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Phase 5b: player power floor + Phase-3 winners shipped to live
Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.
Pieces:
1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
class/level so the class-balance harness's in-tier parity
assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
refreshes hp_max for existing characters at startup;
idempotent via db.JobCompleted. hp_current is bumped by the
same delta so a full-HP character stays at full.
2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
+3 weapon.MagicBonus (damage). Applied at the END of
applyDnDEquipmentLayer (after computeArmorAC's AC override)
and inside buildHarnessPlayer so live and harness measurement
match.
3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
the single dangerous fight. Elite is now effectively a
high-threat event reachable only via the +1-per-20-threat-
above-40 mod — Phase 4-B's elite-pool monsters still appear,
just less often.
4. dailyThreatDrift base 3 → 1. Slows the threat clock so
players have the days they need before threat tips zones
into the new 23+ elite band.
5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
applied in the temporal-override branch in
dnd_expedition_cycle.go so tidal / unraveling days scale by
the same 0.5× — otherwise those days would be
disproportionately harsh against the new baseline.
The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.
Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -56,9 +56,12 @@ func TestExpeditionBalance_Phase0_Spike(t *testing.T) {
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if res.Completions == 0 {
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t.Errorf("zero completions in %d trials at T2/L5 Fighter — the spike cell should not be unwinnable", trials)
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}
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if res.Completions == trials {
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t.Errorf("100%% completions in %d trials at T2/L5 Fighter — interrupt rolls / night checks not pressuring the run", trials)
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}
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// Phase 5-B player floor lifted the at-tier completion rate
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// substantially; 100%% completion at the spike cell is now the
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// expected "fairly breezy" outcome, not a harness-broken signal.
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// (Cells that 0% out remain a harness-broken signal — checked
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// above.)
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_ = trials
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if res.MedianDays == 0 {
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t.Fatalf("median days == 0; day loop never advanced")
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}
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@@ -1269,6 +1272,138 @@ func TestExpeditionBalance_Phase5A_TierWideSensitivity(t *testing.T) {
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}
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}
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// TestExpeditionBalance_Phase5B_GearBonusSweep walks the full matrix
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// at gear magic-bonus delta ∈ {0, +1, +2} on top of the Phase 3-B
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// best cell (e=23, d=1, burn=50, nick-floor=tier). Phase 5-A named
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// player level as the dominant lever at T2/T3 but showed the
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// within-bracket slope can't close the band — the live magic-bonus
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// ladder (0/1/2/3/3) tops the player-power knob, so the question is
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// what flat delta on top of the ladder lands T1-T5 in band.
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//
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// Bands (gogobee_expedition_difficulty.md):
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// T1 80% (70-90%) T2 72% (62-82%) T3 65% (55-75%)
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// T4 55% (45-65%) T5 45% (35-55%)
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//
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// 10 zones × 3 deltas × 200 trials = 6k trials; runs in ~1s.
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// Diagnostic-only — picks the delta Phase 5-B ships in
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// magicBonusForTier.
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func TestExpeditionBalance_Phase5B_GearBonusSweep(t *testing.T) {
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if testing.Short() {
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t.Skip("phase 5-B gear sweep walks 10 zones × 3 deltas × 200 trials; -short skips it")
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}
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const trialsPerCell = 200
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const baseSeed uint64 = 0xF50B1E
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// Phase 3-B best cell, held constant.
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const eliteThreshold = 23
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const driftBase = 1
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const supplyBurnPct = 50
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// Two-axis grid. Gear delta is the to-hit/AC/damage lever (Phase
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// 5-B's first read showed it dominates at T1/T2/T4); HP multiplier
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// is the durability lever needed to close T3/T5 where gear alone
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// stalled at ~5pp/delta. Smallest combination that lands all
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// tiers in band gets shipped.
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gearDeltas := []int{2, 3, 4}
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hpMults := []float64{1.0, 1.25, 1.5}
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type cellOut struct {
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comp, death, starve int
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}
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runCell := func(zid ZoneID, tier ZoneTier, level, delta int, hpMult float64) cellOut {
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profile := expeditionBalanceProfile{
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ZoneID: zid,
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Class: ClassFighter,
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Level: level,
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Supplies: makeSupplies(tier, SupplyPurchase{StandardPacks: 3}),
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CampType: CampTypeStandard,
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EliteInterruptThresholdOverride: eliteThreshold,
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ThreatDriftBaseOverride: driftBase,
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SupplyBurnRatePctOverride: supplyBurnPct,
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GearMagicBonusOverride: delta,
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PlayerHPMultOverride: hpMult,
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}
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out := cellOut{}
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for trial := 0; trial < trialsPerCell; trial++ {
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seed := baseSeed + uint64(trial) +
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uint64(tier)*131 + zoneSeedSalt(zid) +
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uint64(delta)*7_919 +
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uint64(hpMult*1000)*23
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res := runExpeditionBalanceTrial(profile, seed)
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switch {
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case res.Completed:
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out.comp++
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case res.Died:
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out.death++
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case res.StarvedOut:
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out.starve++
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}
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}
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return out
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}
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t.Logf("phase5-B gear×hp sweep — %d zones × %d gear × %d hp × %d trials, Fighter @ tier-centerline, baselines e=%d d=%d burn=%d",
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len(zoneOrder), len(gearDeltas), len(hpMults), trialsPerCell,
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eliteThreshold, driftBase, supplyBurnPct)
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type comboKey struct {
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gear int
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hp float64
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}
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type tierAgg struct{ sum, count float64 }
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perCombo := map[comboKey]map[ZoneTier]*tierAgg{}
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for _, delta := range gearDeltas {
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for _, hp := range hpMults {
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key := comboKey{delta, hp}
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perCombo[key] = map[ZoneTier]*tierAgg{}
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t.Logf("═══ gear=+%d hp×%.2f ═══", delta, hp)
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for _, zid := range zoneOrder {
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zone, ok := getZone(zid)
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if !ok {
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continue
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}
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level := phase1TierCenterline[zone.Tier]
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out := runCell(zid, zone.Tier, level, delta, hp)
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compPct := float64(out.comp) / float64(trialsPerCell) * 100
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t.Logf(" CELL g=+%d h=%.2f %-18s T%d L%-2d comp=%5.1f%% death=%5.1f%% starve=%5.1f%%",
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delta, hp, zid, zone.Tier, level, compPct,
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float64(out.death)/float64(trialsPerCell)*100,
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float64(out.starve)/float64(trialsPerCell)*100)
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ag, ok := perCombo[key][zone.Tier]
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if !ok {
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ag = &tierAgg{}
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perCombo[key][zone.Tier] = ag
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}
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ag.sum += compPct
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ag.count++
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}
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}
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}
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// Combo × tier headline. Bands per gogobee_expedition_difficulty.md:
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// the "fairly breezy" target the user picked for Phase 5 means we
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// can land at or above band-center across all tiers.
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t.Logf("─── tier means by (gear, hp) — bands: T1 70-90, T2 62-82, T3 55-75, T4 45-65, T5 35-55 ───")
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tiers := []ZoneTier{
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ZoneTierBeginner, ZoneTierApprentice, ZoneTierJourneyman,
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ZoneTierVeteran, ZoneTierLegendary,
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}
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for _, delta := range gearDeltas {
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for _, hp := range hpMults {
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key := comboKey{delta, hp}
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parts := make([]string, 0, len(tiers))
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for _, ti := range tiers {
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ag := perCombo[key][ti]
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if ag == nil || ag.count == 0 {
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continue
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}
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parts = append(parts, fmt.Sprintf("T%d=%.1f%%", ti, ag.sum/ag.count))
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}
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t.Logf(" TIER-MEANS g=+%d h=%.2f %s", delta, hp, joinZones(parts))
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}
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}
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}
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// zoneSeedSalt produces a stable per-zone seed offset so each
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// (outlier, sibling) draws from a distinct RNG stream without
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// hand-numbering. fnv-like fold over the bytes; small footprint, no
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