rand() * a.length), 1)[0]);
}
return out;
function slotX(group, i, count) {
const [lo, hi] = X_RANGE[group];
return count <= 1 ? (lo + hi) / 2 : lo + (i * (hi - lo)) / (count - 1);
}
function patchMap(nn) {
const tag = String(nn).padStart(2, '0');
const file = `map/map${tag}.map`;
const roster = encounters[`map${tag}`];
if (!roster) throw new Error(`[gen-map-encounters] encounters.json에 map${tag} 없음`);
const rosterIds = ['combat', 'elite', 'boss'].flatMap((g) => roster[g] || []);
for (const id of rosterIds) {
if (!enemies[id]) throw new Error(`[gen-map-encounters] map${tag} 로스터에 없는 적: ${id}`);
}
// 준비도 가드: appearance 미보유 적이 하나라도 있으면 이 맵은 보존(스킵)
const missing = rosterIds.filter((id) => !enemies[id].appearance);
if (missing.length) return `map${tag}(SKIP: appearance 없음 ${[...new Set(missing)].join('/')})`;
const map = JSON.parse(readFileSync(file, 'utf8'));
const ents = map.ContentProto.Entities;
const monsters = ents.filter(isMonster);
if (monsters.length === 0) throw new Error(`[gen-map-encounters] ${file} 몬스터 템플릿 없음`);
const template = monsters[0];
map.ContentProto.Entities = ents.filter((e) => !isMonster(e));
const rand = rng(nn * 7919 + 17);
const layout = layoutFor(nn);
const nCombat = layout.filter((s) => s.group === 'combat').length;
const nElite = layout.filter((s) => s.group === 'elite').length;
const combatIds = pickN(rand, COMBAT_POOL, nCombat);
const eliteIds = pickN(rand, ELITE_POOL, nElite);
const bossId = pick(rand, BOSS_POOL);
const variants = pickN(rand, MONSTER_VARIANTS, layout.length);
let ci = 0, ei = 0;
layout.forEach((slot, idx) => {
const m = JSON.parse(JSON.stringify(template));
const enemyId = slot.group === 'combat' ? combatIds[ci++] : slot.group === 'elite' ? eliteIds[ei++] : bossId;
const name = `${slot.group}_${idx + 1}`;
m.id = encGuid(nn, idx);
m.path = `/maps/map${tag}/${name}`;
m.jsonString.path = m.path;
m.jsonString.name = name;
const o = m.jsonString.origin;
if (o) { if (o.root_entity_id) o.root_entity_id = m.id; if (o.sub_entity_id) o.sub_entity_id = m.id; }
const tr = compOf(m, 'MOD.Core.TransformComponent');
if (tr && tr.Position) tr.Position.x = slot.x;
const v = variants[idx];
const sp = compOf(m, 'MOD.Core.SpriteRendererComponent');
if (sp) sp.SpriteRUID = v.stand;
const sa = compOf(m, 'MOD.Core.StateAnimationComponent');
if (sa) sa.ActionSheet = { stand: v.stand, hit: v.hit, die: v.die };
let cm = compOf(m, 'script.CombatMonster');
if (!cm) {
cm = { '@type': 'script.CombatMonster', Enable: true };
m.jsonString['@components'].push(cm);
const names = (m.componentNames || '').split(',').filter((s) => s && s !== 'script.CombatMonster');
names.push('script.CombatMonster');
m.componentNames = names.join(',');
}
cm.EnemyId = enemyId;
cm.Group = slot.group;
map.ContentProto.Entities.push(m);
});
map.ContentProto.Entities = map.ContentProto.Entities.filter((e) => !isMonster(e));
const nameCount = {};
let idx = 0;
for (const group of ['combat', 'elite', 'boss']) {
const ids = roster[group] || [];
ids.forEach((enemyId, i) => {
nameCount[enemyId] = (nameCount[enemyId] || 0) + 1;
const name = nameCount[enemyId] > 1 ? `${enemyId}_${nameCount[enemyId]}` : enemyId;
map.ContentProto.Entities.push(buildMonsterInstance({
enemyId, enemy: enemies[enemyId], name, guid: encGuid(nn, idx), mapTag: tag, x: slotX(group, i, ids.length), group,
}));
idx += 1;
});
}
writeFileSync(file, JSON.stringify(map, null, 2), 'utf8');
return `map${tag}(${combatIds.join('/')}|${eliteIds.join('/')}|${bossId})`;
const counts = ['combat', 'elite', 'boss'].map((g) => `${g}${(roster[g] || []).length}`).join('/');
return `map${tag}(${counts})`;
}
const made = MAP_NUMBERS.map(patchMap);
const made = [1, 2, 3, 4, 5].map(patchMap);
console.log('Encounters:', made.join(', '));

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@@ -1,10 +1,8 @@
import { readFileSync, writeFileSync } from 'node:fs';
import { writeFileSync } from 'node:fs';
// 맵 몬스터에 적 타입(EnemyId)을 부여하고, BeginPlay 시 /common 컨트롤러에 자기등록하는 마커.
// 카드 전투 시 컨트롤러가 등록 목록으로 인카운터를 구성한다.
const MAP_NUMBERS = Array.from({ length: 5 }, (_, i) => i + 1); // map01~05
const NAME_TO_ENEMY = { '주황버섯': 'orange_mushroom', '파란버섯': 'blue_mushroom' };
const DEFAULT_ENEMY = 'orange_mushroom';
// 카드 전투용 자기등록 마커 codeblock(CombatMonster) 생성.
// BeginPlay 시 /common 컨트롤러에 자기등록해 인카운터를 구성한다.
// 맵 부착 값(EnemyId/Group)은 gen-map-encounters.mjs가 인스턴스에 직접 기록한다.
function prop(Type, Name, DefaultValue = 'nil') {
return { Type, DefaultValue, SyncDirection: 0, Attributes: [], Name };
@@ -49,39 +47,5 @@ eventId = _TimerService:SetTimerRepeat(reg, 0.1)`),
writeFileSync('RootDesk/MyDesk/CombatMonster.codeblock', JSON.stringify(cb, null, 2) + '\n', 'utf8');
}
const isMonster = (e) => typeof e.componentNames === 'string' && e.componentNames.includes('script.Monster');
function patchMap(nn) {
const tag = String(nn).padStart(2, '0');
const file = `map/map${tag}.map`;
const map = JSON.parse(readFileSync(file, 'utf8'));
let added = 0, kept = 0;
for (const e of map.ContentProto.Entities.filter(isMonster)) {
const comps = e.jsonString && e.jsonString['@components'];
if (!Array.isArray(comps)) {
console.warn(`[gen-combat-monster] entity "${(e.jsonString && e.jsonString.name) || e.path}" has no @components — skipped`);
continue;
}
const name = (e.jsonString && e.jsonString.name) || '';
const existing = comps.find((c) => c['@type'] === 'script.CombatMonster');
if (existing) {
// 사용자가 메이커에서 설정한 값 보존 — 누락된 키만 기본값 채움
if (existing.Enable === undefined) existing.Enable = true;
if (existing.EnemyId == null) existing.EnemyId = NAME_TO_ENEMY[name] || DEFAULT_ENEMY;
if (existing.Group == null) existing.Group = 'combat';
kept++;
} else {
comps.push({ '@type': 'script.CombatMonster', Enable: true, EnemyId: NAME_TO_ENEMY[name] || DEFAULT_ENEMY, Group: 'combat' });
added++;
}
const names = (e.componentNames || '').split(',').filter((s) => s && s !== 'script.CombatMonster');
names.push('script.CombatMonster');
e.componentNames = names.join(',');
}
writeFileSync(file, JSON.stringify(map, null, 2), 'utf8');
return `map${tag}(+${added}/keep${kept})`;
}
writeCodeblock();
const patched = MAP_NUMBERS.map(patchMap);
console.log('CombatMonster codeblock written; patched maps:', patched.join(', '));
console.log('CombatMonster codeblock written.');

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@@ -0,0 +1,29 @@
import { readFileSync, writeFileSync, readdirSync } from 'node:fs';
import { buildMonsterModel, modelEntryId } from './lib/monster-model.mjs';
// 적 18종 각각의 전용 모델(.model) emit. 단일 소스: data/enemies.json(appearance) + ChaseMonster.model(골격).
const OUT_DIR = 'RootDesk/MyDesk/Models/Monsters';
const enemies = JSON.parse(readFileSync('data/enemies.json', 'utf8')).enemies;
const skeleton = JSON.parse(readFileSync('Global/ChaseMonster.model', 'utf8'));
// EntryKey 충돌 가드 (LEA-3015 예방): 기존 .model들의 EntryKey 수집 (경로별)
const existing = []; // { key, path }
for (const dir of ['Global', OUT_DIR]) {
for (const f of readdirSync(dir).filter((n) => n.endsWith('.model'))) {
const path = `${dir}/${f}`;
existing.push({ key: JSON.parse(readFileSync(path, 'utf8')).EntryKey, path });
}
}
const written = [];
const skipped = [];
for (const [enemyId, enemy] of Object.entries(enemies)) {
if (!enemy.appearance) { skipped.push(enemyId); continue; }
const file = buildMonsterModel(enemyId, enemy, skeleton);
const outPath = `${OUT_DIR}/${enemyId}.model`;
const clash = existing.find((e) => e.key === file.EntryKey && e.path !== outPath);
if (clash) throw new Error(`[gen-monster-models] EntryKey 충돌: ${file.EntryKey} (기존 ${clash.path})`);
writeFileSync(outPath, JSON.stringify(file, null, 2) + '\n', 'utf8');
written.push(enemyId);
}
console.log(`[gen-monster-models] ${written.length}종 emit${skipped.length ? ` / appearance 없음 스킵: ${skipped.join(', ')}` : ''}`);

View File

@@ -0,0 +1,78 @@
// 몬스터 종별 모델(.model)과 맵 인스턴스 엔티티의 공용 빌더.
// 단일 소스: data/enemies.json의 appearance. fs 접근 없음(호출자가 skeleton 주입) — 테스트 용이.
const STR_TYPE = 'System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089';
const SINGLE_TYPE = 'System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089';
const VEC2_TYPE = 'MOD.Core.MODVector2, MOD.Core, Version=26.5.0.0, Culture=neutral, PublicKeyToken=null';
const DICT_TYPE = 'MOD.Core.MODSyncDictionary`2[[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]], MOD.Core, Version=26.5.0.0, Culture=neutral, PublicKeyToken=null';
const native = (type) => ({ $type: 'MODNativeType', type });
const vec2 = (v) => ({ $type: 'MOD.Core.MODVector2, MOD.Core', x: v.x, y: v.y });
const DAMAGE_SKIN_ID = '02c22d93421b4038b3c413b3e40b57ec';
export function modelEntryId(enemyId) {
return `monster-${enemyId}`;
}
function requireAppearance(enemyId, enemy) {
if (!enemy?.appearance?.sheet?.stand) throw new Error(`[monster-model] ${enemyId}: appearance.sheet.stand 없음 — data/enemies.json 확인`);
return enemy.appearance;
}
// .model 파일 전체 객체 생성 — ChaseMonster.model(skeleton)을 골격으로 복제·확장.
export function buildMonsterModel(enemyId, enemy, skeletonJson) {
const app = requireAppearance(enemyId, enemy);
const file = JSON.parse(JSON.stringify(skeletonJson)); // 순수성: 입력 비변형
const json = file.ContentProto.Json;
file.EntryKey = `model://${modelEntryId(enemyId)}`;
json.Id = modelEntryId(enemyId);
json.Name = enemyId;
json.Components = json.Components
.filter((c) => !c.includes('AIWander') && !c.includes('AIChase'))
.concat(['MOD.Core.DamageSkinSettingComponent', 'script.CombatMonster']);
const setValue = (TargetType, Name, typeStr, Value) => {
json.Values = json.Values.filter((v) => !(v.TargetType === TargetType && v.Name === Name));
json.Values.push({ TargetType, Name, ValueType: native(typeStr), Value });
};
setValue('MOD.Core.SpriteRendererComponent', 'SpriteRUID', STR_TYPE, app.sheet.stand);
setValue('MOD.Core.SpriteRendererComponent', 'SortingLayer', STR_TYPE, 'MapLayer0');
setValue('MOD.Core.StateAnimationComponent', 'ActionSheet', DICT_TYPE, { ...app.sheet }); // 메이커 미해석 시 이 줄만 제거(런타임은 인스턴스 값 사용)
setValue('MOD.Core.HitComponent', 'BoxSize', VEC2_TYPE, vec2(app.box));
setValue('MOD.Core.HitComponent', 'ColliderOffset', VEC2_TYPE, vec2(app.off));
setValue('MOD.Core.MovementComponent', 'InputSpeed', SINGLE_TYPE, 0);
setValue('script.CombatMonster', 'EnemyId', STR_TYPE, enemyId); // 편의 베이크 — 실패해도 무해(인스턴스가 정본)
return file;
}
// 맵 인스턴스 엔티티 — 현행 맵 몬스터 인스턴스 골격(map01 실측)과 동일 형태.
export function buildMonsterInstance({ enemyId, enemy, name, guid, mapTag, x, group }) {
const app = requireAppearance(enemyId, enemy);
const components = [
{ '@type': 'MOD.Core.TransformComponent', Position: { x, y: 0.03499998, z: 999.999 }, QuaternionRotation: { x: 0, y: 0, z: 0, w: 1 }, Scale: { x: 1, y: 1, z: 1 }, Enable: true },
{ '@type': 'MOD.Core.StateAnimationComponent', ActionSheet: { ...app.sheet }, Enable: true },
{ '@type': 'MOD.Core.SpriteRendererComponent', ActionSheet: {}, EndFrameIndex: 0, RenderSetting: 1, SortingLayer: 'MapLayer0', SpriteRUID: app.sheet.stand, StartFrameIndex: 0, Enable: true },
{ '@type': 'MOD.Core.RigidbodyComponent', MoveVelocity: { x: 0, y: 0 }, RealMoveVelocity: { x: 0, y: 0 }, Enable: true },
{ '@type': 'MOD.Core.MovementComponent', InputSpeed: 0, JumpForce: 6, Enable: false },
{ '@type': 'MOD.Core.StateComponent', IsLegacy: false, Enable: true },
{ '@type': 'MOD.Core.HitComponent', BoxSize: { x: app.box.x, y: app.box.y }, ColliderOffset: { x: app.off.x, y: app.off.y }, IsLegacy: false, Enable: true },
{ '@type': 'MOD.Core.DamageSkinSpawnerComponent', Enable: true },
{ '@type': 'script.Monster', Enable: true, IsDead: false },
{ '@type': 'script.MonsterAttack', Enable: true, SpriteSize: { x: 0, y: 0 }, PositionOffset: { x: 0, y: 0 } },
{ '@type': 'MOD.Core.KinematicbodyComponent', MoveVelocity: { x: 0, y: 0 }, Enable: true },
{ '@type': 'MOD.Core.SideviewbodyComponent', MoveVelocity: { x: 0, y: 0 }, Enable: true },
{ '@type': 'MOD.Core.DamageSkinSettingComponent', DamageSkinId: { DataId: DAMAGE_SKIN_ID }, Enable: true },
{ '@type': 'script.CombatMonster', Enable: true, EnemyId: enemyId, Group: group },
];
const path = `/maps/map${mapTag}/${name}`;
return {
id: guid,
path,
componentNames: components.map((c) => c['@type']).join(','),
jsonString: {
name, path, nameEditable: true, enable: true, visible: true, localize: false,
displayOrder: 4, pathConstraints: '///', revision: 2,
origin: { type: 'Model', entry_id: modelEntryId(enemyId), sub_entity_id: null, root_entity_id: guid, replaced_model_id: null },
modelId: modelEntryId(enemyId),
'@components': components,
'@version': 1,
},
};
}

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@@ -0,0 +1,60 @@
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { buildMonsterModel, buildMonsterInstance, modelEntryId } from './lib/monster-model.mjs';
const skeleton = JSON.parse(readFileSync('Global/ChaseMonster.model', 'utf8'));
const enemy = {
name: '슬라임', maxHp: 45, intents: [],
appearance: { sheet: { stand: 'AAAA', hit: 'BBBB', die: 'CCCC' }, box: { x: 0.63, y: 0.58 }, off: { x: 0.045, y: 0.29 } },
};
test('modelEntryId: monster- 접두', () => {
assert.equal(modelEntryId('slime'), 'monster-slime');
});
test('buildMonsterModel: EntryKey/Id/Name 파생', () => {
const m = buildMonsterModel('slime', enemy, skeleton);
assert.equal(m.EntryKey, 'model://monster-slime');
assert.equal(m.ContentProto.Json.Id, 'monster-slime');
assert.equal(m.ContentProto.Json.Name, 'slime');
});
test('buildMonsterModel: 외형·EnemyId 베이크 + AI-free + 컴포넌트 확장', () => {
const j = buildMonsterModel('slime', enemy, skeleton).ContentProto.Json;
assert.ok(j.Components.includes('script.CombatMonster'));
assert.ok(j.Components.includes('MOD.Core.DamageSkinSettingComponent'));
assert.ok(!j.Components.some((c) => c.includes('AIWander') || c.includes('AIChase')));
const val = (t, n) => j.Values.find((v) => v.TargetType === t && v.Name === n)?.Value;
assert.equal(val('MOD.Core.SpriteRendererComponent', 'SpriteRUID'), 'AAAA');
assert.deepEqual(val('MOD.Core.StateAnimationComponent', 'ActionSheet'), enemy.appearance.sheet);
assert.equal(val('script.CombatMonster', 'EnemyId'), 'slime');
assert.equal(val('MOD.Core.MovementComponent', 'InputSpeed'), 0);
assert.equal(val('MOD.Core.HitComponent', 'BoxSize').x, 0.63);
});
test('buildMonsterModel: 원본 skeleton 비변형(순수 함수)', () => {
const before = JSON.stringify(skeleton);
buildMonsterModel('slime', enemy, skeleton);
assert.equal(JSON.stringify(skeleton), before);
});
test('buildMonsterInstance: 모델 연결·컴포넌트 값', () => {
const e = buildMonsterInstance({ enemyId: 'slime', enemy, name: 'slime', guid: '00000bb9-0000-4000-8000-000000000bb9', mapTag: '03', x: 3.4, group: 'elite' });
assert.equal(e.jsonString.modelId, 'monster-slime');
assert.equal(e.jsonString.origin.entry_id, 'monster-slime');
assert.equal(e.jsonString.origin.root_entity_id, e.id);
assert.equal(e.path, '/maps/map03/slime');
const comp = (t) => e.jsonString['@components'].find((c) => c['@type'] === t);
assert.equal(comp('script.CombatMonster').EnemyId, 'slime');
assert.equal(comp('script.CombatMonster').Group, 'elite');
assert.equal(comp('MOD.Core.TransformComponent').Position.x, 3.4);
assert.equal(comp('MOD.Core.SpriteRendererComponent').SpriteRUID, 'AAAA');
assert.deepEqual(comp('MOD.Core.StateAnimationComponent').ActionSheet, enemy.appearance.sheet);
assert.equal(comp('MOD.Core.MovementComponent').Enable, false);
assert.equal(e.componentNames, e.jsonString['@components'].map((c) => c['@type']).join(','));
});
test('buildMonsterInstance: appearance 없는 적은 에러(fail-fast)', () => {
assert.throws(() => buildMonsterInstance({ enemyId: 'x', enemy: { name: 'x' }, name: 'x', guid: 'g', mapTag: '01', x: 1, group: 'combat' }), /appearance/);
});

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@@ -0,0 +1,82 @@
import { readFileSync } from 'node:fs';
const cards = JSON.parse(readFileSync('data/cards.json', 'utf8')).cards;
const rogueClasses = new Set(['rogue', 'thief', 'thiefmaster', 'assassin', 'hermit']);
const mapleSkillCards = {
DoubleStab: '더블 스탭',
LuckySeven: '럭키 세븐',
Haste: '헤이스트',
DarkSight: '다크 사이트',
FlashJump: '플래시 점프',
NimbleBody: '님블 바디',
SavageBlow: '새비지 블로우',
CriticalEdge: '크리티컬 엣지',
Steal: '스틸',
DaggerAcceleration: '대거 액셀레이션',
Karma: '카르마',
DaggerMastery: '대거 마스터리',
PhysicalTraining: '피지컬 트레이닝',
ShieldMastery: '실드 마스터리',
ThiefAgility: '시프 어질리티',
EdgeCarnival: '엣지 카니발',
MuspelHeim: '무스펠 하임',
MesoExplosion: '메소 익스플로젼',
DarkFlare: '다크 플레어',
PickPocket: '픽 파킷',
ShadowPartner: '쉐도우 파트너',
AdvancedDarkSight: '어드밴스드 다크 사이트',
IntoDarkness: '인투 다크니스',
Venom: '베놈',
Grid: '그리드',
RadicalDarkness: '래디컬 다크니스',
ShurikenBurst: '슈리켄 버스트',
WindTalisman: '윈드 탈리스만',
MarkOfAssassin: '마크 오브 어쌔신',
ShadowRush: '쉐도우 러쉬',
ShadowLeap: '쉐도우 리프',
ShadowBlink: '쉐도우 블링크',
JavelinMastery: '자벨린 마스터리',
JavelinAcceleration: '자벨린 액셀레이션',
CriticalThrow: '크리티컬 스로우',
AssassinPhysicalTraining: '피지컬 트레이닝',
TripleThrow: '트리플 스로우',
ShurikenChallenge: '슈리켄 챌린지',
HermitDarkFlare: '다크 플레어',
HermitShadowPartner: '쉐도우 파트너',
SpiritJavelin: '스피릿 자벨린',
HermitRadicalDarkness: '래디컬 다크니스',
HermitVenom: '베놈',
SkilledJavelin: '숙련된 표창술',
HermitAdrenaline: '아드레날린',
};
const errors = [];
for (const [id, expectedName] of Object.entries(mapleSkillCards)) {
if (!cards[id]) errors.push(`원본 스킬 카드 없음: ${id}`);
else if (cards[id].name !== expectedName) errors.push(`원본 스킬명 변경: ${id} (${cards[id].name} != ${expectedName})`);
}
const customCards = Object.entries(cards).filter(([id, card]) => rogueClasses.has(card.class) && !mapleSkillCards[id]);
if (customCards.length !== 78) errors.push(`도적 비스킬 카드 수 불일치: ${customCards.length} != 78`);
const names = new Map();
for (const [id, card] of Object.entries(cards)) {
if (!names.has(card.name)) names.set(card.name, []);
names.get(card.name).push(id);
}
const nonRogueNames = new Set(Object.values(cards).filter((card) => !rogueClasses.has(card.class) && card.class !== 'shiv').map((card) => card.name));
for (const [id, card] of customCards) {
const sameNameIds = names.get(card.name) || [];
if (sameNameIds.length > 1) errors.push(`비스킬 카드명 중복: ${id} ${card.name} (${sameNameIds.join(', ')})`);
if (nonRogueNames.has(card.name)) errors.push(`다른 직업 카드명 충돌: ${id} ${card.name}`);
}
console.log(`메이플 원본 스킬명 고정 ${Object.keys(mapleSkillCards).length}장 | 도적 비스킬 고유 이름 ${customCards.length}`);
if (errors.length > 0) {
for (const error of errors) console.error(`ERROR: ${error}`);
process.exitCode = 1;
} else {
console.log('RESULT: 도적 카드 이름 규칙 이상 0');
}