feat: expand Simulation tab with combat simulation and replay
- src/components/SimulationTab.jsx: +544 lines, combat simulation UI with horde combat, player actions, and replay functionality - database/routes/simulationRoutes.js: +681 lines, backend routes for simulation state management and combat resolution - src/tests/simulationTabReplay.test.js: replay functionality tests - src/tests/hordeCombatFourPlayersFiveHordes.test.js: multi-player horde combat scenario tests - src/tests/hordeCombatPlayerMainWeapon.test.js: player weapon damage calculation tests
This commit is contained in:
@@ -1,9 +1,34 @@
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'use strict';
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const express = require('express');
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const { missionHelpers, playerHelpers, simulationHelpers, logToFile } = require('../mariadb');
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const {
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normalizeMovement,
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movementBudget,
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stepToward,
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enemyMoveTowardNearest,
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battlemapActorKey,
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pointFromLayout,
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createBattlemapPositions,
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normalizeWeaponRange,
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attackPositioning,
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visibilityBetween,
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distance,
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normalizeBattlemapLayout,
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} = require('../../src/shared/battlemapEngine');
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const router = express.Router();
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// Battlemap objective mini-game tuning. Loosened from the original
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// 2 stations / 3-round core hold / 2 extraction progress / every-3-rounds
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// reinforcements after simulation runs showed every squad going down without
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// ever clearing a single mapped combat scene (fights ran 16-21 rounds,
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// hitting the round cap on attrition alone). See docs/incident notes.
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const STATIONS_REQUIRED = 1;
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const GENE_CORE_ROUNDS_REQUIRED = 2;
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const EXTRACTION_PROGRESS_REQUIRED = 1;
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const REINFORCEMENT_INTERVAL_ROUNDS = 5;
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const OBJECTIVE_CHECK_PENALTY = 0; // was a flat -10 on top of difficulty checkMod
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// ─── Dice engine ─────────────────────────────────────────────────────────────
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function d(sides) { return Math.floor(Math.random() * sides) + 1; }
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function d100() { return d(100); }
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@@ -69,6 +94,7 @@ function buildPlayerState(dbPlayer) {
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maxWounds: maxWoundsValue,
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fate: fateValue,
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maxFate: maxFateValue,
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movement: normalizeMovement(tab.movement || {}),
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weapons,
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conditions: [],
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fateUsed: false,
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@@ -133,6 +159,7 @@ function normalizeSimWeapon(weapon, gearText = '') {
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return {
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...weapon,
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damage: defaultDamageForWeapon(weapon),
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range: weapon.range || `${normalizeWeaponRange(weapon)}m`,
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isGrenade,
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clipSize: usesAmmo ? clip : 0,
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ammoRemaining: usesAmmo ? clip : null,
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@@ -154,6 +181,13 @@ function weaponIsGrenade(weapon) {
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return Boolean(weapon?.isGrenade) || /grenade/.test(String(weapon?.name || '').toLowerCase());
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}
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function attackGlyphForWeapon(weapon, mode = 'ranged') {
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const name = String(weapon?.name || weapon || '').toLowerCase();
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if (/grenade|missile|rocket|bomb|blast/.test(name)) return 'explosive';
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if (mode === 'melee' || /sword|axe|knife|hammer|fist|claw|staff|chain/.test(name)) return 'melee';
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return 'ranged';
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}
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function weaponIsRanged(weapon) {
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return weaponUsesAmmo(weapon) && !weaponIsGrenade(weapon) && !weaponIsMelee(weapon);
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}
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@@ -176,7 +210,7 @@ function parseRof(weapon) {
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}
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function chooseFireMode(weapon) {
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if (!weaponUsesAmmo(weapon)) return { mode: 'melee', shots: 0 };
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if (!weaponUsesAmmo(weapon)) return { mode: 'melee', shots: 1 };
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const rof = parseRof(weapon);
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const available = Math.max(0, Number(weapon.ammoRemaining || 0));
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const options = [
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@@ -200,28 +234,34 @@ function fireModeAttackModifier(mode) {
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}
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function hitsForFireMode(mode, degreesOfSuccess, shotsDeclared) {
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if (!degreesOfSuccess || shotsDeclared <= 0) return 0;
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if (!degreesOfSuccess) return 0;
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if (mode === 'melee') return 1;
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if (shotsDeclared <= 0) return 0;
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if (mode === 'full_auto') return Math.min(shotsDeclared, 1 + degreesOfSuccess);
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if (mode === 'semi_auto') return Math.min(shotsDeclared, 1 + Math.floor(degreesOfSuccess / 2));
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return 1;
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}
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function chooseEnemyAttackProfile(enemy) {
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function chooseEnemyAttackProfile(enemy, distanceToTarget = 0) {
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const profile = enemy.combatProfile || 'balanced';
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const ws = Number(enemy.ws || 45);
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const bs = Number(enemy.bs || 45);
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if (profile === 'melee') return { mode: 'melee', stat: 'WS', target: ws };
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if (profile === 'ranged') return { mode: 'ranged', stat: 'BS', target: bs };
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const rangedRange = Number(enemy.range || 30) || 30;
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if (distanceToTarget <= 2.5 && ws >= bs - 10) return { mode: 'melee', stat: 'WS', target: ws, range: 2 };
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if (profile === 'melee') return { mode: 'melee', stat: 'WS', target: ws, range: 2 };
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if (profile === 'ranged') return { mode: 'ranged', stat: 'BS', target: bs, range: rangedRange };
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if (profile === 'auto') {
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return ws >= bs ? { mode: 'melee', stat: 'WS', target: ws } : { mode: 'ranged', stat: 'BS', target: bs };
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return ws >= bs && distanceToTarget <= 2.5 ? { mode: 'melee', stat: 'WS', target: ws, range: 2 } : { mode: 'ranged', stat: 'BS', target: bs, range: rangedRange };
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}
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if (Math.abs(ws - bs) >= 10) {
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return ws > bs ? { mode: 'melee', stat: 'WS', target: ws } : { mode: 'ranged', stat: 'BS', target: bs };
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return ws > bs && distanceToTarget <= 2.5 ? { mode: 'melee', stat: 'WS', target: ws, range: 2 } : { mode: 'ranged', stat: 'BS', target: bs, range: rangedRange };
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}
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return Math.random() < 0.5 ? { mode: 'melee', stat: 'WS', target: ws } : { mode: 'ranged', stat: 'BS', target: bs };
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return Math.random() < 0.5 && distanceToTarget <= 2.5
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? { mode: 'melee', stat: 'WS', target: ws, range: 2 }
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: { mode: 'ranged', stat: 'BS', target: bs, range: rangedRange };
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}
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function chooseAttackWeapon(player, enemies = []) {
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function chooseAttackWeapon(player, enemies = [], distanceToTarget = 0) {
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const weapons = Array.isArray(player.weapons) ? player.weapons : [];
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const profile = player.combatProfile || 'balanced';
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const availableGrenades = weapons.filter(w => weaponIsGrenade(w) && weaponUsesAmmo(w) && Number(w.ammoRemaining || 0) > 0);
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@@ -233,7 +273,17 @@ function chooseAttackWeapon(player, enemies = []) {
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return availableGrenades.find(w => /krak/i.test(w.name || '')) || availableGrenades[0];
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}
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const bestMelee = weapons.find(weaponIsMelee);
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const bestRanged = weapons.find(w => weaponIsRanged(w) && Number(w.ammoRemaining || 0) > 0);
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const rangedOptions = weapons.filter(w => weaponIsRanged(w) && Number(w.ammoRemaining || 0) > 0);
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const bestRanged = rangedOptions
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.slice()
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.sort((a, b) => {
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const aRange = normalizeWeaponRange(a);
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const bRange = normalizeWeaponRange(b);
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const aFit = Math.abs(aRange - distanceToTarget);
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const bFit = Math.abs(bRange - distanceToTarget);
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return aFit - bFit;
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})[0];
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if (distanceToTarget <= 2.5 && bestMelee) return bestMelee;
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if (profile === 'melee' && bestMelee) return bestMelee;
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if (profile === 'ranged' && bestRanged) return bestRanged;
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if (profile === 'auto') {
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@@ -299,9 +349,9 @@ function conditionMod(p, type) {
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return m;
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}
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function dealDamage(player, dmgFormula, armorPen) {
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function dealDamage(player, dmgFormula, armorPen, extraAbsorption = 0) {
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const dmg = dX(dmgFormula);
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const absorption = Math.max(0, 6 - (armorPen || 0));
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const absorption = Math.max(0, 6 - (armorPen || 0)) + Math.max(0, Number(extraAbsorption || 0));
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const net = Math.max(0, dmg - absorption);
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player.wounds -= net;
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return { dmg, absorption, net };
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@@ -387,8 +437,24 @@ function fearTest(player, fearRating, sceneTitle, rollFeed) {
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return r;
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}
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function visibleTargetsForActor(battlemapContext, actorPos, candidates, side) {
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if (!battlemapContext || !actorPos) return [];
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return candidates
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.map((entry) => {
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const pos = battlemapContext.positions?.[battlemapActorKey(side, entry.name)];
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if (!pos) return null;
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const visibility = visibilityBetween(battlemapContext, actorPos, pos);
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if (!visibility.visible) return null;
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return { entry, pos, visibility, dist: visibility.distance };
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})
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.filter(Boolean)
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.sort((a, b) => a.dist - b.dist);
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}
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// ─── Combat round ────────────────────────────────────────────────────────────
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function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, events, diff) {
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function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, events, diff, options = {}) {
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const battlemapContext = options.battlemapContext || null;
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const objectiveActors = options.objectiveActors || new Set();
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// Initiative
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const initiatives = [
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...players.map(p => ({ name: p.name, total: Math.floor(p.Ag / 10) + d10(), isNpc: false })),
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@@ -401,23 +467,56 @@ function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, e
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if (actor.isNpc) {
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const enemy = enemies.find(e => e.name === actor.name);
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if (!enemy || enemy.wounds <= 0) continue;
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const target = players.filter(isAlive)[Math.floor(Math.random() * players.filter(isAlive).length)];
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if (battlemapContext) {
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scriptBattlemapEnemyAdvance(roundNum, battlemapContext, enemy, players, sceneTitle, events);
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}
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const livingPlayers = players.filter(isAlive);
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const enemyPos = battlemapContext?.positions?.[battlemapActorKey('enemy', enemy.name)] || null;
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const target = enemyPos && battlemapContext
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? visibleTargetsForActor(battlemapContext, enemyPos, livingPlayers, 'player')[0]?.entry
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: livingPlayers[Math.floor(Math.random() * livingPlayers.length)];
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if (!target) continue;
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const enemyAttack = chooseEnemyAttackProfile(enemy);
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const targetPos = battlemapContext?.positions?.[battlemapActorKey('player', target.name)] || null;
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const targetDistance = enemyPos && targetPos ? distance(enemyPos, targetPos) : 0;
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const enemyAttack = chooseEnemyAttackProfile(enemy, targetDistance);
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const enemyAllyPositions = enemies
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.filter(other => other !== enemy && other.wounds > 0)
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.map(other => battlemapContext?.positions?.[battlemapActorKey('enemy', other.name)])
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.filter(Boolean);
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const positioning = (battlemapContext && enemyPos && targetPos)
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? attackPositioning(battlemapContext, enemyPos, targetPos, { name: enemy.name, range: `${enemyAttack.range || 30}m`, pen: enemy.ap || 0 }, enemyAttack.mode, enemyAllyPositions)
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: null;
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if (positioning?.blocked || (enemyAttack.mode === 'melee' && positioning?.range?.band === 'melee_out_of_range')) {
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events.push({
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type: 'battlemapAttack',
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attacker: enemy.name,
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target: target.name,
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mode: enemyAttack.mode,
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blocked: true,
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glyph: attackGlyphForWeapon(enemy.name, enemyAttack.mode),
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reasons: positioning?.reasons || ['No valid line'],
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});
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continue;
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}
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const attackRoll = d100();
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const hit = attackRoll <= enemyAttack.target;
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const battlemapMod = positioning ? positioning.totalModifier : 0;
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const enemyTarget = Math.max(5, Math.min(95, enemyAttack.target + battlemapMod));
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const hit = attackRoll <= enemyTarget;
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events.push({
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type: 'enemyAttack',
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enemy: enemy.name,
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target: target.name,
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mode: enemyAttack.mode,
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glyph: attackGlyphForWeapon(enemy.name, enemyAttack.mode),
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stat: enemyAttack.stat,
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roll: attackRoll,
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tn: enemyAttack.target,
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tn: enemyTarget,
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distance: Number(targetDistance || 0).toFixed(1),
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reasons: positioning?.reasons || [],
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hit,
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});
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if (hit) {
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const { net } = dealDamage(target, enemy.damage || '1d5', enemy.ap || 0);
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const { net } = dealDamage(target, enemy.damage || '1d5', enemy.ap || 0, enemyAttack.mode === 'ranged' ? positioning?.coverAp || 0 : 0);
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if (net > 0) {
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if (net >= 5) addCondition(target, d(2) === 1 ? 'Pinned' : 'Stunned');
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if (!isAlive(target)) {
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@@ -429,10 +528,21 @@ function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, e
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} else {
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const player = players.find(p => p.name === actor.name);
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if (!player || !isAlive(player)) continue;
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if (objectiveActors.has(player.name)) continue;
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if (player.conditions.includes('Stunned')) {
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removeCondition(player, 'Stunned');
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continue;
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}
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if (battlemapContext.hasAuthoredLayout) {
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scriptBattlemapPlayerAdvance(roundNum, battlemapContext, player, sceneTitle, events);
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} else {
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scriptBattlemapPlayerAdvanceGeneric(roundNum, battlemapContext, player, enemies, sceneTitle, events);
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}
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const livingEnemies = enemies.filter(e => e.wounds > 0);
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const playerPos = battlemapContext?.positions?.[battlemapActorKey('player', player.name)] || null;
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const firstEnemy = playerPos && battlemapContext
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? visibleTargetsForActor(battlemapContext, playerPos, livingEnemies, 'enemy')[0]?.entry
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: livingEnemies[0];
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// 50% chance to do a check vs attack
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const diffCheckMod = (diff && diff.checkMod) || 0;
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if (checks.length > 0 && Math.random() < 0.45) {
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@@ -450,20 +560,44 @@ function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, e
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dof: r.dof,
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});
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} else {
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const weapon = chooseAttackWeapon(player, enemies);
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if (!firstEnemy) continue;
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const targetPos = firstEnemy ? battlemapContext?.positions?.[battlemapActorKey('enemy', firstEnemy.name)] || null : null;
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const targetDistance = playerPos && targetPos ? distance(playerPos, targetPos) : 0;
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const weapon = chooseAttackWeapon(player, enemies, targetDistance);
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const fireMode = chooseFireMode(weapon);
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const ammo = spendAmmo(weapon, fireMode.shots);
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const statName = weaponIsMelee(weapon) ? 'WS' : 'BS';
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const base = player[statName] || 50;
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const cMod = conditionMod(player, statName);
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const modeMod = fireModeAttackModifier(fireMode.mode);
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const r = roll(base, cMod + modeMod);
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const firstEnemy = enemies.find(e => e.wounds > 0);
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const playerAllyPositions = players
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.filter(other => other !== player && isAlive(other))
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.map(other => battlemapContext?.positions?.[battlemapActorKey('player', other.name)])
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.filter(Boolean);
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const positioning = (battlemapContext && firstEnemy && playerPos && targetPos)
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? attackPositioning(battlemapContext, playerPos, targetPos, weapon, weaponIsMelee(weapon) ? 'melee' : 'ranged', playerAllyPositions)
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: null;
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if (positioning?.blocked || positioning?.range?.band === 'out_of_range' || positioning?.range?.band === 'melee_out_of_range') {
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player.failCount++;
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events.push({
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type: 'battlemapAttack',
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attacker: player.name,
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target: firstEnemy?.name || 'enemy',
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mode: weaponIsMelee(weapon) ? 'melee' : 'ranged',
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weapon: weapon.name || 'weapon',
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blocked: true,
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glyph: attackGlyphForWeapon(weapon, weaponIsMelee(weapon) ? 'melee' : 'ranged'),
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reasons: positioning?.reasons || ['Target out of range'],
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});
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continue;
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}
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const mapMod = positioning ? positioning.totalModifier : 0;
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const r = roll(base, cMod + modeMod + mapMod);
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const hits = r.success ? hitsForFireMode(fireMode.mode, r.dos, fireMode.shots || 1) : 0;
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rollFeed.push({
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player: player.name, checkName: `Attack (${weapon.name || 'weapon'})`,
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category: 'combat',
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sceneName: sceneTitle, statName, base, modifier: cMod + modeMod,
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sceneName: sceneTitle, statName, base, modifier: cMod + modeMod + mapMod,
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result: r.result, effective: r.effective, success: r.success, dos: r.dos, dof: r.dof,
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fireMode: fireMode.mode,
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fireModeModifier: modeMod,
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@@ -473,6 +607,10 @@ function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, e
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specialAmmo: Boolean(weapon.specialAmmo),
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ammoSpent: ammo.spent,
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ammoRemaining: ammo.remaining,
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battlemapReasons: positioning?.reasons || [],
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targetName: firstEnemy?.name || null,
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mode: weaponIsMelee(weapon) ? 'melee' : 'ranged',
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distance: Number(targetDistance || 0).toFixed(1),
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});
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if (ammo.spent > 0) {
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events.push({
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@@ -486,14 +624,39 @@ function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, e
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remaining: ammo.remaining,
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});
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}
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if (positioning) {
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events.push({
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type: 'battlemapAttack',
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attacker: player.name,
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target: firstEnemy?.name || 'enemy',
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mode: weaponIsMelee(weapon) ? 'melee' : 'ranged',
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weapon: weapon.name || 'weapon',
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glyph: attackGlyphForWeapon(weapon, weaponIsMelee(weapon) ? 'melee' : 'ranged'),
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reasons: positioning.reasons,
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});
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}
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if (r.success) {
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player.successCount++;
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if (firstEnemy) {
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let dmg = 0;
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for (let hit = 0; hit < Math.max(1, hits); hit++) {
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dmg += dX(weapon.damage || '1d10+4');
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if (firstEnemy.horde) {
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const tb = firstEnemy.tb || 4;
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// Horde: each hit that inflicts any damage after TB kills 1 creature
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let magnitudeLoss = 0;
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for (let hit = 0; hit < Math.max(1, hits); hit++) {
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const hitDmg = Math.max(0, dX(weapon.damage || '1d10+4') - (weaponIsMelee(weapon) ? 0 : (positioning?.coverAp || 0)));
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if (hitDmg > tb) magnitudeLoss += 1;
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}
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firstEnemy.wounds -= magnitudeLoss;
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if (magnitudeLoss > 0) {
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events.push({ type: 'horde_damage', player: player.name, target: firstEnemy.name, creaturesKilled: magnitudeLoss, scene: sceneTitle });
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}
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} else {
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let dmg = 0;
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for (let hit = 0; hit < Math.max(1, hits); hit++) {
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dmg += Math.max(0, dX(weapon.damage || '1d10+4') - (weaponIsMelee(weapon) ? 0 : (positioning?.coverAp || 0)));
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}
|
||||
firstEnemy.wounds -= dmg;
|
||||
}
|
||||
firstEnemy.wounds -= dmg;
|
||||
if (r.dos >= 4) {
|
||||
player.heroMoments.push(`Critical hit on ${firstEnemy.name} with ${weapon.name || 'weapon'} (${r.dos} DoS) in ${sceneTitle}`);
|
||||
events.push({ type: 'crit', player: player.name, target: firstEnemy.name, dos: r.dos });
|
||||
@@ -509,6 +672,10 @@ function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, e
|
||||
player.shameList.push(`Exposed flank against ${firstEnemy?.name || 'enemy'} in ${sceneTitle}`);
|
||||
}
|
||||
}
|
||||
if (battlemapContext && Math.random() < battlemapContext.hazardFatigueChance) {
|
||||
addCondition(player, 'Fatigued');
|
||||
events.push({ type: 'hazard', player: player.name, scene: sceneTitle, round: roundNum, text: 'Hazard pressure from sludge, vents, or collapsed decking.' });
|
||||
}
|
||||
}
|
||||
if (player.conditions.includes('Pinned') && Math.random() < 0.4) removeCondition(player, 'Pinned');
|
||||
}
|
||||
@@ -554,6 +721,9 @@ function enemiesFromScene(scene, sceneIndex, diff, enemyProfile = 'balanced') {
|
||||
if (raw.length > 0) {
|
||||
enemies = raw.map((e, ei) => ({
|
||||
name: e.name || `Enemy ${ei+1}`,
|
||||
horde: !!e.horde,
|
||||
magnitude: e.magnitude || (e.horde ? scaleW(e.wounds || (baseWounds + ei * 2)) : null),
|
||||
tb: e.tb || 4,
|
||||
wounds: scaleW(e.wounds || (baseWounds + ei * 2)),
|
||||
bs: scaleBs(e.bs || baseBs),
|
||||
ws: scaleBs(e.ws || (baseBs - 5)),
|
||||
@@ -565,7 +735,7 @@ function enemiesFromScene(scene, sceneIndex, diff, enemyProfile = 'balanced') {
|
||||
} else {
|
||||
enemies = [
|
||||
{ name: 'Tyranid Warrior', wounds: scaleW(baseWounds), bs: scaleBs(baseBs), ws: scaleBs(baseBs + 5), ap: baseAp, damage: baseDmg, agBonus: 4, combatProfile: enemyProfile },
|
||||
{ name: 'Gaunt Swarm', wounds: scaleW(baseWounds - 4), bs: scaleBs(baseBs - 5), ws: scaleBs(baseBs), ap: 0, damage: '1d5+2', agBonus: 5, combatProfile: enemyProfile },
|
||||
{ name: 'Gaunt Swarm', horde: true, magnitude: scaleW(baseWounds - 2), wounds: scaleW(baseWounds - 2), bs: scaleBs(baseBs - 5), ws: scaleBs(baseBs), ap: 0, damage: '1d5+2', agBonus: 5, combatProfile: enemyProfile === 'ranged' ? 'balanced' : 'melee' },
|
||||
];
|
||||
}
|
||||
|
||||
@@ -597,6 +767,363 @@ function titleForScene(scene, index) {
|
||||
return scene?.title || scene?.name || `Scene ${index + 1}`;
|
||||
}
|
||||
|
||||
function battlemapObjectiveDefaults(layout = {}, objectives = {}) {
|
||||
const stations = Array.isArray(layout.stations) ? layout.stations : [];
|
||||
const spawnPoints = Array.isArray(layout.spawnPoints) ? layout.spawnPoints : [];
|
||||
return {
|
||||
stations: stations.map((station, index) => ({
|
||||
id: station.id || `station-${index + 1}`,
|
||||
name: station.name || `Station ${index + 1}`,
|
||||
active: Boolean(objectives?.stations?.find(item => item.id === station.id)?.active),
|
||||
})),
|
||||
geneCoreSecuredRounds: Math.max(0, Number(objectives?.geneCoreSecuredRounds || 0) || 0),
|
||||
extractionProgress: Math.max(0, Number(objectives?.extractionProgress || 0) || 0),
|
||||
carrier: String(objectives?.carrier || ''),
|
||||
activeSpawnId: objectives?.activeSpawnId || spawnPoints[0]?.id || null,
|
||||
};
|
||||
}
|
||||
|
||||
function buildBattlemapContext(scene = {}) {
|
||||
// Always resolve a real layout (the scene's authored one, or the default
|
||||
// battlemap) so melee/ranged range-gating and movement limits are based on
|
||||
// actual positions for every simulated combat scene, not skipped whenever
|
||||
// nobody has opened the Battlemap tab and saved a layout for that scene.
|
||||
const state = scene?.battlemapState;
|
||||
// Only scenes where a GM actually authored/saved a battlemap (via the
|
||||
// Battlemap tab) get the vault-stations/gene-core/extraction objective
|
||||
// mini-game and reinforcement waves — those are specific to that authored
|
||||
// map, not something every plain combat scene should be required to clear.
|
||||
// Position, movement, and melee/ranged range-gating apply regardless.
|
||||
const hasAuthoredLayout = Boolean(state?.layout && Number(state.layout.gridWidth) && Number(state.layout.gridHeight));
|
||||
const layout = normalizeBattlemapLayout(scene, state?.layout || {});
|
||||
const zones = Array.isArray(layout.zones) ? layout.zones : [];
|
||||
const cover = Array.isArray(layout.cover) ? layout.cover : [];
|
||||
const hazards = Array.isArray(layout.hazards) ? layout.hazards : [];
|
||||
const spawnPoints = Array.isArray(layout.spawnPoints) ? layout.spawnPoints : [];
|
||||
const objectives = battlemapObjectiveDefaults(layout, state?.objectives);
|
||||
const objectiveZones = new Set(
|
||||
zones.filter(zone => /objective|vault|maintenance/i.test(String(zone.tone || zone.id || ''))).map(zone => zone.id)
|
||||
);
|
||||
return {
|
||||
hasAuthoredLayout,
|
||||
gridWidth: Number(layout.gridWidth),
|
||||
gridHeight: Number(layout.gridHeight),
|
||||
metersPerChecker: Number(layout.metersPerChecker || 10) || 10,
|
||||
zones,
|
||||
doors: Array.isArray(layout.doors) ? layout.doors : [],
|
||||
cover,
|
||||
hazards,
|
||||
blockers: Array.isArray(layout.blockers) ? layout.blockers : [],
|
||||
stations: Array.isArray(layout.stations) ? layout.stations : [],
|
||||
spawnPoints,
|
||||
objectives,
|
||||
reinforcementInterval: hasAuthoredLayout && spawnPoints.length ? REINFORCEMENT_INTERVAL_ROUNDS : 0,
|
||||
reinforcementWaves: 0,
|
||||
spawnHistory: objectives.activeSpawnId ? [objectives.activeSpawnId] : [],
|
||||
objectiveActions: [],
|
||||
objectiveZones,
|
||||
playerRangedAttackMod: cover.length >= 8 ? -5 : 0,
|
||||
enemyRangedAttackMod: cover.length >= 8 ? -10 : -5,
|
||||
playerMeleeAttackMod: objectiveZones.size ? 5 : 0,
|
||||
hazardFatigueChance: hazards.length ? 0.18 : 0,
|
||||
positions: {},
|
||||
};
|
||||
}
|
||||
|
||||
function nextBattlemapSpawn(context) {
|
||||
if (!context?.spawnPoints?.length) return null;
|
||||
const currentId = context.objectives.activeSpawnId;
|
||||
const currentIndex = Math.max(0, context.spawnPoints.findIndex(point => point.id === currentId));
|
||||
const point = context.spawnPoints[currentIndex] || context.spawnPoints[0];
|
||||
const next = context.spawnPoints[(currentIndex + 1) % context.spawnPoints.length];
|
||||
context.objectives.activeSpawnId = next?.id || point.id;
|
||||
if (point?.id) context.spawnHistory.push(point.id);
|
||||
return point;
|
||||
}
|
||||
|
||||
function battlemapObjectiveActor(players) {
|
||||
const alive = players.filter(isAlive);
|
||||
if (!alive.length) return null;
|
||||
return alive.reduce((best, player) => {
|
||||
const bestScore = (best.Int || 0) + (best.Per || 0) + (best.Wp || 0);
|
||||
const nextScore = (player.Int || 0) + (player.Per || 0) + (player.Wp || 0);
|
||||
return nextScore > bestScore ? player : best;
|
||||
});
|
||||
}
|
||||
|
||||
function moveBattlemapActor(context, key, targetPoint, maxDistance, sceneEvents, roundNum, sceneTitle, actorName) {
|
||||
if (!context?.positions?.[key] || !targetPoint) return null;
|
||||
const start = context.positions[key];
|
||||
const occupied = Object.entries(context.positions)
|
||||
.filter(([otherKey]) => otherKey !== key)
|
||||
.map(([, point]) => point);
|
||||
const moved = stepToward(start, targetPoint, maxDistance, {
|
||||
width: context.gridWidth || 40,
|
||||
height: context.gridHeight || 30,
|
||||
}, {
|
||||
layout: context,
|
||||
occupied,
|
||||
});
|
||||
context.positions[key] = { x: moved.x, y: moved.y };
|
||||
sceneEvents.push({
|
||||
type: 'battlemapMove',
|
||||
round: roundNum,
|
||||
actor: actorName,
|
||||
side: 'player',
|
||||
player: actorName,
|
||||
scene: sceneTitle,
|
||||
x: moved.x,
|
||||
y: moved.y,
|
||||
travelled: Number(moved.travelled || 0).toFixed(1),
|
||||
});
|
||||
const remaining = Math.sqrt(Math.pow(targetPoint.x - moved.x, 2) + Math.pow(targetPoint.y - moved.y, 2));
|
||||
return { ...moved, remaining };
|
||||
}
|
||||
|
||||
function playerBattlemapGoal(context) {
|
||||
if (!context) return null;
|
||||
const activeStations = context.objectives.stations.filter(station => station.active).length;
|
||||
const inactive = context.objectives.stations.filter(station => !station.active);
|
||||
if (inactive.length > 0 && activeStations < STATIONS_REQUIRED) {
|
||||
return pointFromLayout({ stations: context.stations }, inactive[0].id, inactive[0].id);
|
||||
}
|
||||
if (context.objectives.geneCoreSecuredRounds < GENE_CORE_ROUNDS_REQUIRED) {
|
||||
return pointFromLayout({ zones: context.zones }, 'vault', 'core');
|
||||
}
|
||||
if (context.objectives.extractionProgress < EXTRACTION_PROGRESS_REQUIRED) {
|
||||
return pointFromLayout({ zones: context.zones }, 'extraction', 'extraction');
|
||||
}
|
||||
return pointFromLayout({ zones: context.zones }, 'vault', 'vault');
|
||||
}
|
||||
|
||||
function scriptBattlemapPlayerAdvance(roundNum, context, player, sceneTitle, sceneEvents) {
|
||||
if (!context || !player || !isAlive(player)) return;
|
||||
if (player.combatProfile === 'melee') {
|
||||
const activeEnemies = (context.enemyRoster || [])
|
||||
.filter(enemy => enemy.wounds > 0)
|
||||
.map(enemy => {
|
||||
const point = context.positions?.[battlemapActorKey('enemy', enemy.name)];
|
||||
return point ? { name: enemy.name, x: point.x, y: point.y } : null;
|
||||
})
|
||||
.filter(Boolean);
|
||||
if (activeEnemies.length) {
|
||||
scriptBattlemapPlayerAdvanceGeneric(roundNum, context, player, context.enemyRoster || [], sceneTitle, sceneEvents);
|
||||
return;
|
||||
}
|
||||
}
|
||||
const key = battlemapActorKey('player', player.name);
|
||||
const targetPoint = playerBattlemapGoal(context);
|
||||
if (!context.positions[key] || !targetPoint) return;
|
||||
moveBattlemapActor(context, key, targetPoint, movementBudget(player.movement, 'full'), sceneEvents, roundNum, sceneTitle, player.name);
|
||||
}
|
||||
|
||||
// Used for scenes without an authored battlemap (no stations/vault/extraction
|
||||
// objectives to advance toward): players close on the nearest living enemy
|
||||
// instead, the same way scriptBattlemapEnemyAdvance moves enemies toward the
|
||||
// nearest player.
|
||||
function scriptBattlemapPlayerAdvanceGeneric(roundNum, context, player, enemies, sceneTitle, sceneEvents) {
|
||||
if (!context || !player || !isAlive(player)) return;
|
||||
const key = battlemapActorKey('player', player.name);
|
||||
const playerPos = context.positions[key];
|
||||
if (!playerPos) return;
|
||||
const enemyTokens = enemies
|
||||
.filter(e => e.wounds > 0)
|
||||
.map(enemy => {
|
||||
const position = context.positions[battlemapActorKey('enemy', enemy.name)];
|
||||
return position ? { name: enemy.name, x: position.x, y: position.y } : null;
|
||||
})
|
||||
.filter(Boolean);
|
||||
if (!enemyTokens.length) return;
|
||||
const scripted = enemyMoveTowardNearest(playerPos, enemyTokens, movementBudget(player.movement, 'full'), {
|
||||
width: context.gridWidth || 40,
|
||||
height: context.gridHeight || 30,
|
||||
}, {
|
||||
layout: context,
|
||||
occupied: Object.entries(context.positions)
|
||||
.filter(([otherKey]) => otherKey !== key)
|
||||
.map(([, point]) => point),
|
||||
});
|
||||
if (!scripted) return;
|
||||
context.positions[key] = { x: scripted.x, y: scripted.y };
|
||||
sceneEvents.push({
|
||||
type: 'battlemapMove',
|
||||
round: roundNum,
|
||||
actor: player.name,
|
||||
side: 'player',
|
||||
player: player.name,
|
||||
target: scripted.target.name,
|
||||
scene: sceneTitle,
|
||||
x: scripted.x,
|
||||
y: scripted.y,
|
||||
travelled: Number(scripted.travelled || 0).toFixed(1),
|
||||
});
|
||||
}
|
||||
|
||||
function scriptBattlemapEnemyAdvance(roundNum, context, enemy, players, sceneTitle, sceneEvents) {
|
||||
if (!context || !enemy || enemy.wounds <= 0) return;
|
||||
const key = battlemapActorKey('enemy', enemy.name);
|
||||
const enemyPos = context.positions[key];
|
||||
if (!enemyPos) return;
|
||||
const playerTokens = players
|
||||
.filter(isAlive)
|
||||
.map(player => {
|
||||
const position = context.positions[battlemapActorKey('player', player.name)];
|
||||
return position ? { name: player.name, x: position.x, y: position.y } : null;
|
||||
})
|
||||
.filter(Boolean);
|
||||
const moveDistance = enemy.combatProfile === 'melee' || enemy.horde ? 2 : 1;
|
||||
const scripted = enemyMoveTowardNearest(enemyPos, playerTokens, moveDistance, {
|
||||
width: context.gridWidth || 40,
|
||||
height: context.gridHeight || 30,
|
||||
}, {
|
||||
layout: context,
|
||||
occupied: Object.entries(context.positions)
|
||||
.filter(([otherKey]) => otherKey !== key)
|
||||
.map(([, point]) => point),
|
||||
});
|
||||
const charged = enemyMoveTowardNearest(enemyPos, playerTokens, moveDistance, {
|
||||
width: context.gridWidth || 40,
|
||||
height: context.gridHeight || 30,
|
||||
}, {
|
||||
layout: context,
|
||||
occupied: Object.entries(context.positions)
|
||||
.filter(([otherKey]) => otherKey !== key)
|
||||
.map(([, point]) => point),
|
||||
});
|
||||
const move = charged || scripted;
|
||||
if (!move) return;
|
||||
context.positions[key] = { x: move.x, y: move.y };
|
||||
sceneEvents.push({
|
||||
type: 'battlemapMove',
|
||||
round: roundNum,
|
||||
actor: enemy.name,
|
||||
side: 'enemy',
|
||||
target: move.target.name,
|
||||
scene: sceneTitle,
|
||||
x: move.x,
|
||||
y: move.y,
|
||||
travelled: Number(move.travelled || 0).toFixed(1),
|
||||
});
|
||||
}
|
||||
|
||||
function runBattlemapObjectiveRound(roundNum, context, players, sceneTitle, rollFeed, sceneEvents, diff) {
|
||||
if (!context) return new Set();
|
||||
const occupied = new Set();
|
||||
const actor = battlemapObjectiveActor(players);
|
||||
if (!actor) return occupied;
|
||||
|
||||
const activeStations = context.objectives.stations.filter(station => station.active).length;
|
||||
const inactive = context.objectives.stations.filter(station => !station.active);
|
||||
if (inactive.length > 0 && activeStations < STATIONS_REQUIRED) {
|
||||
const station = inactive[0];
|
||||
const stationPoint = pointFromLayout({ stations: context.stations }, station.id, station.id);
|
||||
const moved = moveBattlemapActor(context, `player:${actor.name}`, stationPoint, actor.movement?.full || 6, sceneEvents, roundNum, sceneTitle, actor.name);
|
||||
occupied.add(actor.name);
|
||||
if (moved?.remaining > 1.5) return occupied;
|
||||
const check = performCheck(actor, `Stabilize ${station.name}`, 'Int', (diff?.checkMod || 0) - OBJECTIVE_CHECK_PENALTY, rollFeed, sceneTitle, 'combat');
|
||||
sceneEvents.push({
|
||||
type: 'battlemapObjective',
|
||||
objective: station.name,
|
||||
player: actor.name,
|
||||
action: 'stabilize',
|
||||
roll: check.result,
|
||||
tn: check.effective,
|
||||
success: check.success,
|
||||
dos: check.dos,
|
||||
dof: check.dof,
|
||||
round: roundNum,
|
||||
});
|
||||
context.objectiveActions.push({ round: roundNum, player: actor.name, objective: station.name, success: check.success });
|
||||
if (check.success) station.active = true;
|
||||
return occupied;
|
||||
}
|
||||
|
||||
if (context.objectives.geneCoreSecuredRounds < GENE_CORE_ROUNDS_REQUIRED) {
|
||||
const corePoint = pointFromLayout({ zones: context.zones }, 'vault', 'core');
|
||||
const moved = moveBattlemapActor(context, `player:${actor.name}`, corePoint, actor.movement?.full || 6, sceneEvents, roundNum, sceneTitle, actor.name);
|
||||
occupied.add(actor.name);
|
||||
if (moved?.remaining > 1.5) return occupied;
|
||||
const check = performCheck(actor, 'Secure gene-core', 'Int', (diff?.checkMod || 0) - OBJECTIVE_CHECK_PENALTY, rollFeed, sceneTitle, 'combat');
|
||||
sceneEvents.push({
|
||||
type: 'battlemapObjective',
|
||||
objective: 'Gene-Core',
|
||||
player: actor.name,
|
||||
action: 'secure-core',
|
||||
roll: check.result,
|
||||
tn: check.effective,
|
||||
success: check.success,
|
||||
dos: check.dos,
|
||||
dof: check.dof,
|
||||
round: roundNum,
|
||||
});
|
||||
context.objectiveActions.push({ round: roundNum, player: actor.name, objective: 'Gene-Core', success: check.success });
|
||||
if (check.success) {
|
||||
context.objectives.geneCoreSecuredRounds += 1;
|
||||
context.objectives.carrier = actor.name;
|
||||
}
|
||||
return occupied;
|
||||
}
|
||||
|
||||
if (context.objectives.extractionProgress < EXTRACTION_PROGRESS_REQUIRED) {
|
||||
const extractionPoint = pointFromLayout({ zones: context.zones }, 'extraction', 'extraction');
|
||||
const moved = moveBattlemapActor(context, `player:${actor.name}`, extractionPoint, actor.movement?.full || 6, sceneEvents, roundNum, sceneTitle, actor.name);
|
||||
occupied.add(actor.name);
|
||||
if (moved?.remaining > 1.5) return occupied;
|
||||
const check = performCheck(actor, 'Withdraw gene-core to extraction', 'Ag', (diff?.checkMod || 0) - OBJECTIVE_CHECK_PENALTY, rollFeed, sceneTitle, 'combat');
|
||||
sceneEvents.push({
|
||||
type: 'battlemapObjective',
|
||||
objective: 'Extraction',
|
||||
player: actor.name,
|
||||
action: 'extract-core',
|
||||
roll: check.result,
|
||||
tn: check.effective,
|
||||
success: check.success,
|
||||
dos: check.dos,
|
||||
dof: check.dof,
|
||||
round: roundNum,
|
||||
});
|
||||
context.objectiveActions.push({ round: roundNum, player: actor.name, objective: 'Extraction', success: check.success });
|
||||
if (check.success) context.objectives.extractionProgress += check.dos >= 2 ? 2 : 1;
|
||||
}
|
||||
|
||||
return occupied;
|
||||
}
|
||||
|
||||
function spawnBattlemapReinforcement(roundNum, context, enemies, sceneIndex, diff, sceneEvents) {
|
||||
if (!context?.reinforcementInterval || roundNum % context.reinforcementInterval !== 0) return;
|
||||
const point = nextBattlemapSpawn(context);
|
||||
if (!point) return;
|
||||
const d = diff || DIFFICULTY[2];
|
||||
context.reinforcementWaves += 1;
|
||||
const isElite = /vault|breach/i.test(String(point.name || ''));
|
||||
const reinforcement = {
|
||||
name: isElite ? `Corrupted Marine ${context.reinforcementWaves}` : `Reinforcement Horde ${context.reinforcementWaves}`,
|
||||
horde: /maintenance|service/i.test(String(point.name || '')),
|
||||
magnitude: /maintenance|service/i.test(String(point.name || '')) ? Math.max(8, Math.round(10 * d.woundsMult)) : null,
|
||||
tb: isElite ? 6 : 4,
|
||||
wounds: Math.max(4, Math.round((isElite ? 16 : 8) * d.woundsMult)),
|
||||
bs: Math.min(85, 40 + d.bsMod + (isElite ? 10 : 0)),
|
||||
ws: Math.min(85, 45 + d.bsMod + (isElite ? 10 : 0)),
|
||||
ap: isElite ? 4 : 1,
|
||||
damage: isElite ? '1d10+6' : '1d5+3',
|
||||
agBonus: isElite ? 5 : 4,
|
||||
combatProfile: isElite ? 'melee' : 'melee',
|
||||
reinforcement: true,
|
||||
};
|
||||
enemies.push(reinforcement);
|
||||
if (context?.positions) {
|
||||
const spawnPoint = pointFromLayout({ spawnPoints: context.spawnPoints }, point.id, point.id);
|
||||
context.positions[`enemy:${reinforcement.name}`] = { x: spawnPoint.x, y: spawnPoint.y };
|
||||
}
|
||||
sceneEvents.push({
|
||||
type: 'reinforcement',
|
||||
round: roundNum,
|
||||
spawn: point.name,
|
||||
enemy: reinforcement.name,
|
||||
sceneIndex,
|
||||
});
|
||||
}
|
||||
|
||||
function compactStoryText(value, fallback = '') {
|
||||
let text = '';
|
||||
if (Array.isArray(value)) text = value.map(v => compactStoryText(v)).filter(Boolean).join(' ');
|
||||
@@ -711,21 +1238,83 @@ function runSimulation(mission, playerStates, diff, options = {}) {
|
||||
const enemies = enemiesFromScene(scene, si, d, enemyProfile);
|
||||
const checks = (scene.checks || []).map(c => ({ name: c.name, stat: statFromCheck(c), modifier: c.modifier || 0 }));
|
||||
const isBoss = si >= scenes.length - 2;
|
||||
const maxRounds = (isBoss ? d.maxRounds + 1 : d.maxRounds);
|
||||
const battlemapContext = buildBattlemapContext(scene);
|
||||
battlemapContext.positions = createBattlemapPositions({
|
||||
zones: battlemapContext.zones,
|
||||
stations: battlemapContext.stations,
|
||||
spawnPoints: battlemapContext.spawnPoints,
|
||||
}, playerStates, enemies);
|
||||
battlemapContext.enemyRoster = enemies;
|
||||
// battlemapContext.positions gets mutated in place every round as actors
|
||||
// move, so it holds end-of-combat positions by the time the scene report
|
||||
// is built below. Snapshot the true starting positions here — the replay
|
||||
// UI seeds from this, not the final positions, or every token would
|
||||
// render at its last position instead of where the fight actually began.
|
||||
const startingPositions = Object.fromEntries(
|
||||
Object.entries(battlemapContext.positions).map(([key, pos]) => [key, { ...pos }])
|
||||
);
|
||||
const maxRounds = (isBoss ? d.maxRounds + 1 : d.maxRounds) + (battlemapContext.hasAuthoredLayout ? 4 : 0);
|
||||
const objectivesMetNow = () => !battlemapContext.hasAuthoredLayout || (
|
||||
battlemapContext.objectives.stations.filter(station => station.active).length >= STATIONS_REQUIRED
|
||||
&& battlemapContext.objectives.geneCoreSecuredRounds >= GENE_CORE_ROUNDS_REQUIRED
|
||||
&& battlemapContext.objectives.extractionProgress >= EXTRACTION_PROGRESS_REQUIRED
|
||||
);
|
||||
|
||||
let round = 1;
|
||||
while (round <= maxRounds && enemies.some(e => e.wounds > 0) && playerStates.some(isAlive)) {
|
||||
while (
|
||||
round <= maxRounds
|
||||
&& playerStates.some(isAlive)
|
||||
&& (enemies.some(e => e.wounds > 0) || !objectivesMetNow())
|
||||
) {
|
||||
totalRounds++;
|
||||
combatRound(round, playerStates, enemies, checks, title, rollFeed, sceneEvents, d);
|
||||
const objectiveActors = battlemapContext.hasAuthoredLayout
|
||||
? runBattlemapObjectiveRound(round, battlemapContext, playerStates, title, rollFeed, sceneEvents, d)
|
||||
: new Set();
|
||||
spawnBattlemapReinforcement(round, battlemapContext, enemies, si, d, sceneEvents);
|
||||
combatRound(round, playerStates, enemies, checks, title, rollFeed, sceneEvents, d, {
|
||||
battlemapContext,
|
||||
objectiveActors,
|
||||
});
|
||||
round++;
|
||||
}
|
||||
|
||||
const cleared = enemies.every(e => e.wounds <= 0);
|
||||
const objectivesMet = objectivesMetNow();
|
||||
const cleared = enemies.every(e => e.wounds <= 0) && objectivesMet;
|
||||
if (cleared) { missionXp += 200; sceneSuccesses += Math.ceil(playerStates.filter(isAlive).length * 1.5); }
|
||||
else { missionXp += 75; }
|
||||
storyHooks.push(combatStoryHook({ scene, sceneIndex: si, scenes, mission, cleared }));
|
||||
|
||||
sceneResults.push({ title, type, cleared, enemyProfile, enemiesRemaining: enemies.filter(e=>e.wounds>0).length, events: sceneEvents });
|
||||
sceneResults.push({
|
||||
title,
|
||||
type,
|
||||
cleared,
|
||||
enemyProfile,
|
||||
enemiesRemaining: enemies.filter(e=>e.wounds>0).length,
|
||||
battlemap: {
|
||||
active: battlemapContext.hasAuthoredLayout,
|
||||
stationsOnline: battlemapContext.objectives.stations.filter(station => station.active).length,
|
||||
geneCoreSecuredRounds: battlemapContext.objectives.geneCoreSecuredRounds,
|
||||
extractionProgress: battlemapContext.objectives.extractionProgress,
|
||||
carrier: battlemapContext.objectives.carrier,
|
||||
reinforcementWaves: battlemapContext.reinforcementWaves,
|
||||
activeSpawnId: battlemapContext.objectives.activeSpawnId,
|
||||
objectiveActions: battlemapContext.objectiveActions,
|
||||
positions: battlemapContext.positions,
|
||||
startingPositions,
|
||||
objectivesMet,
|
||||
// Map shape for the frontend's live replay view — every combat
|
||||
// scene now has real positions (see buildBattlemapContext), so
|
||||
// this is populated regardless of whether a GM authored a layout.
|
||||
gridWidth: battlemapContext.gridWidth,
|
||||
gridHeight: battlemapContext.gridHeight,
|
||||
zones: battlemapContext.zones,
|
||||
doors: battlemapContext.doors,
|
||||
cover: battlemapContext.cover,
|
||||
blockers: battlemapContext.blockers,
|
||||
hazards: battlemapContext.hazards,
|
||||
},
|
||||
events: sceneEvents,
|
||||
});
|
||||
} else {
|
||||
// Skill scene — difficulty applies check modifier
|
||||
const assignments = assignChecks(scene, playerStates);
|
||||
@@ -855,6 +1444,25 @@ function runSimulation(mission, playerStates, diff, options = {}) {
|
||||
if (unclearedScenes.length > 0) {
|
||||
findings.push(`Combat: ${unclearedScenes.length}/${Math.max(1, combatScenes.length)} combat scene${combatScenes.length === 1 ? '' : 's'} ended uncleared. Add retreat conditions, stagger enemy arrivals, or let a successful objective roll bypass the remaining enemies.`);
|
||||
}
|
||||
const battlemapScenes = combatScenes.filter(s => s.battlemap?.active);
|
||||
if (battlemapScenes.length > 0) {
|
||||
const failedObjectives = battlemapScenes.filter(s => !s.battlemap.objectivesMet);
|
||||
const totalWaves = battlemapScenes.reduce((sum, scene) => sum + Number(scene.battlemap.reinforcementWaves || 0), 0);
|
||||
const coreProgress = battlemapScenes.map(scene => Number(scene.battlemap.geneCoreSecuredRounds || 0));
|
||||
if (failedObjectives.length > 0) {
|
||||
findings.push(`Battlemap: ${failedObjectives.length}/${battlemapScenes.length} mapped combat scene${battlemapScenes.length === 1 ? '' : 's'} failed the station/core objective. Ease objective timing, give safer console access, or reduce reinforcement tempo.`);
|
||||
}
|
||||
if (totalWaves > battlemapScenes.length * 2) {
|
||||
findings.push(`Battlemap: reinforcements hit ${totalWaves} times across ${battlemapScenes.length} mapped scene${battlemapScenes.length === 1 ? '' : 's'}. Consider 3-round spacing, a telegraphed spawn, or one spawn lane locked by a successful Tech-Use action.`);
|
||||
}
|
||||
if (coreProgress.length > 0 && Math.max(...coreProgress) < 3) {
|
||||
findings.push('Battlemap: the gene-core was never held for the full 3 rounds. Add more vault cover, reduce elite contest pressure, or allow one round of progress to persist after a failed hold check.');
|
||||
}
|
||||
const extractionProgress = battlemapScenes.map(scene => Number(scene.battlemap.extractionProgress || 0));
|
||||
if (extractionProgress.length > 0 && Math.max(...extractionProgress) < 2) {
|
||||
findings.push('Battlemap: the carrier never completed the withdrawal to extraction. Shorten the retreat path, reduce rear-spawn pressure, or give the carrier more supporting cover.');
|
||||
}
|
||||
}
|
||||
|
||||
const skillScenes = sceneResults.filter(s => s.total !== undefined);
|
||||
const partialSkillScenes = skillScenes.filter(s => s.outcome !== 'success');
|
||||
@@ -1031,4 +1639,13 @@ router.delete('/:id', async (req, res) => {
|
||||
}
|
||||
});
|
||||
|
||||
router.__testables = {
|
||||
runSimulation,
|
||||
buildBattlemapContext,
|
||||
buildPlayerState,
|
||||
combatRound,
|
||||
chooseEnemyAttackProfile,
|
||||
DIFFICULTY,
|
||||
};
|
||||
|
||||
module.exports = router;
|
||||
|
||||
Reference in New Issue
Block a user