// AI 전투 밸런스 시뮬레이터 — 오프라인 몬테카를로. // ⚠️ 전투 규칙은 tools/gen-slaydeck.mjs 의 Lua(SlayDeckController)와 동기화 유지할 것. // (데이터는 data/*.json 공유, 규칙 로직은 JS로 중복 재현) import { readFileSync } from 'node:fs'; export const PLAYER_HP = 80; // 데이터 미포함 placeholder (codeblock과 일치) export const ENERGY = 3; export const HAND_SIZE = 5; export const MAX_TURNS = 100; export function mulberry32(seed) { let a = seed >>> 0; return function () { a |= 0; a = (a + 0x6D2B79F5) | 0; let t = Math.imul(a ^ (a >>> 15), 1 | a); t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t; return ((t ^ (t >>> 14)) >>> 0) / 4294967296; }; } export function shuffle(arr, rng) { const a = arr.slice(); for (let i = a.length - 1; i > 0; i--) { const j = Math.floor(rng() * (i + 1)); [a[i], a[j]] = [a[j], a[i]]; } return a; } // 방어 우선 차감 후 hp 적용 → { hp, block } export function applyDamage(hp, block, amount) { let dmg = amount; if (block > 0) { const absorbed = Math.min(block, dmg); block -= absorbed; dmg -= absorbed; } hp -= dmg; if (hp < 0) hp = 0; return { hp, block }; } export function loadData() { const cardsData = JSON.parse(readFileSync('data/cards.json', 'utf8')); const enemiesData = JSON.parse(readFileSync('data/enemies.json', 'utf8')); const enemy = enemiesData.enemies[enemiesData.activeEnemy]; if (!enemy) throw new Error(`activeEnemy 없음: ${enemiesData.activeEnemy}`); return { cards: cardsData.cards, starterDeck: cardsData.starterDeck, enemy }; } // 손패에서 다음에 낼 카드의 인덱스 반환(-1=턴 종료). hand=카드 id 배열. export function chooseAction(hand, cards, energy, enemyHp, enemyBlock, enemyIntent) { const entries = hand.map((id, i) => ({ id, i })).filter((x) => cards[x.id].cost <= energy); const attacks = entries.filter((x) => cards[x.id].kind === 'Attack'); const skills = entries.filter((x) => cards[x.id].kind === 'Skill'); const dmgEff = (x) => (cards[x.id].damage || 0) / cards[x.id].cost; const blkEff = (x) => (cards[x.id].block || 0) / cards[x.id].cost; const bestBy = (list, fn) => list.slice().sort((a, b) => fn(b) - fn(a))[0]; // 1) 치사: 에너지 한도 내 효율순 공격 데미지 합 >= 적 유효 hp? let e = energy, lethalDmg = 0; for (const x of attacks.slice().sort((a, b) => dmgEff(b) - dmgEff(a))) { if (cards[x.id].cost <= e) { e -= cards[x.id].cost; lethalDmg += cards[x.id].damage || 0; } } if (attacks.length && lethalDmg >= enemyHp + enemyBlock) return bestBy(attacks, dmgEff).i; // 2) 적 공격 의도면 방어 우선 if (enemyIntent && enemyIntent.kind === 'Attack' && skills.length) return bestBy(skills, blkEff).i; // 3) 공격 우선, 없으면 스킬, 없으면 종료 if (attacks.length) return bestBy(attacks, dmgEff).i; if (skills.length) return bestBy(skills, blkEff).i; return -1; } function bump(s, cost, dmg, blk) { s = s || { plays: 0, energy: 0, damage: 0, block: 0 }; s.plays++; s.energy += cost; s.damage += dmg; s.block += blk; return s; } // 단일 전투 시뮬. stats(선택): {cardId: {plays,energy,damage,block}} 누적. // 반환: { win, turns, playerHpRemaining, draw? } export function simulateCombat(data, rng, stats) { const { cards, starterDeck, enemy } = data; let drawPile = shuffle(starterDeck, rng); let discard = []; let hand = []; let pHp = PLAYER_HP, pBlock = 0; let eHp = enemy.maxHp, eBlock = 0, intentIdx = 0; let turns = 0; function draw(n) { for (let k = 0; k < n; k++) { if (drawPile.length === 0) { drawPile = shuffle(discard, rng); discard = []; } if (drawPile.length === 0) break; hand.push(drawPile.pop()); } } while (turns < MAX_TURNS) { turns++; let energy = ENERGY; pBlock = 0; hand = []; draw(HAND_SIZE); while (true) { const intent = enemy.intents[intentIdx]; const idx = chooseAction(hand, cards, energy, eHp, eBlock, intent); if (idx < 0) break; const id = hand[idx], c = cards[id]; energy -= c.cost; if (c.kind === 'Attack') { const r = applyDamage(eHp, eBlock, c.damage || 0); eHp = r.hp; eBlock = r.block; if (stats) stats[id] = bump(stats[id], c.cost, c.damage || 0, 0); } else { pBlock += c.block || 0; if (stats) stats[id] = bump(stats[id], c.cost, 0, c.block || 0); } hand.splice(idx, 1); discard.push(id); if (eHp <= 0) return { win: true, turns, playerHpRemaining: pHp }; } discard.push(...hand); hand = []; eBlock = 0; const intent = enemy.intents[intentIdx]; if (intent.kind === 'Attack') { const r = applyDamage(pHp, pBlock, intent.value); pHp = r.hp; pBlock = r.block; } else if (intent.kind === 'Defend') { eBlock += intent.value; } intentIdx = (intentIdx + 1) % enemy.intents.length; if (pHp <= 0) return { win: false, turns, playerHpRemaining: 0 }; } return { win: false, turns, playerHpRemaining: pHp, draw: true }; } function mean(a) { return a.length ? a.reduce((s, x) => s + x, 0) / a.length : 0; } function median(a) { if (!a.length) return 0; const s = a.slice().sort((x, y) => x - y), m = Math.floor(s.length / 2); return s.length % 2 ? s[m] : (s[m - 1] + s[m]) / 2; } export function runBatch(N, seed) { const data = loadData(); const rng = mulberry32(seed); const cardStats = {}; let wins = 0, draws = 0; const turnsArr = [], hpArr = []; for (let i = 0; i < N; i++) { const r = simulateCombat(data, rng, cardStats); if (r.draw) draws++; if (r.win) { wins++; hpArr.push(r.playerHpRemaining); } turnsArr.push(r.turns); } return { N, wins, draws, losses: N - wins - draws, winRate: wins / N, avgTurns: mean(turnsArr), medianTurns: median(turnsArr), avgHpOnWin: mean(hpArr), cardStats, cards: data.cards, enemy: data.enemy, seed, }; } export function formatReport(r) { const L = []; L.push(`=== 밸런스 시뮬레이션 (적: ${r.enemy.name} HP ${r.enemy.maxHp}) ===`); L.push(`시뮬 ${r.N}회 (seed=${r.seed})`); L.push(`승률: ${(r.winRate * 100).toFixed(1)}% (승 ${r.wins} / 패 ${r.losses}${r.draws ? ` / 무 ${r.draws}` : ''})`); L.push(`평균 턴: ${r.avgTurns.toFixed(2)} 중앙값 턴: ${r.medianTurns}`); L.push(`승리 시 평균 잔여 HP: ${r.avgHpOnWin.toFixed(1)} / ${PLAYER_HP}`); if (r.draws) L.push(`⚠️ 무승부 ${r.draws}건 (턴 상한 ${MAX_TURNS} 초과)`); L.push(''); L.push('카드별:'); const rows = Object.entries(r.cardStats).map(([id, s]) => { const kind = r.cards[id].kind; const eff = kind === 'Attack' ? s.damage / s.energy : s.block / s.energy; return { id, name: r.cards[id].name, kind, plays: s.plays, eff }; }); for (const kind of ['Attack', 'Skill']) { const kr = rows.filter((x) => x.kind === kind); if (!kr.length) continue; const med = median(kr.map((x) => x.eff)); const unit = kind === 'Attack' ? '뎀/E' : '블록/E'; for (const x of kr) { const op = med > 0 && x.eff >= med * 1.5 ? ' ⚠️ OP 의심' : ''; L.push(` ${x.name}(${x.id}): 사용 ${x.plays}, 효율 ${x.eff.toFixed(2)} ${unit}${op}`); } } const sorted = rows.slice().sort((a, b) => b.plays - a.plays); if (sorted.length) L.push(`최다 사용: ${sorted[0].name} / 최소 사용: ${sorted[sorted.length - 1].name}`); return L.join('\n'); } function main() { const args = process.argv.slice(2); let N = 2000, seed = 1; for (let i = 0; i < args.length; i++) { if (args[i] === '--seed') seed = parseInt(args[++i], 10); else if (/^\d+$/.test(args[i])) N = parseInt(args[i], 10); } console.log(formatReport(runBatch(N, seed))); } if (process.argv[1] && process.argv[1].endsWith('sim-balance.mjs')) main();