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Generalizes the Phase 0 spike harness to the full build matrix the class-balance doc plans for. No tuning yet — just measurement. - classBalanceProfile gains Subclass; buildHarnessCharacter sets it on the synthetic DnDCharacter; buildHarnessPlayer now calls applySubclassPassives after class+race passives, matching live order (combat_bridge.go, combat_session_build.go). Subclass="" is a no-op, so L1–L4 pre-unlock rows are unaffected. - buildPhase1Profiles yields 190 rows: 10 classes × 4 pre-subclass levels (L1–L4) + 10 classes × 3 subclasses × 5 post-unlock checkpoints (L5/7/10/15/20). Order is registry order so output reads like the design doc / !class help. - TestClassBalance_Phase1_FullMatrix runs the matrix at 200 trials/cell (~5.5s) and logs every cell plus a per-class tier-mean summary with min/max range. Only harness-broken pathologies fail the test (0% at T1 anywhere, or 100% at T5 for an L1 build); per-tier parity bands land in Phase 2 once we have data to calibrate the tolerance. Phase-2 baseline from this run: at T4 the cross-class spread of mean win rate runs Bard 0.62 → Fighter 0.80 (~18pp); at T5 0.48 → 0.64 (~16pp); casters trail martials at the post-unlock tier (T3) by ~20pp. Phase 0 test (TestClassBalance_Phase0_FighterVsMage) still green with identical numbers — the additional applySubclassPassives call is a no-op for Subclass=="".
234 lines
8.3 KiB
Go
234 lines
8.3 KiB
Go
package plugin
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import (
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"sort"
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"testing"
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)
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// Phase 0 spike — Fighter vs. Mage sanity run. Per gogobee_class_balance.md
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// §5 Phase 0: "run Fighter vs. Mage only across tiers and sanity-check
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// plausibility (both win something; casters not at 0%)."
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//
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// This test is the gate before Phase 1 generalizes the matrix. It does
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// NOT assert balance — only that the harness produces plausible numbers.
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// Phase 2 promotes the assertions to per-tier win-rate parity bands.
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//
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// Skipped under -short. Even 200 trials × 2 classes × 5 tiers is fast
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// (<1s on a laptop), but it's pure measurement noise to anything else.
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func TestClassBalance_Phase0_FighterVsMage(t *testing.T) {
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if testing.Short() {
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t.Skip("phase-0 spike — measurement only")
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}
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profiles := []classBalanceProfile{
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{Class: ClassFighter, Level: 1},
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{Class: ClassFighter, Level: 3},
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{Class: ClassMage, Level: 1},
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{Class: ClassMage, Level: 3},
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}
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const trials = 400
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results := runClassBalanceMatrix(profiles, trials)
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t.Logf("class-balance Phase 0 — Fighter vs. Mage, %d trials/cell", trials)
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t.Logf("%-8s %-5s T1 T2 T3 T4 T5", "class", "lvl")
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type key struct {
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Class DnDClass
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Level int
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}
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byProf := make(map[key]map[int]classBalanceResult)
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for _, r := range results {
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k := key{r.Profile.Class, r.Profile.Level}
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if byProf[k] == nil {
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byProf[k] = make(map[int]classBalanceResult)
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}
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byProf[k][r.Tier] = r
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}
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for _, p := range profiles {
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row := byProf[key{p.Class, p.Level}]
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t.Logf("%-8s %-5d %.3f %.3f %.3f %.3f %.3f",
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p.Class, p.Level,
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row[1].WinRate(), row[2].WinRate(), row[3].WinRate(),
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row[4].WinRate(), row[5].WinRate())
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}
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// Plausibility gates — these are NOT the Phase 2 parity assertions.
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// They catch a fully broken harness: e.g. spells never resolving and
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// the Mage reading 0% across the board, or the Fighter losing every
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// T1 fight because the loadout layer didn't wire weapon dice in.
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for _, r := range results {
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// Every profile should win *something* at T1 (the entry-level
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// dungeon). 0% there means the build is incapable of damage —
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// either the equipment layer or the spell layer is dead.
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if r.Tier == 1 && r.WinRate() == 0 {
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t.Errorf("%s L%d T1 win rate is 0%% — the build can't deal damage; check loadout/spell policies",
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r.Profile.Class, r.Profile.Level)
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}
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// And every profile should lose *something* at T5 (the
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// endgame) at low level — a 100% win rate at T5 with an L1
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// build means monster scaling isn't doing its job and the
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// harness numbers downstream will be useless.
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if r.Tier == 5 && r.Profile.Level == 1 && r.WinRate() == 1 {
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t.Errorf("%s L1 T5 win rate is 100%% — monster scaling looks broken",
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r.Profile.Class)
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}
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}
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// Phase 0's specific concern from the doc: caster reads 0% because
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// no spell got queued. Cross-check that Mage T1 win rate is at least
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// in the ballpark of Fighter T1 — within a 50pp band. If Mage is
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// catastrophically below Fighter at the entry tier, the spell
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// selection policy isn't biting.
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fighterT1 := byProf[key{ClassFighter, 1}][1].WinRate()
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mageT1 := byProf[key{ClassMage, 1}][1].WinRate()
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if fighterT1-mageT1 > 0.50 {
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t.Errorf("Mage L1 T1 win rate %.2f vs Fighter %.2f — gap > 50pp suggests spell policy isn't firing",
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mageT1, fighterT1)
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}
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}
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// Phase 1 — full matrix measurement. Per gogobee_class_balance.md §5
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// Phase 1: "Generalize to all 10 classes × 30 subclasses; TestClassBalance
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// logs the full report. No tuning yet — just measurement."
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//
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// This test does not assert balance. The only failures it catches are
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// harness-broken pathologies — a profile that's 0% at T1 across the board
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// (build can't damage anything), or an L1-pre-subclass build that's 100%
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// at T5 (monster scaling collapsed). Per-tier parity bands land in Phase 2
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// once we have data to calibrate the tolerance.
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//
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// Skipped under -short. 190 profiles × 5 tiers × 200 trials = 190k
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// simulated fights; runs in a few seconds.
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func TestClassBalance_Phase1_FullMatrix(t *testing.T) {
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if testing.Short() {
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t.Skip("phase-1 matrix — measurement only")
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}
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profiles := buildPhase1Profiles()
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const trials = 200
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results := runClassBalanceMatrix(profiles, trials)
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// Index results for table layout: rows = (class, subclass, level),
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// columns = tier. Group by class so the log reads class-by-class.
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type rowKey struct {
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Class DnDClass
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Subclass DnDSubclass
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Level int
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}
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rows := make(map[rowKey]map[int]classBalanceResult, len(profiles))
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for _, r := range results {
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k := rowKey{r.Profile.Class, r.Profile.Subclass, r.Profile.Level}
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if rows[k] == nil {
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rows[k] = make(map[int]classBalanceResult, 5)
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}
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rows[k][r.Tier] = r
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}
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t.Logf("class-balance Phase 1 — full matrix, %d trials/cell", trials)
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t.Logf("%-10s %-18s %-3s T1 T2 T3 T4 T5", "class", "subclass", "lvl")
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// Per-tier accumulators for a tail summary — mean win rate by class
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// across all of its rows at each tier, plus the cross-class spread.
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type tierAgg struct {
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sum float64
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count int
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minVal float64
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maxVal float64
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}
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classTier := make(map[DnDClass]map[int]*tierAgg)
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for _, ci := range dndClasses {
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classTier[ci.Key] = map[int]*tierAgg{
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1: {minVal: 1}, 2: {minVal: 1}, 3: {minVal: 1},
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4: {minVal: 1}, 5: {minVal: 1},
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}
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}
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for _, ci := range dndClasses {
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// pre-subclass rows first, then each subclass's L5+ rows.
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for _, lvl := range phase1PreSubclassLevels {
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row := rows[rowKey{ci.Key, "", lvl}]
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t.Logf("%-10s %-18s %-3d %.3f %.3f %.3f %.3f %.3f",
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ci.Key, "—", lvl,
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row[1].WinRate(), row[2].WinRate(), row[3].WinRate(),
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row[4].WinRate(), row[5].WinRate())
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for tier := 1; tier <= 5; tier++ {
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ta := classTier[ci.Key][tier]
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wr := row[tier].WinRate()
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ta.sum += wr
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ta.count++
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if wr < ta.minVal {
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ta.minVal = wr
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}
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if wr > ta.maxVal {
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ta.maxVal = wr
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}
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}
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}
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for _, si := range subclassesForClass(ci.Key) {
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for _, lvl := range phase1SubclassLevels {
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row := rows[rowKey{ci.Key, si.ID, lvl}]
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t.Logf("%-10s %-18s %-3d %.3f %.3f %.3f %.3f %.3f",
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ci.Key, si.ID, lvl,
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row[1].WinRate(), row[2].WinRate(), row[3].WinRate(),
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row[4].WinRate(), row[5].WinRate())
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for tier := 1; tier <= 5; tier++ {
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ta := classTier[ci.Key][tier]
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wr := row[tier].WinRate()
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ta.sum += wr
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ta.count++
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if wr < ta.minVal {
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ta.minVal = wr
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}
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if wr > ta.maxVal {
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ta.maxVal = wr
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}
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}
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}
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}
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}
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// Per-class summary: mean win rate per tier, sorted by overall mean
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// (lowest first). Useful at a glance to spot the outliers Phase 2 will
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// tune.
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t.Logf("")
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t.Logf("per-class mean win rate by tier (range in brackets):")
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t.Logf("%-10s T1 T2 T3 T4 T5", "class")
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classKeys := make([]DnDClass, 0, len(dndClasses))
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for _, ci := range dndClasses {
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classKeys = append(classKeys, ci.Key)
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}
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overall := func(c DnDClass) float64 {
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var s float64
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for tier := 1; tier <= 5; tier++ {
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ta := classTier[c][tier]
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if ta.count > 0 {
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s += ta.sum / float64(ta.count)
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}
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}
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return s
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}
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sort.SliceStable(classKeys, func(i, j int) bool {
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return overall(classKeys[i]) < overall(classKeys[j])
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})
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for _, c := range classKeys {
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t.Logf("%-10s %.2f [%.2f-%.2f] %.2f [%.2f-%.2f] %.2f [%.2f-%.2f] %.2f [%.2f-%.2f] %.2f [%.2f-%.2f]",
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c,
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classTier[c][1].sum/float64(classTier[c][1].count), classTier[c][1].minVal, classTier[c][1].maxVal,
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classTier[c][2].sum/float64(classTier[c][2].count), classTier[c][2].minVal, classTier[c][2].maxVal,
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classTier[c][3].sum/float64(classTier[c][3].count), classTier[c][3].minVal, classTier[c][3].maxVal,
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classTier[c][4].sum/float64(classTier[c][4].count), classTier[c][4].minVal, classTier[c][4].maxVal,
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classTier[c][5].sum/float64(classTier[c][5].count), classTier[c][5].minVal, classTier[c][5].maxVal,
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)
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}
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// Harness-broken gates only. Tuned-balance assertions land in Phase 2.
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for _, r := range results {
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if r.Tier == 1 && r.WinRate() == 0 {
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t.Errorf("%s/%s L%d T1 win rate is 0%% — the build can't damage anything; loadout or spell policy is dead",
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r.Profile.Class, r.Profile.Subclass, r.Profile.Level)
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}
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if r.Tier == 5 && r.Profile.Level == 1 && r.WinRate() == 1 {
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t.Errorf("%s L1 T5 win rate is 100%% — monster scaling looks broken", r.Profile.Class)
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}
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}
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}
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