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Flat net ability mods aren't equal *effective* power: a +1 in a stat a build uses beats a +1 in a dump stat. Add dnd_race_balance.go, which scores each race's mods against a 60/40 blend of per-class combat stat priorities and class-independent non-combat utility (zone locks, expedition harvest, skill checks, haggling). Retune all races so their mean score across playable classes lands within ±0.5 of the Standard Human baseline (6.0); best-fit/worst-fit spread is kept as intentional race identity. TestRaceBalance logs the report and asserts the rule.
198 lines
6.2 KiB
Go
198 lines
6.2 KiB
Go
package plugin
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import (
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"math"
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"sort"
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)
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// Weighted race-balance model. Drives the race-mod tuning in dnd.go
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// (see gogobee_dnd_design_doc and the project memory).
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//
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// Flat net ability mods are NOT equal *effective* power: a +1 in a stat a
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// build actually uses is worth far more than a +1 in a dump stat. This
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// model scores each race by weighting its mods against a blend of (a) the
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// combat stat priorities of each class and (b) a class-independent
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// "utility" weight for how much each stat does *outside* combat — zone
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// locks, expedition harvest, skill checks, haggling. See classStatWeights
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// and the combatUtilityBlend constant.
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//
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// Every weight block is normalized to sum to 6.0 — so a perfectly flat race
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// (+1 to every stat) scores exactly its net mod total (6.0) under ANY
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// class. A spiky race scores above baseline with a class that wants its
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// high stats, below with one that doesn't. The best-fit score is therefore
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// the race's realistic effective-power ceiling.
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// ability score indices into the [6]int Mods block.
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const (
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statSTR = 0
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statDEX = 1
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statCON = 2
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statINT = 3
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statWIS = 4
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statCHA = 5
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)
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func statIndex(name string) int {
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switch name {
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case "STR":
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return statSTR
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case "DEX":
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return statDEX
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case "CON":
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return statCON
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case "INT":
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return statINT
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case "WIS":
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return statWIS
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case "CHA":
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return statCHA
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}
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return -1
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}
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// normalizeWeights scales a raw weight block so it sums to 6.0 — the point
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// where a flat +1-to-all race scores its net mod total (6.0) under it.
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func normalizeWeights(w [6]float64) [6]float64 {
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var sum float64
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for _, v := range w {
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sum += v
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}
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if sum == 0 {
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return w
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}
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for i := range w {
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w[i] = w[i] * 6 / sum
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}
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return w
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}
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// combatStatWeights returns the per-class *combat* weight block. Raw role
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// weights, before normalization:
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//
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// primary attack stat (PrimaryA) ... 4
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// secondary stat (PrimaryB) ........ 2
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// CON (survivability) .............. 3
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// everything else (saves/skills) ... 1
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//
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// CON is weighted highly for every class — HP keeps you in the fight
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// regardless of build. Where a class's PrimaryA/PrimaryB *is* CON, the
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// higher weight wins (max, not sum).
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func combatStatWeights(c DnDClassInfo) [6]float64 {
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var w [6]float64
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for i := range w {
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w[i] = 1 // floor: saves, skills, utility
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}
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if w[statCON] < 3 {
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w[statCON] = 3 // survivability matters for every class
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}
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if i := statIndex(c.PrimaryB); i >= 0 && w[i] < 2 {
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w[i] = 2
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}
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if i := statIndex(c.PrimaryA); i >= 0 && w[i] < 4 {
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w[i] = 4
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}
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return normalizeWeights(w)
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}
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// utilityStatWeights is the class-independent *non-combat* weight block:
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// how much each stat does outside a fight. Derived from a codebase audit
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// of where ability mods drive non-combat outcomes — zone-navigation stat
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// locks (zone_graph_nav.go), expedition harvest yields (dnd_expedition_
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// harvest.go), night/transit checks, the 11-skill system with its NPC
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// cost-refund hooks (dnd_skills.go), and CHA hospital-bill haggling
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// (adventure_hospital.go). Raw weights, before normalization:
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//
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// STR ... 2.0 (one zone lock, mining harvest)
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// DEX ... 3.0 (two zone locks, fishing harvest, AC)
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// CON ... 5.0 (two locks, short-rest healing, level-up HP, night checks)
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// INT ... 3.5 (one lock, Arcana/Investigation, scavenge + essence harvest)
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// WIS ... 5.0 (one lock, Perception/Insight, healing, forage + commune, night)
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// CHA ... 4.0 (three locks, Persuasion/Intimidation/Deception, haggling)
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func utilityStatWeights() [6]float64 {
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return normalizeWeights([6]float64{2.0, 3.0, 5.0, 3.5, 5.0, 4.0})
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}
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// combatUtilityBlend is how much a character's effective power comes from
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// combat vs. everything else (zones, expeditions, harvest, skills,
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// haggling). gogobee is combat-forward but not combat-only.
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const combatUtilityBlend = 0.6
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// classStatWeights is the blended per-class weight block used for scoring:
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// combatUtilityBlend of the class's combat weights plus the remainder of
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// the class-independent utility weights. Both components are normalized to
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// sum 6.0, so the blend is too — a flat +1-to-all race still scores exactly
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// 6.0 under every class.
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func classStatWeights(c DnDClassInfo) [6]float64 {
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combat := combatStatWeights(c)
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utility := utilityStatWeights()
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var w [6]float64
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for i := range w {
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w[i] = combatUtilityBlend*combat[i] + (1-combatUtilityBlend)*utility[i]
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}
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return w
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}
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// raceScore is the weighted effective-power of a race under one class:
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// Σ mod[i] * weight[i].
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func raceScore(mods [6]int, w [6]float64) float64 {
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var s float64
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for i := 0; i < 6; i++ {
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s += float64(mods[i]) * w[i]
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}
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return s
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}
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// raceBalanceBaseline is the Standard Human score under every class:
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// +1 to all six stats × weights summing to 6.0.
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const raceBalanceBaseline = 6.0
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// raceBalance is one race's result in the weighted balance pass.
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type raceBalance struct {
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Race DnDRace
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BestClass DnDClass
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BestScore float64 // effective-power ceiling (best-fit class)
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WorstClass DnDClass
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WorstScore float64 // effective-power floor (worst-fit class)
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AvgScore float64 // mean across all playable classes
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}
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// Delta is the race's best-fit score minus the Standard Human baseline.
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// Positive = over-performs a flat +1-to-all race at its optimal build.
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func (rb raceBalance) Delta() float64 { return rb.BestScore - raceBalanceBaseline }
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// computeRaceBalance scores every race's mods against every playable class
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// and reports its best-fit, worst-fit, and average effective power.
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// Results are sorted by Delta descending — biggest over-performers first.
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func computeRaceBalance() []raceBalance {
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out := make([]raceBalance, 0, len(dndRaces))
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for _, ri := range dndRaces {
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rb := raceBalance{Race: ri.Key, WorstScore: math.Inf(1)}
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var total float64
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var n int
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first := true
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for _, ci := range dndClasses {
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if !ci.Playable {
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continue
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}
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s := raceScore(ri.Mods, classStatWeights(ci))
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if first || s > rb.BestScore {
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rb.BestScore, rb.BestClass = s, ci.Key
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}
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if s < rb.WorstScore {
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rb.WorstScore, rb.WorstClass = s, ci.Key
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}
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total += s
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n++
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first = false
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}
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if n > 0 {
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rb.AvgScore = total / float64(n)
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}
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out = append(out, rb)
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}
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sort.SliceStable(out, func(i, j int) bool {
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return out[i].Delta() > out[j].Delta()
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})
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return out
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}
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