Phase 0: expedition-difficulty sim harness spike

New file internal/plugin/expedition_balance.go — sibling to
dnd_class_balance.go, no dnd_ prefix per feedback_avoid_dnd_naming.
Plan doc: gogobee_expedition_difficulty.md.

Critical de-risk settled: clock-injection seam. The harness does not
run the wall-clock tickers (expeditionBriefingTicker @ 06:00,
expeditionRecapTicker @ 21:00, expedition_ambient @ 3h) and does not
inject a virtual time.Now. Instead, advanceExpeditionOneDay
reimplements the morning→day→night pipeline by calling the math-pure
helpers directly: applyDailyBurn, dailyThreatDrift,
resolveCombatInterrupt, resolveWanderingCheck, simulateCombatWithRNG.
No DB, no goroutines, no clock.

Phase 0 trade-offs (documented in the file header):
- Boss completion deferred; survive-N-days is the proxy.
- Per-region zones, loot/XP, pardon/Sovereign, babysit, temporal
  stack effects all skipped — Phase 1+ scope.
- Encounter cadence (harnessHarvestRollsPerDay=4) is a placeholder
  to be calibrated against live traces in Phase 1.

Tests:
- TestExpeditionBalance_Phase0_Spike — T2 Crypt Valdris × L5 Fighter,
  100 trials, asserts only degenerate sentinels (no 0%/100%, days>0,
  days<=cap). Runs in <3s.
- TestExpeditionBalance_Phase0_SeedSpread — confirms the RNG seam is
  actually wired by showing two distinct seeds produce different
  trials. Full byte-for-byte reproducibility under same seed is not
  asserted at Phase 0; surpriseRoundNick + pickWanderingMonster
  draw from package-global rand (same caveat as class balance).

Spike numbers (calibration baseline, NOT a target): 1% completion,
99% deaths, median 4 days, ~6 encounters. The headline death rate is
loud but expected — Phase 1's full matrix will diagnose whether it's
HP-carryover punishment, bestiary-vs-abstract-monster delta, or kit
ladder mismatch. Phase 2 is where the centerline gets tuned.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-15 08:37:23 -07:00
parent 9aca6b202d
commit 53d1608490
2 changed files with 634 additions and 0 deletions

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package plugin
import (
"math/rand/v2"
"sort"
)
// Measurement harness for the expedition-difficulty pass
// (gogobee_expedition_difficulty.md). Sibling to dnd_class_balance.go —
// same Monte-Carlo philosophy, different target metric. Class balance
// answers "is my class viable?"; this harness answers "is the dungeon
// fair?". Same combat engine, orthogonal knobs.
//
// Naming: the file lives under expedition_balance.go (no dnd_ prefix)
// per feedback_avoid_dnd_naming — new infrastructure files shouldn't
// pick up the trademark-adjacent prefix.
//
// ── Clock-injection seam (the Phase 0 critical de-risk) ────────────────────
//
// The live expedition runs on two wall-clock-driven goroutines:
//
// expeditionBriefingTicker — 06:00 UTC, calls deliverBriefing
// expeditionRecapTicker — 21:00 UTC, calls deliverRecap
// expedition_ambient.go — every 3h, calls applyAmbientTick
//
// All three are unsuitable for a measurement harness: they're tied to
// wall time, they're 1-per-process singletons, and crucially their
// "advance" routines are heavily DB-coupled (deliverBriefing alone
// touches a half-dozen update statements).
//
// The decision Phase 0 makes here: **the harness does not run the
// tickers and does not inject a virtual time.Now**. Instead, advance
// is reimplemented as `advanceExpeditionOneDay`, a pure function that
// calls the *math-pure helpers* directly (applyDailyBurn,
// dailyThreatDrift, resolveCombatInterrupt, resolveWanderingCheck,
// SimulateCombat) on an in-memory *Expedition. No DB, no goroutines,
// no clock.
//
// What this gives up: any logic that lives only inside deliverBriefing
// (e.g. the temporal pre-burn override for Sunken Temple tidal, the
// approaching-siege RegionState["siege_warning_fired"] gate, the
// milestone narration). Those are flavor + bookkeeping, not difficulty
// math, so the cost is acceptable for measurement. Phase 1+ revisits
// any that turn out to affect outcomes.
//
// What this gives back: a self-contained replay that runs in <1ms per
// simulated day and produces reproducible numbers under a seedable
// RNG. The two combat helpers it leans on (SimulateCombat,
// surpriseRoundNick) already participate in the class-balance
// harness, so the contract is well-trodden.
//
// ── Phase 0 simplifying constraints ───────────────────────────────────────
//
// Per the plan doc, Phase 0's bar is "one cell runs to a sensible
// number." Specifically held off until Phase 1+:
//
// - Boss completion path. Phase 0 uses survive-N-days as the
// completion proxy. Boss assembly + per-zone room walks land in
// Phase 1 alongside the full matrix.
// - Per-region zones (multi-region E4 zones). Phase 0 treats every
// zone as single-region; the registry's first region is implicit.
// - Loot drops, XP accrual, kill-tag persistence. Pure economy; not
// a difficulty knob in the regression sense.
// - Pardon proc / Sovereign reprieve. Default OFF in Phase 0 so the
// baseline numbers aren't blurred by end-game safety nets.
// - Babysit safe-rest. OFF per [[feedback_npc_buffs_are_secret]] —
// discovery buff, not baseline difficulty.
// - Temporal stack effects (Heat / Time Dilation). Zone-specific
// gimmicks; Phase 3 per-zone outlier pass handles them.
//
// Encounter cadence is a Phase 0 lever: `harnessHarvestRollsPerDay`
// controls how many d20+tier interrupts a player faces per day. The
// number is a placeholder calibrated against the autopilot-harvest
// path — Phase 1's matrix will compare cadences against real player
// data and fix it down to a single value.
// ── Profile + result ──────────────────────────────────────────────────────
// expeditionBalanceProfile is one cell of the matrix: a single
// (zone, character build) pair to measure. Race fixed to Human like
// the class harness so the racial floor is neutral across cells.
type expeditionBalanceProfile struct {
ZoneID ZoneID
Class DnDClass
Subclass DnDSubclass
Level int
// Supplies the player departed with. Use makeSupplies for the
// canonical T-appropriate 3×standard kit.
Supplies ExpeditionSupplies
// CampType is the camp the player establishes each night.
// Standard is the spike default; Phase 3 may sweep this per cell.
CampType string
}
// expeditionTrialResult is the outcome of one simulated expedition.
// Completed and Died are mutually exclusive only when the run ended
// for a known reason — a SupplyStarvation extraction sets neither.
type expeditionTrialResult struct {
Completed bool
Died bool
StarvedOut bool
DaysElapsed int
ThreatAtEnd int
CombatEncounters int
HPRemainingPct float64 // endHP / maxHP at termination; survivors only
EndedReason string // "survived", "died_combat", "starved", "abandoned"
}
// expeditionBalanceResult is the aggregated win-rate per cell. Mirrors
// classBalanceResult — same shape, different lens.
type expeditionBalanceResult struct {
Profile expeditionBalanceProfile
Trials int
Completions int
Deaths int
StarvedOuts int
MedianDays int
MedianThreatEnd int
AvgEncounters float64
AvgHPRemainingPct float64 // mean across survivors
}
// CompletionRate is the band-asserted headline metric for the
// per-tier target band (T1 80%, …, T5 45%, ±10pp).
func (r expeditionBalanceResult) CompletionRate() float64 {
if r.Trials == 0 {
return 0
}
return float64(r.Completions) / float64(r.Trials)
}
// DeathRate is the secondary diagnostic; useful for distinguishing
// "expedition is hard because you die" from "expedition is hard
// because you starve and forced-extract."
func (r expeditionBalanceResult) DeathRate() float64 {
if r.Trials == 0 {
return 0
}
return float64(r.Deaths) / float64(r.Trials)
}
// ── Phase 0 tunables ─────────────────────────────────────────────────────
// harnessHarvestRollsPerDay is the number of combat-interrupt rolls a
// simulated player triggers per day. Placeholder: live autopilot
// harvests are interrupt-rolled per resource action, and a typical
// active day touches 35 nodes. Phase 1 will compare cell numbers
// against real player traces and pick a final cadence.
const harnessHarvestRollsPerDay = 4
// harnessMaxDays caps a Phase 0 expedition at this many days. The
// spike's completion proxy is "survived to this cap"; Phase 1
// replaces the cap with a boss-kill completion path.
const harnessMaxDays = 14
// ── Expedition seed ──────────────────────────────────────────────────────
// newHarnessExpedition builds an in-memory *Expedition for the
// profile. Skips the DB insert that startExpedition does in
// production. Mirrors the field defaults of startExpedition closely
// enough that the math-pure helpers (applyDailyBurn,
// dailyThreatDrift, resolveCombatInterrupt) see the same shape.
func newHarnessExpedition(p expeditionBalanceProfile) *Expedition {
e := &Expedition{
ID: "harness",
UserID: "harness",
ZoneID: p.ZoneID,
Status: ExpeditionStatusActive,
CurrentDay: 1,
Supplies: p.Supplies,
ThreatEvents: []ThreatEvent{},
RegionState: map[string]any{},
DMMood: 50,
}
if p.CampType != "" {
e.Camp = &CampState{
Active: true,
Type: p.CampType,
RoomIndex: 0,
}
}
return e
}
// ── Day advance (the seam) ───────────────────────────────────────────────
// advanceExpeditionOneDay simulates one (day, night) pair on the
// in-memory expedition + character. Returns the trial result if the
// expedition terminated this day (death, starvation, day cap); zero
// value otherwise. Caller continues advancing while the trial is
// still in flight.
//
// The pipeline mirrors deliverBriefing → autopilot harvest →
// deliverRecap order so any path-order dependencies stay observable:
//
// 1. Morning rollover: supply burn (pure), day++
// 2. Starvation check (forced extract if Current == 0)
// 3. Daily threat drift (pure)
// 4. Daytime: N harvest interrupt rolls; combat-rated brackets run
// SimulateCombat against a zone-roster pick
// 5. Night phase: resolveWanderingCheck; ambush/elite outcome runs
// a single fight
// 6. Day end: peg HP into the running char, check death
//
// All four "advance" functions (applyDailyBurn, dailyThreatDrift,
// resolveCombatInterrupt, resolveWanderingCheck) accept their RNG via
// the *Expedition state or an injectable rollFn; we use the latter
// where available so the seed flows through.
func (h *expeditionHarness) advanceExpeditionOneDay() expeditionTrialResult {
zone, ok := getZone(h.exp.ZoneID)
if !ok {
// Unknown zone — abandon the trial with a flagged reason so
// the matrix log surfaces the wiring bug instead of NaN-ing.
return expeditionTrialResult{
DaysElapsed: h.exp.CurrentDay,
EndedReason: "unknown_zone",
}
}
// 1. Morning rollover — supply burn + day++.
harsh := h.exp.ThreatLevel > 60
newSupplies, _ := applyDailyBurn(h.exp.Supplies, harsh, h.exp.SiegeMode)
h.exp.Supplies = newSupplies
h.exp.CurrentDay++
// 2. Starvation forced-extract — matches deliverBriefing's §4.3.
if supplyDepletion(h.exp.Supplies) == SupplyStarvation {
return h.terminate("starved", false, false, true)
}
// 3. Daily threat drift — math is in dailyThreatDrift (pure);
// applyDailyThreatDrift's DB write is bypassed but the in-memory
// mutation is mirrored here.
if !h.exp.BossDefeated {
delta, _ := dailyThreatDrift(h.exp.DMMood)
h.exp.ThreatLevel += delta
if h.exp.ThreatLevel < 0 {
h.exp.ThreatLevel = 0
}
if h.exp.ThreatLevel >= 100 {
h.exp.ThreatLevel = 100
h.exp.SiegeMode = true
}
}
// 4. Daytime combat-interrupt rolls.
for i := 0; i < harnessHarvestRollsPerDay; i++ {
kind, _ := resolveCombatInterrupt(
h.exp.ThreatLevel, int(zone.Tier), h.char.Class, h.exp.ZoneID, h.rng.d20,
)
switch kind {
case InterruptNone:
continue
case InterruptNoise:
// §4.2: noise bumps threat +2, no fight.
h.exp.ThreatLevel += 2
if h.exp.ThreatLevel > 100 {
h.exp.ThreatLevel = 100
}
continue
case InterruptStandard, InterruptElite, InterruptPatrol:
res := h.runHarnessFight(zone, kind == InterruptElite)
h.encounters++
if !res.PlayerWon {
return h.terminate("died_combat", false, true, false)
}
h.char.HPCurrent = res.PlayerEndHP
}
}
// 5. Night phase — wandering check. resolveWanderingCheck reads
// e.Camp/e.ThreatLevel and uses an injectable rollFn.
nc := resolveWanderingCheck(h.exp, h.char.Class, h.rng.d20)
if nc.ThreatBumped {
h.exp.ThreatLevel += 2
if h.exp.ThreatLevel > 100 {
h.exp.ThreatLevel = 100
}
}
switch nc.Outcome {
case NightOutcomeStandard, NightOutcomeElite, NightOutcomeAmbush:
// Live path defers these to !advance; the harness resolves
// them inline so the night threat actually pressures the run.
res := h.runHarnessFight(zone,
nc.Outcome == NightOutcomeElite || nc.Outcome == NightOutcomeAmbush)
h.encounters++
if !res.PlayerWon {
return h.terminate("died_combat", false, true, false)
}
h.char.HPCurrent = res.PlayerEndHP
}
// 6. Long rest: camped + survived → HP back to full. Production
// puts this in processOvernightCamp, called by the next morning's
// deliverBriefing; the harness folds it into the end-of-day
// because we don't pend night-check encounters the way live
// !advance does. Severe-rationing blocks the rest (§4.3).
if h.exp.Camp != nil && h.exp.Camp.Active &&
supplyAllowsLongRest(supplyDepletion(h.exp.Supplies)) {
h.char.HPCurrent = h.char.HPMax
}
// 7. Day-cap completion proxy. Phase 1 replaces this with a real
// boss-kill or extract decision.
if h.exp.CurrentDay >= harnessMaxDays {
return h.terminate("survived", true, false, false)
}
return expeditionTrialResult{}
}
// terminate stamps the final trial result with shared bookkeeping
// (days elapsed, threat at end, encounter count, HP%).
func (h *expeditionHarness) terminate(reason string, completed, died, starved bool) expeditionTrialResult {
pct := 0.0
if h.char.HPMax > 0 {
pct = float64(h.char.HPCurrent) / float64(h.char.HPMax)
if pct < 0 {
pct = 0
}
}
return expeditionTrialResult{
Completed: completed,
Died: died,
StarvedOut: starved,
DaysElapsed: h.exp.CurrentDay,
ThreatAtEnd: h.exp.ThreatLevel,
CombatEncounters: h.encounters,
HPRemainingPct: pct,
EndedReason: reason,
}
}
// ── Combat fold ──────────────────────────────────────────────────────────
// runHarnessFight picks an enemy from the zone roster (using a tag-
// agnostic RNG-driven pick — the live picker is deterministic on
// (run, room), which the harness doesn't model), folds in the
// surprise-round HP nick, and runs SimulateCombat with the player
// rebuilt fresh from the class-balance loadout. HP carries over via
// h.char.HPCurrent.
func (h *expeditionHarness) runHarnessFight(zone ZoneDefinition, elite bool) CombatResult {
monster, ok := pickHarnessZoneEnemy(zone, elite, h.rng)
if !ok {
// Empty roster — should never happen for live zones, but if
// it does the trial keeps running with a no-op "fight."
return CombatResult{PlayerWon: true, PlayerEndHP: h.char.HPCurrent, PlayerStartHP: h.char.HPMax}
}
// Surprise-round nick — same shape as runHarvestInterrupt's
// pre-combat HP shave. Cap at HP-1 so the nick alone can't KO.
nick := surpriseRoundNick(monster, int(zone.Tier))
if nick >= h.char.HPCurrent {
nick = h.char.HPCurrent - 1
if nick < 0 {
nick = 0
}
}
h.char.HPCurrent -= nick
player := buildHarnessPlayer(h.char)
// Wounded entry: carry HP from prior fights via StartHP so MaxHP
// stays the ceiling (heals respect it). combat_engine.go:348
// reads StartHP iff 0 < StartHP < MaxHP, which is exactly our
// case for any post-first-fight chain.
if h.char.HPCurrent < h.char.HPMax {
player.Stats.StartHP = h.char.HPCurrent
}
enemy := buildHarnessZoneEnemy(monster, int(zone.Tier))
return simulateCombatWithRNG(player, enemy, dungeonCombatPhases, h.rng.r)
}
// pickHarnessZoneEnemy is the harness's RNG-driven analogue of
// pickZoneEnemy. Live picker uses fnv-hashed (run, room) for
// determinism across re-reads; the harness doesn't model rooms and
// gets its determinism from the seeded *harnessRNG instead.
func pickHarnessZoneEnemy(zone ZoneDefinition, isElite bool, rng *harnessRNG) (DnDMonsterTemplate, bool) {
pool := make([]ZoneEnemy, 0, len(zone.Enemies))
if isElite {
for _, e := range zone.Enemies {
if e.IsElite {
pool = append(pool, e)
}
}
}
if len(pool) == 0 {
// Live picker's fallback: drop the elite filter rather than
// fail. Keeps zone rosters viable when IsElite isn't set.
for _, e := range zone.Enemies {
if !isElite && e.IsElite {
continue
}
pool = append(pool, e)
}
}
if len(pool) == 0 {
return DnDMonsterTemplate{}, false
}
total := 0
for _, e := range pool {
w := e.SpawnWeight
if w <= 0 {
w = 5
}
total += w
}
roll := rng.intN(total)
cum := 0
for _, e := range pool {
w := e.SpawnWeight
if w <= 0 {
w = 5
}
cum += w
if roll < cum {
tmpl, ok := dndBestiary[e.BestiaryID]
return tmpl, ok
}
}
return DnDMonsterTemplate{}, false
}
// buildHarnessZoneEnemy is the harness analogue of the enemy half of
// buildZoneCombatants — applies the tier floor for AC/AttackBonus
// (only-raise-to-floor, never double-scale bosses). Skips the DM-mood
// tilt because Phase 0 keeps mood pinned at neutral 50, where the
// tilt is a no-op.
func buildHarnessZoneEnemy(monster DnDMonsterTemplate, tier int) Combatant {
stats, mods := monster.toCombatStats()
if tier > 1 {
if floor := dndDungeonACBase + tier; stats.AC < floor {
stats.AC = floor
}
if floor := dndDungeonAtkBase + tier; stats.AttackBonus < floor {
stats.AttackBonus = floor
}
}
return Combatant{
Name: monster.Name,
Stats: stats,
Mods: mods,
Ability: monster.Ability,
}
}
// ── Per-trial runner ─────────────────────────────────────────────────────
// expeditionHarness threads per-trial mutable state (RNG, expedition,
// character HP carryover, encounter count) through the day loop.
type expeditionHarness struct {
exp *Expedition
char *DnDCharacter
rng *harnessRNG
encounters int
}
// harnessRNG is a thin wrapper around math/rand/v2 so the d20 helper
// can be passed to resolveCombatInterrupt / resolveWanderingCheck via
// their rollFn parameters, while the same source also drives the
// roster pick. Seed flows from the trial loop.
type harnessRNG struct {
r *rand.Rand
}
func newHarnessRNG(seed uint64) *harnessRNG {
return &harnessRNG{r: rand.New(rand.NewPCG(seed, seed^0x9E3779B97F4A7C15))}
}
func (h *harnessRNG) d20() int { return h.r.IntN(20) + 1 }
func (h *harnessRNG) intN(n int) int {
if n <= 0 {
return 0
}
return h.r.IntN(n)
}
// runExpeditionBalanceTrial runs one full expedition end-to-end and
// returns the outcome. Seedable so a Phase 1 matrix run is fully
// reproducible.
func runExpeditionBalanceTrial(p expeditionBalanceProfile, seed uint64) expeditionTrialResult {
exp := newHarnessExpedition(p)
char := buildHarnessCharacter(classBalanceProfile{
Class: p.Class,
Subclass: p.Subclass,
Level: p.Level,
})
h := &expeditionHarness{
exp: exp,
char: char,
rng: newHarnessRNG(seed),
}
for {
res := h.advanceExpeditionOneDay()
if res.EndedReason != "" {
return res
}
}
}
// runExpeditionBalanceCell runs N trials of one cell and aggregates.
// Mirrors runClassBalanceCell.
func runExpeditionBalanceCell(p expeditionBalanceProfile, trials int, baseSeed uint64) expeditionBalanceResult {
r := expeditionBalanceResult{Profile: p, Trials: trials}
days := make([]int, 0, trials)
threats := make([]int, 0, trials)
var hpSum float64
var hpN int
var encSum float64
for i := 0; i < trials; i++ {
tr := runExpeditionBalanceTrial(p, baseSeed+uint64(i))
days = append(days, tr.DaysElapsed)
threats = append(threats, tr.ThreatAtEnd)
encSum += float64(tr.CombatEncounters)
if tr.Completed {
r.Completions++
}
if tr.Died {
r.Deaths++
}
if tr.StarvedOut {
r.StarvedOuts++
}
if tr.Completed {
hpSum += tr.HPRemainingPct
hpN++
}
}
sort.Ints(days)
sort.Ints(threats)
if len(days) > 0 {
r.MedianDays = days[len(days)/2]
r.MedianThreatEnd = threats[len(threats)/2]
}
if trials > 0 {
r.AvgEncounters = encSum / float64(trials)
}
if hpN > 0 {
r.AvgHPRemainingPct = hpSum / float64(hpN)
}
return r
}

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package plugin
import (
"testing"
)
// TestExpeditionBalance_Phase0_Spike is the sanity check the
// expedition-difficulty plan doc's Phase 0 calls for: one cell, 100
// trials, sensible numbers, fully deterministic from the seed.
//
// The cell — T2 zone (Crypt Valdris) × L5 Fighter — was chosen
// because it's the smallest cell that actually exercises every part
// of the seam: tier scaling raises monster AC/atk, supply burn lands
// at 1.5×, the player is built off the class-balance loadout ladder
// at the T2/+1 step, and the night phase has roster entries to draw
// from. If the seam works here, Phase 1's full-matrix expansion is
// mostly typing.
//
// Pass criteria are intentionally loose — we are not asserting a
// target band yet (Phase 2 does that), only that nothing is wired up
// so badly the result is degenerate (0%/100%/NaN/zero days). Anything
// in (0..100%) completion at this cell is a green Phase 0.
func TestExpeditionBalance_Phase0_Spike(t *testing.T) {
const trials = 100
profile := expeditionBalanceProfile{
ZoneID: ZoneCryptValdris,
Class: ClassFighter,
Level: 5,
Supplies: makeSupplies(ZoneTierApprentice, SupplyPurchase{
StandardPacks: 3,
DeluxePacks: 0,
}),
CampType: CampTypeStandard,
}
res := runExpeditionBalanceCell(profile, trials, 0xC0FFEE)
t.Logf("cell: %s L%d %s — completions=%d/%d (%.1f%%), deaths=%d, starved=%d, "+
"median_days=%d, median_threat=%d, avg_encounters=%.1f, avg_hp_remaining=%.1f%%",
profile.ZoneID, profile.Level, profile.Class,
res.Completions, res.Trials, res.CompletionRate()*100,
res.Deaths, res.StarvedOuts,
res.MedianDays, res.MedianThreatEnd,
res.AvgEncounters, res.AvgHPRemainingPct*100,
)
// Degenerate-outcome gates. These are harness-broken sentinels,
// not difficulty assertions — Phase 2 layers the real band on
// top of this same test.
if res.Trials != trials {
t.Fatalf("trial count mismatch: got %d, want %d", res.Trials, trials)
}
if res.Completions == 0 {
t.Errorf("zero completions in %d trials at T2/L5 Fighter — the spike cell should not be unwinnable", trials)
}
if res.Completions == trials {
t.Errorf("100%% completions in %d trials at T2/L5 Fighter — interrupt rolls / night checks not pressuring the run", trials)
}
if res.MedianDays == 0 {
t.Fatalf("median days == 0; day loop never advanced")
}
if res.MedianDays > harnessMaxDays {
t.Fatalf("median days %d > cap %d; termination wiring broken", res.MedianDays, harnessMaxDays)
}
}
// TestExpeditionBalance_Phase0_SeedSpread confirms the RNG seam is
// actually wired — different seeds produce different trial outcomes
// across a small sample. Full byte-for-byte reproducibility under
// the same seed is *not* asserted at Phase 0: a couple of production
// helpers we lean on (surpriseRoundNick, pickWanderingMonster) draw
// from the package-global math/rand/v2, same as the class-balance
// harness. Phase 1 lifts those to seeded variants if matrix
// reproducibility becomes a real requirement; until then, "seeds
// differentiate" is the contract we can honestly hold.
func TestExpeditionBalance_Phase0_SeedSpread(t *testing.T) {
profile := expeditionBalanceProfile{
ZoneID: ZoneCryptValdris,
Class: ClassFighter,
Level: 5,
Supplies: makeSupplies(ZoneTierApprentice, SupplyPurchase{
StandardPacks: 3,
}),
CampType: CampTypeStandard,
}
const seedA uint64 = 0xDEADBEEF
const seedB uint64 = 0xFEEDFACE
a := runExpeditionBalanceTrial(profile, seedA)
b := runExpeditionBalanceTrial(profile, seedB)
if a == b {
t.Fatalf("two distinct seeds produced byte-identical trials — RNG seam may not be wired:\n a = %+v\n b = %+v", a, b)
}
}