- tools/{player,monster,camera,map,deck,balance}/ 로 8개 스크립트 분류 (git mv 이력 보존)
- gen-camera의 플레이어 입력 차단·시선 고정을 tools/player/gen-player-lock.mjs(PlayerLock 코드블록)로 분리
- MapCamera 코드블록은 카메라 속성 전용으로 정리, 11개 맵 루트에 script.PlayerLock 부착
- README 및 스크립트 주석의 도구 경로 갱신
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
200 lines
7.7 KiB
JavaScript
200 lines
7.7 KiB
JavaScript
// AI 전투 밸런스 시뮬레이터 — 오프라인 몬테카를로.
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// ⚠️ 전투 규칙은 tools/deck/gen-slaydeck.mjs 의 Lua(SlayDeckController)와 동기화 유지할 것.
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// (데이터는 data/*.json 공유, 규칙 로직은 JS로 중복 재현)
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import { readFileSync } from 'node:fs';
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export const PLAYER_HP = 80; // 데이터 미포함 placeholder (codeblock과 일치)
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export const ENERGY = 3;
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export const HAND_SIZE = 5;
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export const MAX_TURNS = 100;
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export function mulberry32(seed) {
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let a = seed >>> 0;
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return function () {
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a |= 0; a = (a + 0x6D2B79F5) | 0;
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let t = Math.imul(a ^ (a >>> 15), 1 | a);
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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};
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}
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export function shuffle(arr, rng) {
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const a = arr.slice();
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for (let i = a.length - 1; i > 0; i--) {
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const j = Math.floor(rng() * (i + 1));
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[a[i], a[j]] = [a[j], a[i]];
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}
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return a;
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}
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// 방어 우선 차감 후 hp 적용 → { hp, block }
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export function applyDamage(hp, block, amount) {
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let dmg = amount;
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if (block > 0) {
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const absorbed = Math.min(block, dmg);
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block -= absorbed;
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dmg -= absorbed;
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}
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hp -= dmg;
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if (hp < 0) hp = 0;
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return { hp, block };
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}
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export function loadData() {
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const cardsData = JSON.parse(readFileSync('data/cards.json', 'utf8'));
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const enemiesData = JSON.parse(readFileSync('data/enemies.json', 'utf8'));
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const enemy = enemiesData.enemies[enemiesData.activeEnemy];
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if (!enemy) throw new Error(`activeEnemy 없음: ${enemiesData.activeEnemy}`);
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return { cards: cardsData.cards, starterDeck: cardsData.starterDeck, enemy };
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}
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// 손패에서 다음에 낼 카드의 인덱스 반환(-1=턴 종료). hand=카드 id 배열.
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export function chooseAction(hand, cards, energy, enemyHp, enemyBlock, enemyIntent) {
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const entries = hand.map((id, i) => ({ id, i })).filter((x) => cards[x.id].cost <= energy);
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const attacks = entries.filter((x) => cards[x.id].kind === 'Attack');
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const skills = entries.filter((x) => cards[x.id].kind === 'Skill');
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const dmgEff = (x) => (cards[x.id].damage || 0) / cards[x.id].cost;
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const blkEff = (x) => (cards[x.id].block || 0) / cards[x.id].cost;
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const bestBy = (list, fn) => list.slice().sort((a, b) => fn(b) - fn(a))[0];
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// 1) 치사: 에너지 한도 내 효율순 공격 데미지 합 >= 적 유효 hp?
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let e = energy, lethalDmg = 0;
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for (const x of attacks.slice().sort((a, b) => dmgEff(b) - dmgEff(a))) {
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if (cards[x.id].cost <= e) { e -= cards[x.id].cost; lethalDmg += cards[x.id].damage || 0; }
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}
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if (attacks.length && lethalDmg >= enemyHp + enemyBlock) return bestBy(attacks, dmgEff).i;
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// 2) 적 공격 의도면 방어 우선
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if (enemyIntent && enemyIntent.kind === 'Attack' && skills.length) return bestBy(skills, blkEff).i;
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// 3) 공격 우선, 없으면 스킬, 없으면 종료
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if (attacks.length) return bestBy(attacks, dmgEff).i;
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if (skills.length) return bestBy(skills, blkEff).i;
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return -1;
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}
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function bump(s, cost, dmg, blk) {
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s = s || { plays: 0, energy: 0, damage: 0, block: 0 };
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s.plays++; s.energy += cost; s.damage += dmg; s.block += blk;
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return s;
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}
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// 단일 전투 시뮬. stats(선택): {cardId: {plays,energy,damage,block}} 누적.
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// 반환: { win, turns, playerHpRemaining, draw? }
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export function simulateCombat(data, rng, stats) {
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const { cards, starterDeck, enemy } = data;
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let drawPile = shuffle(starterDeck, rng);
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let discard = [];
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let hand = [];
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let pHp = PLAYER_HP, pBlock = 0;
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let eHp = enemy.maxHp, eBlock = 0, intentIdx = 0;
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let turns = 0;
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function draw(n) {
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for (let k = 0; k < n; k++) {
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if (drawPile.length === 0) { drawPile = shuffle(discard, rng); discard = []; }
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if (drawPile.length === 0) break;
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hand.push(drawPile.pop());
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}
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}
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while (turns < MAX_TURNS) {
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turns++;
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let energy = ENERGY; pBlock = 0; hand = []; draw(HAND_SIZE);
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while (true) {
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const intent = enemy.intents[intentIdx];
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const idx = chooseAction(hand, cards, energy, eHp, eBlock, intent);
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if (idx < 0) break;
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const id = hand[idx], c = cards[id];
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energy -= c.cost;
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if (c.kind === 'Attack') {
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const r = applyDamage(eHp, eBlock, c.damage || 0); eHp = r.hp; eBlock = r.block;
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if (stats) stats[id] = bump(stats[id], c.cost, c.damage || 0, 0);
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} else {
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pBlock += c.block || 0;
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if (stats) stats[id] = bump(stats[id], c.cost, 0, c.block || 0);
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}
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hand.splice(idx, 1); discard.push(id);
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if (eHp <= 0) return { win: true, turns, playerHpRemaining: pHp };
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}
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discard.push(...hand); hand = [];
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eBlock = 0;
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const intent = enemy.intents[intentIdx];
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if (intent.kind === 'Attack') { const r = applyDamage(pHp, pBlock, intent.value); pHp = r.hp; pBlock = r.block; }
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else if (intent.kind === 'Defend') { eBlock += intent.value; }
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intentIdx = (intentIdx + 1) % enemy.intents.length;
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if (pHp <= 0) return { win: false, turns, playerHpRemaining: 0 };
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}
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return { win: false, turns, playerHpRemaining: pHp, draw: true };
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}
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function mean(a) { return a.length ? a.reduce((s, x) => s + x, 0) / a.length : 0; }
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function median(a) {
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if (!a.length) return 0;
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const s = a.slice().sort((x, y) => x - y), m = Math.floor(s.length / 2);
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return s.length % 2 ? s[m] : (s[m - 1] + s[m]) / 2;
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}
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export function runBatch(N, seed) {
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const data = loadData();
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const rng = mulberry32(seed);
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const cardStats = {};
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let wins = 0, draws = 0;
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const turnsArr = [], hpArr = [];
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for (let i = 0; i < N; i++) {
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const r = simulateCombat(data, rng, cardStats);
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if (r.draw) draws++;
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if (r.win) { wins++; hpArr.push(r.playerHpRemaining); }
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turnsArr.push(r.turns);
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}
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return {
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N, wins, draws, losses: N - wins - draws,
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winRate: wins / N,
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avgTurns: mean(turnsArr), medianTurns: median(turnsArr),
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avgHpOnWin: mean(hpArr),
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cardStats, cards: data.cards, enemy: data.enemy, seed,
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};
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}
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export function formatReport(r) {
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const L = [];
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L.push(`=== 밸런스 시뮬레이션 (적: ${r.enemy.name} HP ${r.enemy.maxHp}) ===`);
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L.push(`시뮬 ${r.N}회 (seed=${r.seed})`);
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L.push(`승률: ${(r.winRate * 100).toFixed(1)}% (승 ${r.wins} / 패 ${r.losses}${r.draws ? ` / 무 ${r.draws}` : ''})`);
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L.push(`평균 턴: ${r.avgTurns.toFixed(2)} 중앙값 턴: ${r.medianTurns}`);
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L.push(`승리 시 평균 잔여 HP: ${r.avgHpOnWin.toFixed(1)} / ${PLAYER_HP}`);
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if (r.draws) L.push(`⚠️ 무승부 ${r.draws}건 (턴 상한 ${MAX_TURNS} 초과)`);
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L.push('');
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L.push('카드별:');
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const rows = Object.entries(r.cardStats).map(([id, s]) => {
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const kind = r.cards[id].kind;
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const eff = kind === 'Attack' ? s.damage / s.energy : s.block / s.energy;
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return { id, name: r.cards[id].name, kind, plays: s.plays, eff };
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});
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for (const kind of ['Attack', 'Skill']) {
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const kr = rows.filter((x) => x.kind === kind);
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if (!kr.length) continue;
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const med = median(kr.map((x) => x.eff));
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const unit = kind === 'Attack' ? '뎀/E' : '블록/E';
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for (const x of kr) {
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const op = med > 0 && x.eff >= med * 1.5 ? ' ⚠️ OP 의심' : '';
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L.push(` ${x.name}(${x.id}): 사용 ${x.plays}, 효율 ${x.eff.toFixed(2)} ${unit}${op}`);
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}
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}
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const sorted = rows.slice().sort((a, b) => b.plays - a.plays);
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if (sorted.length) L.push(`최다 사용: ${sorted[0].name} / 최소 사용: ${sorted[sorted.length - 1].name}`);
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return L.join('\n');
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}
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function main() {
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const args = process.argv.slice(2);
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let N = 2000, seed = 1;
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for (let i = 0; i < args.length; i++) {
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if (args[i] === '--seed') seed = parseInt(args[++i], 10);
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else if (/^\d+$/.test(args[i])) N = parseInt(args[i], 10);
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}
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console.log(formatReport(runBatch(N, seed)));
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}
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if (process.argv[1] && process.argv[1].endsWith('sim-balance.mjs')) main();
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