mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 16:42:41 +00:00
Phase 2 diagnostics named the InterruptElite bracket as the likely
first lever; tier-walking the lethality probe at the matrix cadence
told a different story. Phase 1's uniform-0% baseline isn't an
elite-bracket calibration issue at all — every tier reads 0% because
the engine's TimedOut contract was being ignored by every expedition
caller.
combat_engine.go:451 says: "Timeout = retreat, not lethal blow.
Caller treats a timeout loss as 'fight ended, no character death'".
But runHarvestInterrupt / tryPatrolEncounter / resolveCombatRoom all
called abandonZoneRun + retireAllRegionRuns on any !PlayerWon —
ending the expedition outright on a retreat. The retreat flavor line
("X outlasts you. You retreat from the expedition, wounded but alive")
was already in the code, just stapled to an actual run-abort.
Splits the policy by caller:
• runHarvestInterrupt — autopilot daytime interrupt. TimedOut →
retreat: threat +5, HP carries over, run continues, harvest slot
forfeit (no kill / loot). HP<=0 still ends the run + marks dead.
• tryPatrolEncounter — !advance pre-room patrol roll. Same
retreat policy: patrols don't gate progress, so retreating from
one and walking into the next room is the right shape.
• resolveCombatRoom — !advance room/elite combat. Unchanged —
this path gates room progression; a retreat has nowhere to go, so
any loss still ends the run. (Manual zone runs were always
intended to end here.)
Harness mirrored: daytime interrupt timeout → carry HP + threat bump
+ continue day; night-encounter loss → terminate (mirrors
resolveCombatRoom, since live night encounters defer to !advance).
retreatThreatBump = 5 is the per-retreat threat penalty. Low enough
not to compound brutally with chained retreats, high enough that 3–4
retreats noticeably walks the threat clock toward Stirring. Easy to
dial in Phase 3 if zones go off-band.
Phase 1 matrix after the change still reads 0% completion at every
cell — but the encounter counts and survival shape are dramatically
different (T4 underdark 3.6→7.5 encs; T3 underforge trial saw 18
encounters across 10 days where the pre-change run died on day 2/3).
Adds TestExpeditionBalance_Phase2_TierLethality, a tier-walking
companion to the T1/rolls=1 probe, that traces every fight at the
matrix cadence across one zone per tier — the actual Phase 2b lever
work picks from this data, not the old T1-only probe.
The remaining 0% is now legibly driven by tier-disproportionate elite
rosters (Hobgoblin Warchief at T1, Green Hag at T2, Roper/Helmed
Horror higher up) that one-shot or two-shot tier-appropriate
fighters. Phase 2b's lever shortlist:
1. Roster gate / SpawnWeight tuning to dilute over-tier elites.
2. Surprise-nick floor reduction on chained interrupts (carryover
HP + nick is the death-spiral fingerprint at T1 specifically).
3. Per-day cadence reduction if 1+2 don't carry T1 to band.
Pre-existing test failures (TestAdv2Scenario_ZoneRunGoblinWarrens,
TestMageSpellbookLineInRender) verified to fail identically on HEAD;
no new test regressions.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
592 lines
21 KiB
Go
592 lines
21 KiB
Go
package plugin
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import (
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"fmt"
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"math/rand/v2"
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"sort"
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)
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// Measurement harness for the expedition-difficulty pass
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// (gogobee_expedition_difficulty.md). Sibling to dnd_class_balance.go —
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// same Monte-Carlo philosophy, different target metric. Class balance
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// answers "is my class viable?"; this harness answers "is the dungeon
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// fair?". Same combat engine, orthogonal knobs.
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//
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// Naming: the file lives under expedition_balance.go (no dnd_ prefix)
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// per feedback_avoid_dnd_naming — new infrastructure files shouldn't
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// pick up the trademark-adjacent prefix.
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//
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// ── Clock-injection seam (the Phase 0 critical de-risk) ────────────────────
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//
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// The live expedition runs on two wall-clock-driven goroutines:
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//
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// expeditionBriefingTicker — 06:00 UTC, calls deliverBriefing
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// expeditionRecapTicker — 21:00 UTC, calls deliverRecap
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// expedition_ambient.go — every 3h, calls applyAmbientTick
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//
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// All three are unsuitable for a measurement harness: they're tied to
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// wall time, they're 1-per-process singletons, and crucially their
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// "advance" routines are heavily DB-coupled (deliverBriefing alone
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// touches a half-dozen update statements).
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//
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// The decision Phase 0 makes here: **the harness does not run the
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// tickers and does not inject a virtual time.Now**. Instead, advance
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// is reimplemented as `advanceExpeditionOneDay`, a pure function that
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// calls the *math-pure helpers* directly (applyDailyBurn,
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// dailyThreatDrift, resolveCombatInterrupt, resolveWanderingCheck,
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// SimulateCombat) on an in-memory *Expedition. No DB, no goroutines,
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// no clock.
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//
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// What this gives up: any logic that lives only inside deliverBriefing
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// (e.g. the temporal pre-burn override for Sunken Temple tidal, the
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// approaching-siege RegionState["siege_warning_fired"] gate, the
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// milestone narration). Those are flavor + bookkeeping, not difficulty
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// math, so the cost is acceptable for measurement. Phase 1+ revisits
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// any that turn out to affect outcomes.
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//
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// What this gives back: a self-contained replay that runs in <1ms per
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// simulated day and produces reproducible numbers under a seedable
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// RNG. The two combat helpers it leans on (SimulateCombat,
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// surpriseRoundNick) already participate in the class-balance
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// harness, so the contract is well-trodden.
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//
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// ── Phase 0 simplifying constraints ───────────────────────────────────────
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//
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// Per the plan doc, Phase 0's bar is "one cell runs to a sensible
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// number." Specifically held off until Phase 1+:
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//
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// - Boss completion path. Phase 0 uses survive-N-days as the
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// completion proxy. Boss assembly + per-zone room walks land in
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// Phase 1 alongside the full matrix.
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// - Per-region zones (multi-region E4 zones). Phase 0 treats every
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// zone as single-region; the registry's first region is implicit.
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// - Loot drops, XP accrual, kill-tag persistence. Pure economy; not
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// a difficulty knob in the regression sense.
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// - Pardon proc / Sovereign reprieve. Default OFF in Phase 0 so the
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// baseline numbers aren't blurred by end-game safety nets.
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// - Babysit safe-rest. OFF per [[feedback_npc_buffs_are_secret]] —
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// discovery buff, not baseline difficulty.
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// - Temporal stack effects (Heat / Time Dilation). Zone-specific
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// gimmicks; Phase 3 per-zone outlier pass handles them.
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//
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// Encounter cadence is a Phase 0 lever: `harnessHarvestRollsPerDay`
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// controls how many d20+tier interrupts a player faces per day. The
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// number is a placeholder calibrated against the autopilot-harvest
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// path — Phase 1's matrix will compare cadences against real player
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// data and fix it down to a single value.
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// ── Profile + result ──────────────────────────────────────────────────────
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// expeditionBalanceProfile is one cell of the matrix: a single
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// (zone, character build) pair to measure. Race fixed to Human like
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// the class harness so the racial floor is neutral across cells.
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type expeditionBalanceProfile struct {
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ZoneID ZoneID
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Class DnDClass
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Subclass DnDSubclass
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Level int
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// Supplies the player departed with. Use makeSupplies for the
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// canonical T-appropriate 3×standard kit.
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Supplies ExpeditionSupplies
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// CampType is the camp the player establishes each night.
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// Standard is the spike default; Phase 3 may sweep this per cell.
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CampType string
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// HarvestRollsPerDay overrides the harness's default combat-interrupt
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// roll count for the daytime phase. Zero means "use the package
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// default" (harnessHarvestRollsPerDay). Phase 2's cadence
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// calibration sweep sets this per cell; everyday callers leave it
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// zero.
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HarvestRollsPerDay int
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}
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// expeditionTrialResult is the outcome of one simulated expedition.
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// Completed and Died are mutually exclusive only when the run ended
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// for a known reason — a SupplyStarvation extraction sets neither.
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type expeditionTrialResult struct {
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Completed bool
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Died bool
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StarvedOut bool
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DaysElapsed int
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ThreatAtEnd int
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CombatEncounters int
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HPRemainingPct float64 // endHP / maxHP at termination; survivors only
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EndedReason string // "survived", "died_combat", "starved", "abandoned"
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}
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// expeditionBalanceResult is the aggregated win-rate per cell. Mirrors
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// classBalanceResult — same shape, different lens.
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type expeditionBalanceResult struct {
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Profile expeditionBalanceProfile
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Trials int
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Completions int
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Deaths int
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StarvedOuts int
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MedianDays int
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MedianThreatEnd int
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AvgEncounters float64
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AvgHPRemainingPct float64 // mean across survivors
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}
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// CompletionRate is the band-asserted headline metric for the
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// per-tier target band (T1 80%, …, T5 45%, ±10pp).
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func (r expeditionBalanceResult) CompletionRate() float64 {
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if r.Trials == 0 {
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return 0
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}
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return float64(r.Completions) / float64(r.Trials)
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}
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// DeathRate is the secondary diagnostic; useful for distinguishing
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// "expedition is hard because you die" from "expedition is hard
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// because you starve and forced-extract."
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func (r expeditionBalanceResult) DeathRate() float64 {
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if r.Trials == 0 {
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return 0
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}
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return float64(r.Deaths) / float64(r.Trials)
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}
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// ── Phase 0 tunables ─────────────────────────────────────────────────────
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// harnessHarvestRollsPerDay is the number of combat-interrupt rolls a
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// simulated player triggers per day. Placeholder: live autopilot
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// harvests are interrupt-rolled per resource action, and a typical
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// active day touches 3–5 nodes. Phase 1 will compare cell numbers
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// against real player traces and pick a final cadence.
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const harnessHarvestRollsPerDay = 4
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// harnessMaxDays caps a Phase 0 expedition at this many days. The
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// spike's completion proxy is "survived to this cap"; Phase 1
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// replaces the cap with a boss-kill completion path.
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const harnessMaxDays = 14
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// ── Expedition seed ──────────────────────────────────────────────────────
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// newHarnessExpedition builds an in-memory *Expedition for the
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// profile. Skips the DB insert that startExpedition does in
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// production. Mirrors the field defaults of startExpedition closely
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// enough that the math-pure helpers (applyDailyBurn,
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// dailyThreatDrift, resolveCombatInterrupt) see the same shape.
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func newHarnessExpedition(p expeditionBalanceProfile) *Expedition {
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e := &Expedition{
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ID: "harness",
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UserID: "harness",
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ZoneID: p.ZoneID,
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Status: ExpeditionStatusActive,
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CurrentDay: 1,
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Supplies: p.Supplies,
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ThreatEvents: []ThreatEvent{},
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RegionState: map[string]any{},
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DMMood: 50,
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}
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if p.CampType != "" {
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e.Camp = &CampState{
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Active: true,
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Type: p.CampType,
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RoomIndex: 0,
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}
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}
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return e
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}
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// ── Day advance (the seam) ───────────────────────────────────────────────
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// advanceExpeditionOneDay simulates one (day, night) pair on the
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// in-memory expedition + character. Returns the trial result if the
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// expedition terminated this day (death, starvation, day cap); zero
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// value otherwise. Caller continues advancing while the trial is
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// still in flight.
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//
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// The pipeline mirrors deliverBriefing → autopilot harvest →
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// deliverRecap order so any path-order dependencies stay observable:
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//
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// 1. Morning rollover: supply burn (pure), day++
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// 2. Starvation check (forced extract if Current == 0)
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// 3. Daily threat drift (pure)
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// 4. Daytime: N harvest interrupt rolls; combat-rated brackets run
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// SimulateCombat against a zone-roster pick
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// 5. Night phase: resolveWanderingCheck; ambush/elite outcome runs
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// a single fight
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// 6. Day end: peg HP into the running char, check death
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//
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// All four "advance" functions (applyDailyBurn, dailyThreatDrift,
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// resolveCombatInterrupt, resolveWanderingCheck) accept their RNG via
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// the *Expedition state or an injectable rollFn; we use the latter
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// where available so the seed flows through.
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func (h *expeditionHarness) advanceExpeditionOneDay() expeditionTrialResult {
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zone, ok := getZone(h.exp.ZoneID)
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if !ok {
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// Unknown zone — abandon the trial with a flagged reason so
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// the matrix log surfaces the wiring bug instead of NaN-ing.
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return expeditionTrialResult{
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DaysElapsed: h.exp.CurrentDay,
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EndedReason: "unknown_zone",
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}
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}
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// 1. Morning rollover — supply burn + day++.
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harsh := h.exp.ThreatLevel > 60
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newSupplies, _ := applyDailyBurn(h.exp.Supplies, harsh, h.exp.SiegeMode)
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h.exp.Supplies = newSupplies
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h.exp.CurrentDay++
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// 2. Starvation forced-extract — matches deliverBriefing's §4.3.
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if supplyDepletion(h.exp.Supplies) == SupplyStarvation {
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return h.terminate("starved", false, false, true)
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}
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// 3. Daily threat drift — math is in dailyThreatDrift (pure);
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// applyDailyThreatDrift's DB write is bypassed but the in-memory
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// mutation is mirrored here.
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if !h.exp.BossDefeated {
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delta, _ := dailyThreatDrift(h.exp.DMMood)
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h.exp.ThreatLevel += delta
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if h.exp.ThreatLevel < 0 {
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h.exp.ThreatLevel = 0
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}
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if h.exp.ThreatLevel >= 100 {
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h.exp.ThreatLevel = 100
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h.exp.SiegeMode = true
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}
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}
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// 4. Daytime combat-interrupt rolls.
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for i := 0; i < h.rollsPerDay; i++ {
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kind, _ := resolveCombatInterrupt(
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h.exp.ThreatLevel, int(zone.Tier), h.char.Class, h.exp.ZoneID, h.rng.d20,
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)
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switch kind {
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case InterruptNone:
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continue
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case InterruptNoise:
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// §4.2: noise bumps threat +2, no fight.
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h.exp.ThreatLevel += 2
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if h.exp.ThreatLevel > 100 {
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h.exp.ThreatLevel = 100
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}
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continue
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case InterruptStandard, InterruptElite, InterruptPatrol:
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res := h.runHarnessFight(zone, kind == InterruptElite)
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h.encounters++
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if !res.PlayerWon {
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if res.TimedOut {
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// Retreat — mirrors the live retreat semantics in
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// dnd_expedition_combat.go (Phase 2). Run continues
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// with carryover HP and a threat bump; the harvest
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// slot's loot is just forfeit.
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h.exp.ThreatLevel += retreatThreatBump
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if h.exp.ThreatLevel > 100 {
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h.exp.ThreatLevel = 100
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}
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h.char.HPCurrent = res.PlayerEndHP
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if h.traceFight != nil {
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h.traceFight(fmt.Sprintf("retreat day=%d hp=%d threat=%d",
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h.exp.CurrentDay, h.char.HPCurrent, h.exp.ThreatLevel))
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}
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continue
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}
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return h.terminate("died_combat", false, true, false)
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}
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h.char.HPCurrent = res.PlayerEndHP
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}
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}
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// 5. Night phase — wandering check. resolveWanderingCheck reads
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// e.Camp/e.ThreatLevel and uses an injectable rollFn.
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nc := resolveWanderingCheck(h.exp, h.char.Class, h.rng.d20)
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if nc.ThreatBumped {
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h.exp.ThreatLevel += 2
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if h.exp.ThreatLevel > 100 {
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h.exp.ThreatLevel = 100
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}
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}
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switch nc.Outcome {
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case NightOutcomeStandard, NightOutcomeElite, NightOutcomeAmbush:
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// Live path defers these to !advance, where they resolve through
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// resolveCombatRoom — which ends the run on any loss because
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// the next-room path is gated on a win. Harness mirrors: a
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// failed night encounter terminates the trial.
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res := h.runHarnessFight(zone,
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nc.Outcome == NightOutcomeElite || nc.Outcome == NightOutcomeAmbush)
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h.encounters++
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if !res.PlayerWon {
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return h.terminate("died_combat", false, true, false)
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}
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h.char.HPCurrent = res.PlayerEndHP
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}
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// 6. Long rest: camped + survived → HP back to full. Production
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// puts this in processOvernightCamp, called by the next morning's
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// deliverBriefing; the harness folds it into the end-of-day
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// because we don't pend night-check encounters the way live
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// !advance does. Severe-rationing blocks the rest (§4.3).
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if h.exp.Camp != nil && h.exp.Camp.Active &&
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supplyAllowsLongRest(supplyDepletion(h.exp.Supplies)) {
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h.char.HPCurrent = h.char.HPMax
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}
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// 7. Day-cap completion proxy. Phase 1 replaces this with a real
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// boss-kill or extract decision.
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if h.exp.CurrentDay >= harnessMaxDays {
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return h.terminate("survived", true, false, false)
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}
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return expeditionTrialResult{}
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}
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// terminate stamps the final trial result with shared bookkeeping
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// (days elapsed, threat at end, encounter count, HP%).
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func (h *expeditionHarness) terminate(reason string, completed, died, starved bool) expeditionTrialResult {
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pct := 0.0
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if h.char.HPMax > 0 {
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pct = float64(h.char.HPCurrent) / float64(h.char.HPMax)
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if pct < 0 {
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pct = 0
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}
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}
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return expeditionTrialResult{
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Completed: completed,
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Died: died,
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StarvedOut: starved,
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DaysElapsed: h.exp.CurrentDay,
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ThreatAtEnd: h.exp.ThreatLevel,
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CombatEncounters: h.encounters,
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HPRemainingPct: pct,
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EndedReason: reason,
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}
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}
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// ── Combat fold ──────────────────────────────────────────────────────────
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// runHarnessFight picks an enemy from the zone roster (using a tag-
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// agnostic RNG-driven pick — the live picker is deterministic on
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// (run, room), which the harness doesn't model), folds in the
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// surprise-round HP nick, and runs SimulateCombat with the player
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// rebuilt fresh from the class-balance loadout. HP carries over via
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// h.char.HPCurrent.
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func (h *expeditionHarness) runHarnessFight(zone ZoneDefinition, elite bool) CombatResult {
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monster, ok := pickHarnessZoneEnemy(zone, elite, h.rng)
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if !ok {
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// Empty roster — should never happen for live zones, but if
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// it does the trial keeps running with a no-op "fight."
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return CombatResult{PlayerWon: true, PlayerEndHP: h.char.HPCurrent, PlayerStartHP: h.char.HPMax}
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}
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// Surprise-round nick — same shape as runHarvestInterrupt's
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// pre-combat HP shave. Cap at HP-1 so the nick alone can't KO.
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nick := surpriseRoundNick(monster, int(zone.Tier))
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if nick >= h.char.HPCurrent {
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nick = h.char.HPCurrent - 1
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if nick < 0 {
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nick = 0
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}
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}
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h.char.HPCurrent -= nick
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player := buildHarnessPlayer(h.char)
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// Wounded entry: carry HP from prior fights via StartHP so MaxHP
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// stays the ceiling (heals respect it). combat_engine.go:348
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// reads StartHP iff 0 < StartHP < MaxHP, which is exactly our
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// case for any post-first-fight chain.
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if h.char.HPCurrent < h.char.HPMax {
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player.Stats.StartHP = h.char.HPCurrent
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}
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enemy := buildHarnessZoneEnemy(monster, int(zone.Tier))
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hpBeforeFight := h.char.HPCurrent
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result := simulateCombatWithRNG(player, enemy, dungeonCombatPhases, h.rng.r)
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if h.traceFight != nil {
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outcome := "WON"
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if !result.PlayerWon {
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outcome = "LOST"
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}
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h.traceFight(fmt.Sprintf(
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||
"fight day=%d zone=%s tier=%d elite=%v monster=%s hp_max=%d nick=%d hp_pre=%d hp_post=%d enemy_ac=%d enemy_atk=%d → %s",
|
||
h.exp.CurrentDay, h.exp.ZoneID, int(zone.Tier), elite,
|
||
monster.Name, h.char.HPMax, nick, hpBeforeFight, result.PlayerEndHP,
|
||
enemy.Stats.AC, enemy.Stats.AttackBonus, outcome))
|
||
}
|
||
return result
|
||
}
|
||
|
||
// 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
|
||
rollsPerDay int // resolved from profile + default; never zero
|
||
// traceFight, if non-nil, is invoked once per fight inside
|
||
// runHarnessFight with a human-readable summary. Used by the
|
||
// Phase 2 lethality probe to spot whether the nick, the picked
|
||
// monster, or the combat fold itself is driving deaths. Nil in
|
||
// production runs — has zero cost when unused.
|
||
traceFight func(line string)
|
||
}
|
||
|
||
// 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,
|
||
})
|
||
rolls := p.HarvestRollsPerDay
|
||
if rolls <= 0 {
|
||
rolls = harnessHarvestRollsPerDay
|
||
}
|
||
h := &expeditionHarness{
|
||
exp: exp,
|
||
char: char,
|
||
rng: newHarnessRNG(seed),
|
||
rollsPerDay: rolls,
|
||
}
|
||
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
|
||
}
|