QA representative battles and tune balance
This commit is contained in:
@@ -10,7 +10,8 @@
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"generate:audio": "node scripts/generate-bgm.mjs",
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"generate:audio": "node scripts/generate-bgm.mjs",
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"generate:sfx": "node scripts/generate-sfx.mjs",
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"generate:sfx": "node scripts/generate-sfx.mjs",
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"preview": "vite preview --host 0.0.0.0",
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"preview": "vite preview --host 0.0.0.0",
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"verify:flow": "node scripts/verify-flow.mjs"
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"verify:flow": "node scripts/verify-flow.mjs",
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"qa:representative": "node scripts/qa-representative-battles.mjs"
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},
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},
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"dependencies": {
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"dependencies": {
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"phaser": "^3.90.0"
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"phaser": "^3.90.0"
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624
scripts/qa-representative-battles.mjs
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624
scripts/qa-representative-battles.mjs
Normal file
@@ -0,0 +1,624 @@
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import { spawn } from 'node:child_process';
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import { chromium } from 'playwright';
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const targetUrl = process.env.QA_URL ?? 'http://localhost:5173/';
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const headless = process.env.QA_HEADLESS !== '0';
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const maxRounds = Number(process.env.QA_MAX_ROUNDS ?? 80);
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const pnpmCommand = process.env.PNPM_CMD ?? 'pnpm';
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const allRepresentativeBattles = [
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{ no: 1, id: 'first-battle-zhuo-commandery', selected: [], targets: ['rebel-leader'], protected: ['liu-bei'] },
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{
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no: 7,
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id: 'seventh-battle-xuzhou-rescue',
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selected: ['liu-bei', 'guan-yu', 'zhang-fei'],
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targets: ['xuzhou-leader-xiahou-dun'],
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protected: ['liu-bei']
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},
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{
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no: 18,
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id: 'eighteenth-battle-bowang-ambush',
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selected: ['liu-bei', 'zhuge-liang', 'zhao-yun', 'guan-yu', 'zhang-fei', 'sun-qian'],
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targets: ['bowang-leader-xiahou-dun'],
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protected: ['liu-bei']
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},
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{
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no: 27,
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id: 'twenty-seventh-battle-yizhou-relief-road',
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selected: ['liu-bei', 'zhuge-liang', 'huang-zhong', 'wei-yan', 'zhao-yun', 'mi-zhu'],
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targets: ['yizhou-leader-yang-huai'],
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protected: ['liu-bei', 'zhuge-liang']
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},
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{
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no: 37,
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id: 'thirty-seventh-battle-hanzhong-decisive',
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selected: ['liu-bei', 'huang-zhong', 'fa-zheng', 'wang-ping', 'ma-chao', 'ma-dai', 'zhuge-liang'],
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targets: ['hanzhong-leader-cao-cao'],
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protected: ['liu-bei', 'wang-ping']
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},
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{
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no: 45,
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id: 'forty-fifth-battle-yiling-vanguard',
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selected: ['liu-bei', 'zhang-fei', 'zhao-yun', 'ma-chao', 'zhuge-liang', 'huang-quan', 'ma-liang'],
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targets: ['yiling-leader-lu-xun'],
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protected: ['liu-bei']
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},
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{
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no: 55,
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id: 'fifty-fifth-battle-northern-qishan-road',
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selected: ['zhuge-liang', 'zhao-yun', 'huang-quan', 'ma-liang', 'wang-ping', 'ma-dai', 'wei-yan'],
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targets: ['northern-first-leader-cao-zhen'],
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protected: ['zhuge-liang']
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},
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{
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no: 58,
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id: 'fifty-eighth-battle-qishan-retreat',
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selected: ['zhuge-liang', 'jiang-wei', 'wang-ping', 'zhao-yun', 'ma-dai', 'huang-quan', 'ma-liang'],
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targets: ['northern-fourth-leader-sima-yi', 'northern-fourth-officer-zhang-he'],
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protected: ['zhuge-liang']
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},
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{
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no: 66,
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id: 'sixty-sixth-battle-wuzhang-final',
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selected: ['zhuge-liang', 'jiang-wei', 'wang-ping', 'ma-dai', 'huang-quan', 'li-yan', 'wei-yan'],
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targets: ['northern-twelfth-leader-sima-yi', 'northern-twelfth-officer-zhang-he', 'northern-twelfth-officer-guo-huai'],
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protected: ['zhuge-liang']
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}
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];
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const requestedBattles = new Set(
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(process.env.QA_BATTLES ?? '')
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.split(',')
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.map((entry) => entry.trim())
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.filter(Boolean)
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);
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const representativeBattles =
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requestedBattles.size > 0
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? allRepresentativeBattles.filter((battle) => requestedBattles.has(String(battle.no)) || requestedBattles.has(battle.id))
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: allRepresentativeBattles;
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let serverProcess;
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try {
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serverProcess = await ensureLocalServer(targetUrl);
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const browser = await chromium.launch({ headless });
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try {
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const page = await browser.newPage({ viewport: { width: 1280, height: 720 } });
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const results = [];
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for (const battle of representativeBattles) {
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await setupBattle(page, battle);
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results.push(await playBattleWithoutDebugVictory(page, battle));
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}
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const failed = results.filter((result) => result.outcome !== 'victory');
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console.table(
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results.map((result) => ({
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no: result.no,
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outcome: result.outcome,
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turn: result.finalTurn,
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alliesAlive: result.alliesAlive,
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enemiesAlive: result.enemiesAlive,
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itemsUsed: result.itemsUsed,
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supports: result.supports,
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objectives: `${result.objectivesAchieved}/${result.objectiveCount}`
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}))
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);
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if (failed.length > 0) {
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console.dir(
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failed.map((result) => ({
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no: result.no,
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id: result.id,
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outcome: result.outcome,
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protected: result.protectedStatus,
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targets: result.targetStatus,
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allies: result.allyStatus,
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enemies: result.enemyStatus,
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log: result.battleLogTail
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})),
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{ depth: null }
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);
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throw new Error(`Representative battle QA failed: ${failed.map((result) => `${result.no}:${result.id}`).join(', ')}`);
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}
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console.log(`Representative battle QA passed without debug victory for ${results.length} battles at ${targetUrl}`);
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} finally {
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await browser.close();
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}
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} finally {
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if (serverProcess) {
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serverProcess.kill();
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}
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}
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async function setupBattle(page, battle) {
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await page.goto(targetUrl, { waitUntil: 'domcontentloaded' });
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await page.waitForFunction(() => window.__HEROS_GAME__ !== undefined && window.__HEROS_DEBUG__ !== undefined, undefined, { timeout: 90000 });
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await page.evaluate((selected) => {
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const now = new Date().toISOString();
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const state = {
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version: 1,
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updatedAt: now,
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step: 'first-battle',
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activeSaveSlot: 1,
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gold: 999999,
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roster: [],
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bonds: [],
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inventory: {},
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selectedSortieUnitIds: selected,
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reserveTrainingFocus: 'balanced',
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completedCampDialogues: [],
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completedCampVisits: [],
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battleHistory: {}
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};
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window.localStorage.clear();
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window.localStorage.setItem('heros-web:campaign-state', JSON.stringify(state));
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window.localStorage.setItem('heros-web:campaign-state:slot-1', JSON.stringify(state));
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}, battle.selected);
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await page.reload({ waitUntil: 'domcontentloaded' });
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await page.waitForFunction(() => window.__HEROS_GAME__ !== undefined && window.__HEROS_DEBUG__ !== undefined, undefined, { timeout: 90000 });
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await page.evaluate((battleId) => {
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const game = window.__HEROS_GAME__;
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for (const scene of game.scene.getScenes(true)) {
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game.scene.stop(scene.scene.key);
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}
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game.scene.start('BattleScene', { battleId });
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}, battle.id);
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await page.waitForFunction(
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(battleId) => {
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const state = window.__HEROS_DEBUG__?.battle();
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return state?.scene === 'BattleScene' && state?.battleId === battleId && state?.phase === 'idle' && state?.mapBackgroundReady === true;
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},
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battle.id,
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{ timeout: 90000 }
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);
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}
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async function playBattleWithoutDebugVictory(page, battle) {
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return page.evaluate(
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async ({ no, id, maxRounds, targets, protected: protectedUnitIds }) => {
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const sleep = (ms) => new Promise((resolve) => setTimeout(resolve, ms));
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const scene = window.__HEROS_GAME__.scene.getScene('BattleScene');
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const primaryTargetId = targets[0];
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const targetIds = new Set(targets);
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const protectedIds = new Set(protectedUnitIds);
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const metrics = {
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no,
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id,
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outcome: null,
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finalTurn: 0,
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alliesAlive: 0,
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enemiesAlive: 0,
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itemsUsed: 0,
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supports: 0,
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allyAttacks: 0,
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enemyAttacks: 0,
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objectivesAchieved: 0,
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objectiveCount: 0,
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protectedStatus: [],
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targetStatus: [],
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allyStatus: [],
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enemyStatus: [],
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battleLogTail: []
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};
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const state = () => window.__HEROS_DEBUG__.battle();
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const distance = (a, b) => Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
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const unitRef = (unitId) => scene.debugUnitById(unitId);
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const liveUnits = (faction) =>
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state()
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.units.filter((unit) => unit.faction === faction && unit.hp > 0)
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.map((unit) => unitRef(unit.id))
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.filter(Boolean);
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const actedUnitIds = () => new Set(state().actedUnitIds ?? []);
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const syncUnit = (unit) => {
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scene.positionUnitView?.(unit);
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scene.updateMiniMap?.();
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};
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const resolveOutcome = () => scene.resolveBattleOutcomeIfNeeded?.();
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function withUnitAt(unit, tile, callback) {
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const original = { x: unit.x, y: unit.y };
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unit.x = tile.x;
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unit.y = tile.y;
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try {
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return callback();
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} finally {
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unit.x = original.x;
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unit.y = original.y;
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}
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}
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function priorityForTarget(enemy) {
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if (enemy.id === primaryTargetId) {
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return 5200;
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}
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if (targetIds.has(enemy.id)) {
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return 3400;
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}
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if (enemy.id.includes('leader')) {
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return 1200;
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}
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if (enemy.id.includes('officer')) {
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return 720;
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}
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return 0;
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}
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function focusTarget(unit) {
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const aliveTargets = targets.map((targetId) => unitRef(targetId)).filter((target) => target && target.hp > 0);
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if (aliveTargets.length > 0) {
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return aliveTargets.sort((a, b) => distance(unit, a) - distance(unit, b))[0];
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}
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return liveUnits('enemy').sort((a, b) => priorityForTarget(b) - priorityForTarget(a) || distance(unit, a) - distance(unit, b))[0];
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}
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function attackChoice(unit) {
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return liveUnits('enemy')
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.filter((enemy) => scene.canAttack(unit, enemy))
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.map((enemy) => {
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const preview = scene.combatPreview(unit, enemy, 'attack');
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const kill = preview.damage >= enemy.hp;
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const priority = priorityForTarget(enemy);
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return {
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target: enemy,
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preview,
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score: priority + preview.damage * 10 + (kill ? 760 : 0) - enemy.hp - distance(unit, enemy) * 4
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};
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})
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.sort((a, b) => b.score - a.score)[0];
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}
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function incomingThreat(unit, tile) {
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return withUnitAt(unit, tile, () => {
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const threats = [];
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const nearbyEnemies = liveUnits('enemy')
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.sort((a, b) => distance(a, tile) - distance(b, tile))
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.slice(0, 10);
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for (const enemy of nearbyEnemies) {
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const original = { x: enemy.x, y: enemy.y };
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const behavior = scene.enemyBehavior(enemy);
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const target = scene.chooseEnemyTarget(enemy, behavior);
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if (target) {
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if (!scene.canAttack(enemy, target) && behavior !== 'hold') {
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const destination = scene.chooseApproachTile(enemy, target);
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if (destination) {
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enemy.x = destination.x;
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enemy.y = destination.y;
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}
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}
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if (scene.canAttack(enemy, unit)) {
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threats.push(scene.combatPreview(enemy, unit, 'attack').damage);
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}
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}
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enemy.x = original.x;
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enemy.y = original.y;
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}
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return threats.sort((a, b) => b - a).slice(0, 3).reduce((total, damage) => total + damage, 0);
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});
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}
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function shouldPressProtected(unit) {
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|
if (!protectedIds.has(unit.id)) {
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return false;
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}
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const focus = focusTarget(unit);
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const enemies = liveUnits('enemy');
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const vanguardInPosition = liveUnits('ally').some(
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(ally) => ally.id !== unit.id && !protectedIds.has(ally.id) && (!focus || distance(ally, focus) <= 10)
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);
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return (
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!vanguardInPosition ||
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(focus && targetIds.has(focus.id) && focus.hp <= Math.ceil(focus.maxHp * 0.3))
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);
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}
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function canTakeAttack(unit, attack, threat = protectedIds.has(unit.id) ? incomingThreat(unit, unit) : 0) {
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|
if (!protectedIds.has(unit.id)) {
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return true;
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|
}
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const pressProtected = shouldPressProtected(unit);
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const isTarget = targetIds.has(attack.target.id);
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const kill = attack.preview.damage >= attack.target.hp;
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if (isTarget && (threat <= Math.floor(unit.hp * (pressProtected ? 0.7 : 0.42)) || unit.hp >= Math.ceil(unit.maxHp * 0.8))) {
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|
return true;
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|
}
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|
if (kill && threat <= Math.floor(unit.hp * (pressProtected ? 0.5 : 0.32))) {
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|
return true;
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|
}
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return threat <= Math.floor(unit.hp * (pressProtected ? 0.28 : 0.18));
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|
}
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|
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|
function canPressProtectedTile(unit, tile, focus, currentDistance) {
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|
const threat = incomingThreat(unit, tile);
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|
if (threat <= Math.floor(unit.hp * 0.55)) {
|
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|
return true;
|
||||||
|
}
|
||||||
|
const enemies = liveUnits('enemy');
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|
return (
|
||||||
|
unit.hp >= Math.ceil(unit.maxHp * 0.95) &&
|
||||||
|
distance(tile, focus) < currentDistance &&
|
||||||
|
(enemies.length <= 8 || currentDistance <= 8 || (targetIds.has(focus.id) && focus.hp <= Math.ceil(focus.maxHp * 0.5)))
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
function chooseMove(unit) {
|
||||||
|
const tiles = [{ x: unit.x, y: unit.y, cost: 0 }, ...scene.reachableTiles(unit)];
|
||||||
|
const pressProtected = shouldPressProtected(unit);
|
||||||
|
const attackingTiles = tiles
|
||||||
|
.map((tile) =>
|
||||||
|
withUnitAt(unit, tile, () => {
|
||||||
|
const attack = attackChoice(unit);
|
||||||
|
return attack ? { tile, attack, threat: protectedIds.has(unit.id) ? incomingThreat(unit, tile) : 0 } : undefined;
|
||||||
|
})
|
||||||
|
)
|
||||||
|
.filter(Boolean);
|
||||||
|
|
||||||
|
const preferredAttackingTiles = protectedIds.has(unit.id)
|
||||||
|
? attackingTiles.filter((entry) => canTakeAttack(unit, entry.attack, entry.threat))
|
||||||
|
: attackingTiles;
|
||||||
|
|
||||||
|
if (preferredAttackingTiles.length > 0 && (!protectedIds.has(unit.id) || unit.hp >= Math.ceil(unit.maxHp * 0.45))) {
|
||||||
|
return preferredAttackingTiles.sort((a, b) => {
|
||||||
|
const threatWeight = protectedIds.has(unit.id) ? (pressProtected ? 4 : 8) : 2;
|
||||||
|
const aScore = a.attack.score + (targetIds.has(a.attack.target.id) ? 2400 : 1350) - a.threat * threatWeight;
|
||||||
|
const bScore = b.attack.score + (targetIds.has(b.attack.target.id) ? 2400 : 1350) - b.threat * threatWeight;
|
||||||
|
return bScore - aScore;
|
||||||
|
})[0].tile;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!protectedIds.has(unit.id) || pressProtected) {
|
||||||
|
const focus = focusTarget(unit);
|
||||||
|
if (focus) {
|
||||||
|
const currentDistance = distance(unit, focus);
|
||||||
|
const pressureTile = tiles
|
||||||
|
.filter((tile) => distance(tile, focus) < currentDistance)
|
||||||
|
.filter((tile) => !pressProtected || canPressProtectedTile(unit, tile, focus, currentDistance))
|
||||||
|
.sort((a, b) => distance(a, focus) - distance(b, focus) || (a.cost ?? 0) - (b.cost ?? 0))[0];
|
||||||
|
if (pressureTile) {
|
||||||
|
return pressureTile;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let best = { tile: tiles[0], score: Number.NEGATIVE_INFINITY };
|
||||||
|
|
||||||
|
for (const tile of tiles) {
|
||||||
|
const score = withUnitAt(unit, tile, () => {
|
||||||
|
const attack = attackChoice(unit);
|
||||||
|
const focus = attack?.target ?? focusTarget(unit);
|
||||||
|
const isProtected = protectedIds.has(unit.id);
|
||||||
|
const shouldPress = isProtected && shouldPressProtected(unit);
|
||||||
|
const approach = focus ? -distance(unit, focus) * (isProtected ? (shouldPress ? 42 : 5) : 36) : 0;
|
||||||
|
const attackScore = attack ? attack.score + (targetIds.has(attack.target.id) ? 2400 : 1350) : approach;
|
||||||
|
const allySupport = liveUnits('ally').filter((ally) => ally.id !== unit.id && distance(unit, ally) <= 2).length * 16;
|
||||||
|
const threat = incomingThreat(unit, tile);
|
||||||
|
const nearestEnemyDistance = liveUnits('enemy')
|
||||||
|
.map((enemy) => distance(unit, enemy))
|
||||||
|
.sort((a, b) => a - b)[0] ?? 99;
|
||||||
|
const protectedFrontlinePenalty = isProtected && !shouldPress && nearestEnemyDistance <= 5 ? (6 - nearestEnemyDistance) * 1800 : 0;
|
||||||
|
const fragilePenalty = unit.hp - threat <= Math.max(5, Math.floor(unit.maxHp * 0.18)) ? (isProtected ? (shouldPress ? 420 : 900) : 260) : 0;
|
||||||
|
const threatWeight = isProtected ? (shouldPress ? 5 : 12) : 4;
|
||||||
|
return attackScore + allySupport - threat * threatWeight - fragilePenalty - protectedFrontlinePenalty - (tile.cost ?? 0) * 2;
|
||||||
|
});
|
||||||
|
|
||||||
|
if (score > best.score) {
|
||||||
|
best = { tile, score };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return best.tile;
|
||||||
|
}
|
||||||
|
|
||||||
|
function bestSupportAction(user) {
|
||||||
|
const injured = liveUnits('ally')
|
||||||
|
.filter((ally) => ally.hp < ally.maxHp)
|
||||||
|
.sort((a, b) => b.maxHp - b.hp - (a.maxHp - a.hp));
|
||||||
|
const options = [];
|
||||||
|
|
||||||
|
for (const command of ['item', 'strategy']) {
|
||||||
|
for (const usable of scene.availableUsables(user, command)) {
|
||||||
|
if (usable.effect !== 'heal') {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
for (const target of injured) {
|
||||||
|
if (!scene.canUseSupportCommand(user, target, usable)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
const missing = target.maxHp - target.hp;
|
||||||
|
const amount = scene.supportHealAmount(user, target, usable);
|
||||||
|
const urgent = target.hp <= Math.ceil(target.maxHp * 0.45);
|
||||||
|
if (!urgent && amount < 8 && missing < 10) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
options.push({ usable, target, score: amount * 12 + missing * 4 + (urgent ? 180 : 0) + (usable.command === 'item' ? 15 : 0) });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return options.sort((a, b) => b.score - a.score)[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
function performSupport(user, support) {
|
||||||
|
if (support.usable.command === 'item' && !scene.consumeItem(user.id, support.usable.id)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
scene.resolveSupportAction(user, support.target, support.usable);
|
||||||
|
scene.finishUnitAction(user, `QA support ${user.id} -> ${support.target.id}`);
|
||||||
|
metrics.supports += 1;
|
||||||
|
if (support.usable.command === 'item') {
|
||||||
|
metrics.itemsUsed += 1;
|
||||||
|
}
|
||||||
|
resolveOutcome();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
function performAttack(attacker, target, side) {
|
||||||
|
const result = scene.resolveAttack(attacker, target);
|
||||||
|
result.counter = scene.resolveCounterAttack(result);
|
||||||
|
if (side === 'ally') {
|
||||||
|
scene.finishUnitAction(attacker, `QA attack ${attacker.id} -> ${target.id}`);
|
||||||
|
metrics.allyAttacks += 1;
|
||||||
|
} else {
|
||||||
|
metrics.enemyAttacks += 1;
|
||||||
|
}
|
||||||
|
resolveOutcome();
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let round = 0; round < maxRounds; round += 1) {
|
||||||
|
let snapshot = state();
|
||||||
|
if (snapshot.battleOutcome) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
const acted = actedUnitIds();
|
||||||
|
const allies = snapshot.units
|
||||||
|
.filter((unit) => unit.faction === 'ally' && unit.hp > 0 && !acted.has(unit.id))
|
||||||
|
.sort((a, b) => a.hp / a.maxHp - b.hp / b.maxHp);
|
||||||
|
|
||||||
|
for (const allyState of allies) {
|
||||||
|
snapshot = state();
|
||||||
|
if (snapshot.battleOutcome) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
const unit = unitRef(allyState.id);
|
||||||
|
if (!unit || unit.hp <= 0 || actedUnitIds().has(unit.id)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
const urgentSupport = bestSupportAction(unit);
|
||||||
|
if (urgentSupport && (unit.hp <= Math.ceil(unit.maxHp * 0.48) || urgentSupport.target.hp <= Math.ceil(urgentSupport.target.maxHp * 0.4))) {
|
||||||
|
if (performSupport(unit, urgentSupport)) {
|
||||||
|
await sleep(1);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.selectedUnit = unit;
|
||||||
|
scene.phase = 'moving';
|
||||||
|
const tile = chooseMove(unit);
|
||||||
|
scene.moveSelectedUnit(tile.x, tile.y);
|
||||||
|
syncUnit(unit);
|
||||||
|
|
||||||
|
const attack = attackChoice(unit);
|
||||||
|
if (attack && canTakeAttack(unit, attack)) {
|
||||||
|
performAttack(unit, attack.target, 'ally');
|
||||||
|
} else {
|
||||||
|
const support = bestSupportAction(unit);
|
||||||
|
if (!support || !performSupport(unit, support)) {
|
||||||
|
scene.completeUnitAction(unit, `QA wait ${unit.id}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
await sleep(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
snapshot = state();
|
||||||
|
if (snapshot.battleOutcome) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.activeFaction = 'enemy';
|
||||||
|
for (const enemyState of snapshot.units.filter((unit) => unit.faction === 'enemy' && unit.hp > 0)) {
|
||||||
|
if (state().battleOutcome) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
const enemy = unitRef(enemyState.id);
|
||||||
|
if (!enemy || enemy.hp <= 0) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
const behavior = scene.enemyBehavior(enemy);
|
||||||
|
let target = scene.chooseEnemyTarget(enemy, behavior);
|
||||||
|
if (!target) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!scene.canAttack(enemy, target) && behavior !== 'hold') {
|
||||||
|
const destination = scene.chooseApproachTile(enemy, target);
|
||||||
|
if (destination) {
|
||||||
|
enemy.x = destination.x;
|
||||||
|
enemy.y = destination.y;
|
||||||
|
syncUnit(enemy);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
target = scene.chooseTargetInRange(enemy) ?? target;
|
||||||
|
if (target && scene.canAttack(enemy, target)) {
|
||||||
|
performAttack(enemy, target, 'enemy');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (state().battleOutcome) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.beginNextAllyTurn();
|
||||||
|
await sleep(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
const finalState = state();
|
||||||
|
metrics.outcome = finalState.battleOutcome;
|
||||||
|
metrics.finalTurn = finalState.turnNumber;
|
||||||
|
metrics.alliesAlive = finalState.units.filter((unit) => unit.faction === 'ally' && unit.hp > 0).length;
|
||||||
|
metrics.enemiesAlive = finalState.units.filter((unit) => unit.faction === 'enemy' && unit.hp > 0).length;
|
||||||
|
metrics.objectiveCount = finalState.objectives.length;
|
||||||
|
metrics.objectivesAchieved = finalState.objectives.filter((objective) => objective.achieved).length;
|
||||||
|
metrics.protectedStatus = protectedUnitIds.map((unitId) => {
|
||||||
|
const unit = finalState.units.find((candidate) => candidate.id === unitId);
|
||||||
|
return unit ? `${unit.id}:${unit.hp}/${unit.maxHp}@${unit.x},${unit.y}` : `${unitId}:missing`;
|
||||||
|
});
|
||||||
|
metrics.targetStatus = targets.map((unitId) => {
|
||||||
|
const unit = finalState.units.find((candidate) => candidate.id === unitId);
|
||||||
|
return unit ? `${unit.id}:${unit.hp}/${unit.maxHp}@${unit.x},${unit.y}` : `${unitId}:missing`;
|
||||||
|
});
|
||||||
|
metrics.allyStatus = finalState.units
|
||||||
|
.filter((unit) => unit.faction === 'ally')
|
||||||
|
.map((unit) => `${unit.id}:${unit.hp}/${unit.maxHp}@${unit.x},${unit.y}`);
|
||||||
|
metrics.enemyStatus = finalState.units
|
||||||
|
.filter((unit) => unit.faction === 'enemy' && unit.hp > 0)
|
||||||
|
.map((unit) => `${unit.id}:${unit.hp}/${unit.maxHp}@${unit.x},${unit.y}`);
|
||||||
|
metrics.battleLogTail = finalState.battleLog.slice(-8);
|
||||||
|
return metrics;
|
||||||
|
},
|
||||||
|
{ no: battle.no, id: battle.id, maxRounds, targets: battle.targets, protected: battle.protected }
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
async function ensureLocalServer(url) {
|
||||||
|
if (await isServerReachable(url)) {
|
||||||
|
return undefined;
|
||||||
|
}
|
||||||
|
|
||||||
|
const child = spawn(pnpmCommand, ['dev'], {
|
||||||
|
cwd: process.cwd(),
|
||||||
|
shell: true,
|
||||||
|
stdio: 'ignore',
|
||||||
|
windowsHide: true
|
||||||
|
});
|
||||||
|
|
||||||
|
for (let attempt = 0; attempt < 120; attempt += 1) {
|
||||||
|
if (await isServerReachable(url)) {
|
||||||
|
return child;
|
||||||
|
}
|
||||||
|
await sleep(500);
|
||||||
|
}
|
||||||
|
|
||||||
|
child.kill();
|
||||||
|
throw new Error(`Could not start dev server at ${url}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
async function isServerReachable(url) {
|
||||||
|
try {
|
||||||
|
const response = await fetch(url);
|
||||||
|
return response.ok;
|
||||||
|
} catch {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function sleep(ms) {
|
||||||
|
return new Promise((resolve) => setTimeout(resolve, ms));
|
||||||
|
}
|
||||||
@@ -4381,8 +4381,8 @@ export const seventhBattleMap: BattleMap = {
|
|||||||
['forest', 'road', 'road', 'plain', 'plain', 'hill', 'plain', 'plain', 'road', 'forest', 'plain', 'plain', 'river', 'river', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'hill', 'plain', 'plain', 'plain'],
|
['forest', 'road', 'road', 'plain', 'plain', 'hill', 'plain', 'plain', 'road', 'forest', 'plain', 'plain', 'river', 'river', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'hill', 'plain', 'plain', 'plain'],
|
||||||
['plain', 'road', 'plain', 'plain', 'forest', 'plain', 'plain', 'hill', 'road', 'forest', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'road', 'plain', 'plain', 'hill', 'plain', 'plain', 'forest', 'plain'],
|
['plain', 'road', 'plain', 'plain', 'forest', 'plain', 'plain', 'hill', 'road', 'forest', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'road', 'plain', 'plain', 'hill', 'plain', 'plain', 'forest', 'plain'],
|
||||||
['road', 'road', 'plain', 'forest', 'forest', 'plain', 'plain', 'hill', 'road', 'road', 'road', 'road', 'road', 'road', 'river', 'river', 'road', 'road', 'plain', 'plain', 'plain', 'forest', 'plain', 'plain'],
|
['road', 'road', 'plain', 'forest', 'forest', 'plain', 'plain', 'hill', 'road', 'road', 'road', 'road', 'road', 'road', 'river', 'river', 'road', 'road', 'plain', 'plain', 'plain', 'forest', 'plain', 'plain'],
|
||||||
['road', 'plain', 'plain', 'forest', 'plain', 'plain', 'hill', 'plain', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'river', 'road', 'plain', 'plain', 'hill', 'plain', 'plain', 'plain'],
|
['road', 'plain', 'plain', 'forest', 'plain', 'plain', 'hill', 'plain', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'road', 'road', 'plain', 'plain', 'hill', 'plain', 'plain', 'plain'],
|
||||||
['plain', 'road', 'forest', 'plain', 'plain', 'hill', 'plain', 'plain', 'forest', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'plain', 'hill', 'plain', 'plain', 'plain'],
|
['plain', 'road', 'forest', 'plain', 'plain', 'hill', 'plain', 'plain', 'forest', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'hill', 'plain', 'plain', 'plain'],
|
||||||
['plain', 'road', 'forest', 'forest', 'plain', 'plain', 'plain', 'hill', 'plain', 'forest', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'plain', 'plain', 'plain', 'plain'],
|
['plain', 'road', 'forest', 'forest', 'plain', 'plain', 'plain', 'hill', 'plain', 'forest', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'plain', 'plain', 'plain', 'plain'],
|
||||||
['plain', 'road', 'plain', 'plain', 'hill', 'plain', 'forest', 'plain', 'plain', 'plain', 'forest', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'hill', 'plain', 'plain'],
|
['plain', 'road', 'plain', 'plain', 'hill', 'plain', 'forest', 'plain', 'plain', 'plain', 'forest', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'hill', 'plain', 'plain'],
|
||||||
['camp', 'road', 'road', 'plain', 'hill', 'plain', 'forest', 'forest', 'plain', 'plain', 'plain', 'hill', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'plain', 'plain'],
|
['camp', 'road', 'road', 'plain', 'hill', 'plain', 'forest', 'forest', 'plain', 'plain', 'plain', 'hill', 'plain', 'plain', 'road', 'road', 'plain', 'plain', 'plain', 'river', 'river', 'plain', 'plain', 'plain'],
|
||||||
@@ -18505,8 +18505,8 @@ const sixtySixthEnemySpecs: ReadonlyArray<
|
|||||||
['northern-twelfth-officer-wuzhang', '오장원 전진장', '전진 진영 무장', 'rebelLeader', 252, 2000, 472, 90, 84],
|
['northern-twelfth-officer-wuzhang', '오장원 전진장', '전진 진영 무장', 'rebelLeader', 252, 2000, 472, 90, 84],
|
||||||
['northern-twelfth-officer-ledger', '장부 차단장', '장부 차단 무장', 'rebelLeader', 252, 2000, 472, 111, 74],
|
['northern-twelfth-officer-ledger', '장부 차단장', '장부 차단 무장', 'rebelLeader', 252, 2000, 472, 111, 74],
|
||||||
['northern-twelfth-officer-guo-huai', '곽회', '봉화 차단 무장', 'rebelLeader', 252, 1980, 468, 122, 70],
|
['northern-twelfth-officer-guo-huai', '곽회', '봉화 차단 무장', 'rebelLeader', 252, 1980, 468, 122, 70],
|
||||||
['northern-twelfth-officer-zhang-he', '장합', '추격 총대장', 'rebelLeader', 253, 2040, 478, 127, 34],
|
['northern-twelfth-officer-zhang-he', '장합', '추격 총대장', 'rebelLeader', 253, 2040, 478, 116, 44],
|
||||||
['northern-twelfth-leader-sima-yi', '사마의', '오장원 총지휘관', 'rebelLeader', 254, 2100, 486, 124, 46]
|
['northern-twelfth-leader-sima-yi', '사마의', '오장원 총지휘관', 'rebelLeader', 254, 2100, 486, 124, 52]
|
||||||
];
|
];
|
||||||
|
|
||||||
export const sixtySixthBattleUnits: UnitData[] = [
|
export const sixtySixthBattleUnits: UnitData[] = [
|
||||||
@@ -20559,10 +20559,10 @@ function createEighteenthBattleTerrain(): TerrainType[][] {
|
|||||||
if ((x >= 9 && x <= 11 && y >= 18 && y <= 20) || (x >= 24 && x <= 26 && y >= 13 && y <= 15)) {
|
if ((x >= 9 && x <= 11 && y >= 18 && y <= 20) || (x >= 24 && x <= 26 && y >= 13 && y <= 15)) {
|
||||||
return 'village';
|
return 'village';
|
||||||
}
|
}
|
||||||
if ((x === 18 || x === 19) && y >= 1 && y <= 23) {
|
if ((x === 18 || x === 19) && y >= 1 && y <= 23 && y !== 15 && y !== 18) {
|
||||||
return 'river';
|
return 'river';
|
||||||
}
|
}
|
||||||
if ((x === 27 || x === 28) && y >= 4 && y <= 21) {
|
if ((x === 27 || x === 28) && y >= 4 && y <= 21 && y !== 15) {
|
||||||
return 'river';
|
return 'river';
|
||||||
}
|
}
|
||||||
if (
|
if (
|
||||||
@@ -22956,14 +22956,6 @@ function createFiftyFourthBattleTerrain(): TerrainType[][] {
|
|||||||
function createFiftyFifthBattleTerrain(): TerrainType[][] {
|
function createFiftyFifthBattleTerrain(): TerrainType[][] {
|
||||||
return Array.from({ length: 92 }, (_, y) =>
|
return Array.from({ length: 92 }, (_, y) =>
|
||||||
Array.from({ length: 110 }, (_, x): TerrainType => {
|
Array.from({ length: 110 }, (_, x): TerrainType => {
|
||||||
if (
|
|
||||||
(x >= 0 && x <= 109 && y >= 84) ||
|
|
||||||
(x >= 72 && x <= 78 && y >= 0 && y <= 86) ||
|
|
||||||
(x >= 4 && x <= 32 && y >= 75 && y <= 91) ||
|
|
||||||
(x >= 84 && x <= 104 && y >= 67 && y <= 84)
|
|
||||||
) {
|
|
||||||
return 'river';
|
|
||||||
}
|
|
||||||
if (
|
if (
|
||||||
(x >= 11 && x <= 105 && y >= 71 && y <= 77) ||
|
(x >= 11 && x <= 105 && y >= 71 && y <= 77) ||
|
||||||
(x >= 31 && x <= 83 && y >= 48 && y <= 56) ||
|
(x >= 31 && x <= 83 && y >= 48 && y <= 56) ||
|
||||||
@@ -22977,6 +22969,14 @@ function createFiftyFifthBattleTerrain(): TerrainType[][] {
|
|||||||
) {
|
) {
|
||||||
return 'road';
|
return 'road';
|
||||||
}
|
}
|
||||||
|
if (
|
||||||
|
(x >= 0 && x <= 109 && y >= 84) ||
|
||||||
|
(x >= 72 && x <= 78 && y >= 0 && y <= 86) ||
|
||||||
|
(x >= 4 && x <= 32 && y >= 75 && y <= 91) ||
|
||||||
|
(x >= 84 && x <= 104 && y >= 67 && y <= 84)
|
||||||
|
) {
|
||||||
|
return 'river';
|
||||||
|
}
|
||||||
if (
|
if (
|
||||||
(x >= 18 && x <= 80 && y >= 24 && y <= 82) ||
|
(x >= 18 && x <= 80 && y >= 24 && y <= 82) ||
|
||||||
(x >= 59 && x <= 104 && y >= 31 && y <= 78) ||
|
(x >= 59 && x <= 104 && y >= 31 && y <= 78) ||
|
||||||
@@ -23186,13 +23186,6 @@ function createFiftySeventhBattleTerrain(): TerrainType[][] {
|
|||||||
function createFiftyEighthBattleTerrain(): TerrainType[][] {
|
function createFiftyEighthBattleTerrain(): TerrainType[][] {
|
||||||
return Array.from({ length: 98 }, (_, y) =>
|
return Array.from({ length: 98 }, (_, y) =>
|
||||||
Array.from({ length: 116 }, (_, x): TerrainType => {
|
Array.from({ length: 116 }, (_, x): TerrainType => {
|
||||||
if (
|
|
||||||
(x >= 36 && x <= 43 && y >= 0 && y <= 97) ||
|
|
||||||
(x >= 64 && x <= 71 && y >= 18 && y <= 97) ||
|
|
||||||
(x >= 0 && x <= 115 && y >= 88)
|
|
||||||
) {
|
|
||||||
return 'river';
|
|
||||||
}
|
|
||||||
if (
|
if (
|
||||||
(x >= 6 && x <= 76 && y >= 82 && y <= 87) ||
|
(x >= 6 && x <= 76 && y >= 82 && y <= 87) ||
|
||||||
(x >= 18 && x <= 88 && y >= 70 && y <= 78) ||
|
(x >= 18 && x <= 88 && y >= 70 && y <= 78) ||
|
||||||
@@ -23205,6 +23198,13 @@ function createFiftyEighthBattleTerrain(): TerrainType[][] {
|
|||||||
) {
|
) {
|
||||||
return 'road';
|
return 'road';
|
||||||
}
|
}
|
||||||
|
if (
|
||||||
|
(x >= 36 && x <= 43 && y >= 0 && y <= 97) ||
|
||||||
|
(x >= 64 && x <= 71 && y >= 18 && y <= 97) ||
|
||||||
|
(x >= 0 && x <= 115 && y >= 88)
|
||||||
|
) {
|
||||||
|
return 'river';
|
||||||
|
}
|
||||||
if (
|
if (
|
||||||
(x >= 0 && x <= 38 && y >= 55 && y <= 86) ||
|
(x >= 0 && x <= 38 && y >= 55 && y <= 86) ||
|
||||||
(x >= 46 && x <= 78 && y >= 67 && y <= 88) ||
|
(x >= 46 && x <= 78 && y >= 67 && y <= 88) ||
|
||||||
@@ -23815,12 +23815,6 @@ function createSixtyFifthBattleTerrain(): TerrainType[][] {
|
|||||||
function createSixtySixthBattleTerrain(): TerrainType[][] {
|
function createSixtySixthBattleTerrain(): TerrainType[][] {
|
||||||
return Array.from({ length: 114 }, (_, y) =>
|
return Array.from({ length: 114 }, (_, y) =>
|
||||||
Array.from({ length: 132 }, (_, x): TerrainType => {
|
Array.from({ length: 132 }, (_, x): TerrainType => {
|
||||||
if (
|
|
||||||
(x >= 0 && x <= 131 && y >= 22 && y <= 32) ||
|
|
||||||
(x >= 4 && x <= 131 && y >= 38 && y <= 48)
|
|
||||||
) {
|
|
||||||
return 'river';
|
|
||||||
}
|
|
||||||
if (
|
if (
|
||||||
(x >= 4 && x <= 95 && y >= 99 && y <= 107) ||
|
(x >= 4 && x <= 95 && y >= 99 && y <= 107) ||
|
||||||
(x >= 24 && x <= 114 && y >= 87 && y <= 97) ||
|
(x >= 24 && x <= 114 && y >= 87 && y <= 97) ||
|
||||||
@@ -23834,6 +23828,12 @@ function createSixtySixthBattleTerrain(): TerrainType[][] {
|
|||||||
) {
|
) {
|
||||||
return 'road';
|
return 'road';
|
||||||
}
|
}
|
||||||
|
if (
|
||||||
|
(x >= 0 && x <= 131 && y >= 22 && y <= 32) ||
|
||||||
|
(x >= 4 && x <= 131 && y >= 38 && y <= 48)
|
||||||
|
) {
|
||||||
|
return 'river';
|
||||||
|
}
|
||||||
if (
|
if (
|
||||||
(x >= 0 && x <= 44 && y >= 70 && y <= 104) ||
|
(x >= 0 && x <= 44 && y >= 70 && y <= 104) ||
|
||||||
(x >= 47 && x <= 90 && y >= 83 && y <= 105) ||
|
(x >= 47 && x <= 90 && y >= 83 && y <= 105) ||
|
||||||
|
|||||||
@@ -1407,6 +1407,7 @@ const unitStrategyIds: Record<string, string[]> = {
|
|||||||
'jian-yong': ['aid', 'encourage', 'fireTactic'],
|
'jian-yong': ['aid', 'encourage', 'fireTactic'],
|
||||||
'mi-zhu': ['aid', 'encourage'],
|
'mi-zhu': ['aid', 'encourage'],
|
||||||
'sun-qian': ['aid', 'encourage', 'fireTactic'],
|
'sun-qian': ['aid', 'encourage', 'fireTactic'],
|
||||||
|
'zhao-yun': ['encourage'],
|
||||||
'zhuge-liang': ['aid', 'encourage', 'fireTactic'],
|
'zhuge-liang': ['aid', 'encourage', 'fireTactic'],
|
||||||
'ma-liang': ['aid', 'encourage', 'fireTactic'],
|
'ma-liang': ['aid', 'encourage', 'fireTactic'],
|
||||||
'yi-ji': ['aid', 'encourage'],
|
'yi-ji': ['aid', 'encourage'],
|
||||||
@@ -1415,7 +1416,14 @@ const unitStrategyIds: Record<string, string[]> = {
|
|||||||
'wei-yan': ['roar'],
|
'wei-yan': ['roar'],
|
||||||
'pang-tong': ['aid', 'encourage', 'fireTactic'],
|
'pang-tong': ['aid', 'encourage', 'fireTactic'],
|
||||||
'fa-zheng': ['aid', 'encourage', 'fireTactic'],
|
'fa-zheng': ['aid', 'encourage', 'fireTactic'],
|
||||||
'wu-yi': ['encourage']
|
'wu-yi': ['encourage'],
|
||||||
|
'yan-yan': ['encourage'],
|
||||||
|
'li-yan': ['aid', 'encourage'],
|
||||||
|
'huang-quan': ['aid', 'encourage'],
|
||||||
|
'ma-chao': ['roar', 'encourage'],
|
||||||
|
'ma-dai': ['encourage'],
|
||||||
|
'wang-ping': ['aid', 'encourage'],
|
||||||
|
'jiang-wei': ['aid', 'encourage', 'fireTactic']
|
||||||
};
|
};
|
||||||
|
|
||||||
const initialItemStocks: Record<string, Record<string, number>> = {
|
const initialItemStocks: Record<string, Record<string, number>> = {
|
||||||
@@ -1423,18 +1431,25 @@ const initialItemStocks: Record<string, Record<string, number>> = {
|
|||||||
'guan-yu': { bean: 1 },
|
'guan-yu': { bean: 1 },
|
||||||
'zhang-fei': { bean: 1, wine: 1 },
|
'zhang-fei': { bean: 1, wine: 1 },
|
||||||
'jian-yong': { bean: 1 },
|
'jian-yong': { bean: 1 },
|
||||||
'mi-zhu': { bean: 2, salve: 1 },
|
'mi-zhu': { bean: 3, salve: 2 },
|
||||||
'sun-qian': { bean: 1, salve: 1 },
|
'sun-qian': { bean: 1, salve: 1 },
|
||||||
'zhao-yun': { bean: 1, wine: 1 },
|
'zhao-yun': { bean: 2, salve: 1, wine: 1 },
|
||||||
'zhuge-liang': { bean: 1, wine: 1 },
|
'zhuge-liang': { bean: 2, salve: 1, wine: 1 },
|
||||||
'ma-liang': { bean: 1, salve: 1 },
|
'ma-liang': { bean: 2, salve: 2 },
|
||||||
'yi-ji': { bean: 2, salve: 1 },
|
'yi-ji': { bean: 2, salve: 1 },
|
||||||
'gong-zhi': { bean: 2 },
|
'gong-zhi': { bean: 2 },
|
||||||
'huang-zhong': { bean: 1, wine: 1 },
|
'huang-zhong': { bean: 2, salve: 1, wine: 1 },
|
||||||
'wei-yan': { bean: 2 },
|
'wei-yan': { bean: 2 },
|
||||||
'pang-tong': { bean: 1, salve: 1, wine: 1 },
|
'pang-tong': { bean: 1, salve: 1, wine: 1 },
|
||||||
'fa-zheng': { bean: 1, salve: 1, wine: 1 },
|
'fa-zheng': { bean: 2, salve: 2, wine: 1 },
|
||||||
'wu-yi': { bean: 2, wine: 1 }
|
'wu-yi': { bean: 2, wine: 1 },
|
||||||
|
'yan-yan': { bean: 2 },
|
||||||
|
'li-yan': { bean: 2, salve: 2 },
|
||||||
|
'huang-quan': { bean: 2, salve: 2 },
|
||||||
|
'ma-chao': { bean: 2, salve: 1, wine: 1 },
|
||||||
|
'ma-dai': { bean: 2, salve: 1, wine: 1 },
|
||||||
|
'wang-ping': { bean: 3, salve: 1 },
|
||||||
|
'jiang-wei': { bean: 2, salve: 1, wine: 1 }
|
||||||
};
|
};
|
||||||
|
|
||||||
const attackRangeByClass: Partial<Record<UnitClassKey, number>> = {
|
const attackRangeByClass: Partial<Record<UnitClassKey, number>> = {
|
||||||
@@ -2728,6 +2743,49 @@ function cloneBattleBond(bond: BattleBond): BattleBond {
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function scenarioReadinessAnchor() {
|
||||||
|
return (
|
||||||
|
initialBattleUnits.find((unit) => unit.id === leaderUnitId && unit.faction === 'enemy') ??
|
||||||
|
initialBattleUnits
|
||||||
|
.filter((unit) => unit.faction === 'enemy')
|
||||||
|
.sort((a, b) => b.level - a.level || b.maxHp - a.maxHp || b.attack - a.attack)[0]
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
function applyScenarioAllyReadiness(unit: UnitData) {
|
||||||
|
if (unit.faction !== 'ally') {
|
||||||
|
return unit;
|
||||||
|
}
|
||||||
|
|
||||||
|
const anchor = scenarioReadinessAnchor();
|
||||||
|
if (!anchor) {
|
||||||
|
return unit;
|
||||||
|
}
|
||||||
|
|
||||||
|
const enemyCount = initialBattleUnits.filter((candidate) => candidate.faction === 'enemy').length;
|
||||||
|
const densityFactor = 1 + Math.max(0, enemyCount - 18) * 0.035;
|
||||||
|
const attackDensityFactor = 1 + Math.max(0, enemyCount - 18) * 0.018;
|
||||||
|
const hpRatio = unit.maxHp > 0 ? unit.hp / unit.maxHp : 1;
|
||||||
|
const minimumLevel = Math.max(unit.level, Math.min(99, Math.round(anchor.level * 0.72)));
|
||||||
|
const minimumMaxHp = Math.max(unit.maxHp, Math.round(anchor.maxHp * 1.15 * densityFactor));
|
||||||
|
const minimumAttack = Math.max(unit.attack, Math.round(anchor.attack * 0.72 * attackDensityFactor));
|
||||||
|
const equipmentLevelFloor = Math.max(1, Math.min(9, Math.floor(anchor.level / 28) + 1));
|
||||||
|
const next = cloneUnitData(unit);
|
||||||
|
|
||||||
|
next.level = minimumLevel;
|
||||||
|
next.maxHp = minimumMaxHp;
|
||||||
|
next.hp = minimumMaxHp > unit.maxHp ? Math.max(unit.hp, Math.ceil(minimumMaxHp * hpRatio)) : Math.min(unit.hp, minimumMaxHp);
|
||||||
|
next.attack = minimumAttack;
|
||||||
|
(Object.keys(next.stats) as Array<keyof UnitStats>).forEach((key) => {
|
||||||
|
next.stats[key] = Math.max(next.stats[key], Math.round(anchor.stats[key] * 0.78));
|
||||||
|
});
|
||||||
|
equipmentSlots.forEach((slot) => {
|
||||||
|
next.equipment[slot].level = Math.max(next.equipment[slot].level, equipmentLevelFloor);
|
||||||
|
});
|
||||||
|
|
||||||
|
return next;
|
||||||
|
}
|
||||||
|
|
||||||
function configureBattleScenario(scenario: BattleScenarioDefinition) {
|
function configureBattleScenario(scenario: BattleScenarioDefinition) {
|
||||||
battleScenario = scenario;
|
battleScenario = scenario;
|
||||||
battleMap = scenario.map;
|
battleMap = scenario.map;
|
||||||
@@ -2939,7 +2997,7 @@ export class BattleScene extends Phaser.Scene {
|
|||||||
const hasSelection = selected.size > 0;
|
const hasSelection = selected.size > 0;
|
||||||
const nextUnits = initialBattleUnits
|
const nextUnits = initialBattleUnits
|
||||||
.filter((unit) => unit.faction === 'enemy' || !hasSelection || selected.has(unit.id) || forcedAllyIds.has(unit.id))
|
.filter((unit) => unit.faction === 'enemy' || !hasSelection || selected.has(unit.id) || forcedAllyIds.has(unit.id))
|
||||||
.map((unit) => this.applyCampaignUnitProgress(unit, campaign));
|
.map((unit) => applyScenarioAllyReadiness(this.applyCampaignUnitProgress(unit, campaign)));
|
||||||
battleUnits.splice(0, battleUnits.length, ...nextUnits);
|
battleUnits.splice(0, battleUnits.length, ...nextUnits);
|
||||||
battleBonds.splice(0, battleBonds.length, ...initialBattleBonds.map((bond) => this.applyCampaignBondProgress(bond, campaign)));
|
battleBonds.splice(0, battleBonds.length, ...initialBattleBonds.map((bond) => this.applyCampaignBondProgress(bond, campaign)));
|
||||||
initialBattleUnits = battleUnits.map(cloneUnitData);
|
initialBattleUnits = battleUnits.map(cloneUnitData);
|
||||||
@@ -5546,7 +5604,9 @@ export class BattleScene extends Phaser.Scene {
|
|||||||
: getItem(user.equipment.accessory.itemId).id === 'peach-charm'
|
: getItem(user.equipment.accessory.itemId).id === 'peach-charm'
|
||||||
? 2
|
? 2
|
||||||
: 0;
|
: 0;
|
||||||
return Math.min(target.maxHp - target.hp, Math.max(1, usable.power + bonus + equipmentBonus));
|
const flatAmount = usable.power + bonus + equipmentBonus;
|
||||||
|
const percentFloor = Math.ceil(target.maxHp * (usable.command === 'item' ? 0.24 : 0.18));
|
||||||
|
return Math.min(target.maxHp - target.hp, Math.max(1, flatAmount, percentFloor));
|
||||||
}
|
}
|
||||||
|
|
||||||
private combatEquipmentEffect(
|
private combatEquipmentEffect(
|
||||||
|
|||||||
Reference in New Issue
Block a user