'use strict'; const express = require('express'); const { missionHelpers, playerHelpers, simulationHelpers, logToFile } = require('../mariadb'); const router = express.Router(); // ─── Dice engine ───────────────────────────────────────────────────────────── function d(sides) { return Math.floor(Math.random() * sides) + 1; } function d100() { return d(100); } function d10() { return d(10); } function dX(formula) { const text = String(formula || ''); const m = text.match(/(\d+)d(\d+)/); if (!m) return 4; let total = 0; for (let i = 0; i < +m[1]; i++) total += Math.floor(Math.random() * +m[2]) + 1; const rest = text.slice(m.index + m[0].length); const mods = rest.match(/[+-]\s*\d+/g) || []; for (const mod of mods) total += Number(mod.replace(/\s+/g, '')); return Math.max(1, total); } function roll(target, modifier = 0) { const effective = Math.max(5, Math.min(95, target + modifier)); const result = d100(); const success = result <= effective; const dos = success ? Math.floor((effective - result) / 10) + 1 : 0; const dof = !success ? Math.floor((result - effective) / 10) + 1 : 0; return { result, effective, success, dos, dof }; } // ─── Build player state from DB tabInfo ────────────────────────────────────── function buildPlayerState(dbPlayer) { const tab = dbPlayer.tabInfo || {}; const chars = tab.characteristics || {}; const charValue = (upper, lower, fallback = 50) => chars[upper] || chars[lower] || fallback; const woundsValue = typeof tab.wounds === 'object' && tab.wounds !== null ? Number(tab.wounds.current ?? tab.wounds.total ?? 12) : Number(tab.wounds || 12); const maxWoundsValue = typeof tab.wounds === 'object' && tab.wounds !== null ? Number(tab.wounds.total ?? tab.wounds.current ?? woundsValue) : Number(tab.wounds || woundsValue || 12); const fateValue = typeof tab.fate === 'object' && tab.fate !== null ? Number(tab.fate.current ?? tab.fate.total ?? 1) : Number(tab.fate || 1); const maxFateValue = typeof tab.fate === 'object' && tab.fate !== null ? Number(tab.fate.total ?? tab.fate.current ?? fateValue) : Number(tab.fate || fateValue || 1); const gearText = [ ...(Array.isArray(tab.gear) ? tab.gear.map(g => `${g.name || ''} ${g.note || ''}`) : []), String(tab.notes || ''), ].join(' '); const weapons = Array.isArray(tab.weapons) ? tab.weapons.map(weapon => normalizeSimWeapon(weapon, gearText)) : []; return { name: dbPlayer.name, chapter: tab.chapter || 'Unknown', spec: tab.speciality || 'Unknown', WS: charValue('WS', 'ws'), BS: charValue('BS', 'bs'), S: charValue('S', 's'), T: charValue('T', 't'), Ag: charValue('Ag', 'ag'), Int: charValue('Int', 'int'), Per: charValue('Per', 'per'), Wp: charValue('Wp', 'wp'), Fel: charValue('Fel', 'fel'), wounds: woundsValue, maxWounds: maxWoundsValue, fate: fateValue, maxFate: maxFateValue, weapons, conditions: [], fateUsed: false, rolls: [], successCount: 0, failCount: 0, fateSpends: 0, heroMoments: [], shameList: [], }; } function inferredGrenadeCount(weapon, gearText = '') { const name = String(weapon.name || '').toLowerCase(); if (!/grenade/.test(name)) return 0; const kind = /krak/.test(name) ? 'krak' : (/frag/.test(name) ? 'frag' : ''); const escapedKind = kind ? `${kind}\\s+` : ''; const re = new RegExp(`(\\d+)\\s+(?:astartes\\s+)?${escapedKind}grenades?`, 'i'); const match = gearText.match(re); return Number(match?.[1] || 3); } function defaultClipForWeapon(weapon) { const name = String(weapon.name || '').toLowerCase(); if (/grenade/.test(name)) return 0; if (/bolt pistol/.test(name)) return 14; if (/heavy bolter/.test(name)) return 60; if (/bolter|boltgun/.test(name)) return 28; return 0; } function defaultDamageForWeapon(weapon) { const name = String(weapon.name || '').toLowerCase(); if (weapon.damage) return weapon.damage; if (/krak.*grenade/.test(name)) return '3d10+4'; if (/frag.*grenade/.test(name)) return '2d10+4'; if (/bolt pistol/.test(name)) return '2d10+5'; if (/bolter|boltgun/.test(name)) return '2d10+5'; if (/crozius/.test(name)) return '1d10+10'; if (/combat knife/.test(name)) return '1d10+2'; return '1d5'; } function normalizeSimWeapon(weapon, gearText = '') { const explicitClip = Number(String(weapon.clip ?? '').match(/\d+/)?.[0] || 0); const grenadeCount = inferredGrenadeCount(weapon, gearText); const clip = explicitClip || grenadeCount || defaultClipForWeapon(weapon); const className = String(weapon.class || '').toLowerCase(); const weaponName = String(weapon.name || '').toLowerCase(); const gearLower = String(gearText || '').toLowerCase(); const weaponText = `${weapon.name || ''} ${weapon.special || ''}`.toLowerCase(); const isGrenade = /grenade/.test(String(weapon.name || '').toLowerCase()); const isMelee = !isGrenade && (className.includes('melee') || String(weapon.range || '').trim() === 'melee'); const usesAmmo = !isMelee && clip > 0; const isBoltWeapon = /bolt|bolter/.test(weaponName); const isBoltPistol = /bolt pistol/.test(weaponName); const gearKrakenForWeapon = isBoltPistol ? /(?:(?:bolt\s+)?pistol\s+(?:with|using|loaded\s+with)\s+kraken|kraken\s+rounds?\s+for\s+(?:bolt\s+)?pistol)/.test(gearLower) : /(?:(?:bolter|boltgun)\s+(?:with|using|loaded\s+with)\s+kraken|kraken\s+rounds?\s+for\s+(?:bolter|boltgun))/.test(gearLower); const hasKraken = usesAmmo && isBoltWeapon && (/kraken/.test(weaponText) || gearKrakenForWeapon); const ammoType = hasKraken ? 'Kraken' : 'Standard'; return { ...weapon, damage: defaultDamageForWeapon(weapon), isGrenade, clipSize: usesAmmo ? clip : 0, ammoRemaining: usesAmmo ? clip : null, ammoType, specialAmmo: hasKraken, shotsFired: 0, }; } function weaponUsesAmmo(weapon) { return Number(weapon?.clipSize || 0) > 0 && weapon.ammoRemaining !== null; } function weaponIsMelee(weapon) { return String(weapon?.class || '').toLowerCase().includes('melee') || String(weapon?.range || '').trim().toLowerCase() === 'melee'; } function weaponIsGrenade(weapon) { return Boolean(weapon?.isGrenade) || /grenade/.test(String(weapon?.name || '').toLowerCase()); } function weaponIsRanged(weapon) { return weaponUsesAmmo(weapon) && !weaponIsGrenade(weapon) && !weaponIsMelee(weapon); } function parseRof(weapon) { if (weaponIsGrenade(weapon)) return { single: true, semi: null, full: null }; const rof = String(weapon?.rof || '').trim(); const parts = rof.split('/').map(part => part.trim()); const numeric = value => { if (!value || value === '-' || /^s$/i.test(value) || /^single$/i.test(value)) return null; const n = Number(String(value).match(/\d+/)?.[0] || 0); return n > 0 ? n : null; }; return { single: rof ? true : weaponUsesAmmo(weapon), semi: numeric(parts[1]), full: numeric(parts[2]), }; } function chooseFireMode(weapon) { if (!weaponUsesAmmo(weapon)) return { mode: 'melee', shots: 0 }; const rof = parseRof(weapon); const available = Math.max(0, Number(weapon.ammoRemaining || 0)); const options = [ rof.full ? { mode: 'full_auto', shots: rof.full } : null, rof.semi ? { mode: 'semi_auto', shots: rof.semi } : null, rof.single ? { mode: 'single', shots: 1 } : null, ].filter(Boolean).filter(option => option.shots <= available); if (!options.length) return { mode: 'dry', shots: 0 }; if (options.length === 1) return options[0]; const roll = Math.random(); if (options[0]?.mode === 'full_auto' && roll < 0.35) return options[0]; const semi = options.find(option => option.mode === 'semi_auto'); if (semi && roll < 0.80) return semi; return options[options.length - 1]; } function fireModeAttackModifier(mode) { if (mode === 'semi_auto') return 10; if (mode === 'full_auto') return 20; return 0; } function hitsForFireMode(mode, degreesOfSuccess, shotsDeclared) { if (!degreesOfSuccess || shotsDeclared <= 0) return 0; if (mode === 'full_auto') return Math.min(shotsDeclared, 1 + degreesOfSuccess); if (mode === 'semi_auto') return Math.min(shotsDeclared, 1 + Math.floor(degreesOfSuccess / 2)); return 1; } function chooseEnemyAttackProfile(enemy) { const profile = enemy.combatProfile || 'balanced'; const ws = Number(enemy.ws || 45); const bs = Number(enemy.bs || 45); if (profile === 'melee') return { mode: 'melee', stat: 'WS', target: ws }; if (profile === 'ranged') return { mode: 'ranged', stat: 'BS', target: bs }; if (profile === 'auto') { return ws >= bs ? { mode: 'melee', stat: 'WS', target: ws } : { mode: 'ranged', stat: 'BS', target: bs }; } if (Math.abs(ws - bs) >= 10) { return ws > bs ? { mode: 'melee', stat: 'WS', target: ws } : { mode: 'ranged', stat: 'BS', target: bs }; } return Math.random() < 0.5 ? { mode: 'melee', stat: 'WS', target: ws } : { mode: 'ranged', stat: 'BS', target: bs }; } function chooseAttackWeapon(player, enemies = []) { const weapons = Array.isArray(player.weapons) ? player.weapons : []; const profile = player.combatProfile || 'balanced'; const availableGrenades = weapons.filter(w => weaponIsGrenade(w) && weaponUsesAmmo(w) && Number(w.ammoRemaining || 0) > 0); const grenadeChance = profile === 'ranged' ? 0.24 : (profile === 'melee' ? 0.08 : 0.18); if (availableGrenades.length && enemies.filter(e => e.wounds > 0).length > 1 && Math.random() < grenadeChance) { return availableGrenades.find(w => /frag/i.test(w.name || '')) || availableGrenades[0]; } if (availableGrenades.length && enemies.some(e => Number(e.wounds || 0) >= 14) && Math.random() < grenadeChance * 0.75) { return availableGrenades.find(w => /krak/i.test(w.name || '')) || availableGrenades[0]; } const bestMelee = weapons.find(weaponIsMelee); const bestRanged = weapons.find(w => weaponIsRanged(w) && Number(w.ammoRemaining || 0) > 0); if (profile === 'melee' && bestMelee) return bestMelee; if (profile === 'ranged' && bestRanged) return bestRanged; if (profile === 'auto') { const meleeScore = (player.WS || 0) + (bestMelee ? 5 : -100); const rangedScore = (player.BS || 0) + (bestRanged ? 5 : -100); if (meleeScore > rangedScore) return bestMelee; if (bestRanged) return bestRanged; } if (profile === 'balanced') { const meleeScore = bestMelee ? (player.WS || 0) : -100; const rangedScore = bestRanged ? (player.BS || 0) : -100; if (meleeScore >= rangedScore + 15 && Math.random() < 0.65) return bestMelee; if (bestRanged) return bestRanged; if (bestMelee) return bestMelee; } return weapons.find(w => weaponUsesAmmo(w) && Number(w.ammoRemaining || 0) > 0) || weapons.find(weaponIsMelee) || weapons[0] || { name: 'Unarmed', damage: '1d5', class: 'Melee', type: 'melee', pen: 0 }; } function spendAmmo(weapon, amount = 1) { if (!weaponUsesAmmo(weapon)) return { spent: 0, remaining: null }; const available = Math.max(0, Number(weapon.ammoRemaining || 0)); const spent = Math.min(available, amount); weapon.ammoRemaining = available - spent; weapon.shotsFired = Number(weapon.shotsFired || 0) + spent; return { spent, remaining: weapon.ammoRemaining }; } function ammoSummary(player) { return (Array.isArray(player.weapons) ? player.weapons : []) .filter(weaponUsesAmmo) .map(w => ({ name: w.name || 'Weapon', ammoType: w.ammoType || 'Standard', specialAmmo: Boolean(w.specialAmmo), isGrenade: Boolean(w.isGrenade), clipSize: Number(w.clipSize || 0), remaining: Number(w.ammoRemaining || 0), shotsFired: Number(w.shotsFired || 0), })); } function isAlive(p) { return p.wounds > 0; } function addCondition(p, cond) { if (!p.conditions.includes(cond)) p.conditions.push(cond); } function removeCondition(p, cond) { const i = p.conditions.indexOf(cond); if (i !== -1) p.conditions.splice(i, 1); } function conditionMod(p, type) { let m = 0; for (const c of p.conditions) { if (c === 'Pinned') m += type === 'BS' ? -20 : 0; if (c === 'Stunned') m += -20; if (c === 'Knocked Down') m += -20; if (c === 'Fatigued') m += -10; if (c === 'Grappled') m += type === 'WS' ? -20 : 0; } return m; } function dealDamage(player, dmgFormula, armorPen) { const dmg = dX(dmgFormula); const absorption = Math.max(0, 6 - (armorPen || 0)); const net = Math.max(0, dmg - absorption); player.wounds -= net; return { dmg, absorption, net }; } function spendFate(player, checkName) { if (player.fate > 0 && !player.fateUsed) { player.fate--; player.fateUsed = true; player.fateSpends++; return true; } return false; } // ─── Perform one skill check ────────────────────────────────────────────────── function performCheck(player, checkName, statName, modifier, rollFeed, sceneTitle) { const base = player[statName] || 50; const cMod = conditionMod(player, statName === 'WS' ? 'WS' : 'BS'); const r = roll(base, modifier + cMod); const entry = { player: player.name, checkName, sceneName: sceneTitle, statName, base, modifier, result: r.result, effective: r.effective, success: r.success, dos: r.dos, dof: r.dof, fateReroll: false, }; // Auto fate-spend on catastrophic failure (3+ DoF) if (!r.success && r.dof >= 3 && spendFate(player, checkName)) { const r2 = roll(base, modifier + cMod); Object.assign(r, r2); entry.fateReroll = true; entry.result = r.result; entry.effective = r.effective; entry.success = r.success; entry.dos = r.dos; entry.dof = r.dof; } rollFeed.push(entry); if (r.success) player.successCount++; else player.failCount++; if (r.success && r.dos >= 3) player.heroMoments.push(`${checkName} (${r.dos} DoS) in ${sceneTitle}`); if (!r.success && r.dof >= 3) player.shameList.push(`Botched ${checkName} in ${sceneTitle}`); return r; } // ─── Fear test ─────────────────────────────────────────────────────────────── function fearTest(player, fearRating, sceneTitle, rollFeed) { const penalty = [0, 0, -10, -20, -30, -40][fearRating] || 0; const r = roll(player.Wp, penalty + conditionMod(player, 'WS')); rollFeed.push({ player: player.name, checkName: `Fear Test (Rating ${fearRating})`, sceneName: sceneTitle, statName: 'Wp', base: player.Wp, modifier: penalty, result: r.result, effective: r.effective, success: r.success, dos: r.dos, dof: r.dof, }); if (!r.success) { if (r.dof >= 4) { addCondition(player, 'Stunned'); player.wounds -= 2; player.shameList.push(`Broke under Fear ${fearRating} in ${sceneTitle}`); } else if (r.dof >= 2) { addCondition(player, 'Fatigued'); player.shameList.push(`Failed fear test in ${sceneTitle}`); } } else { if (r.dos >= 3) player.heroMoments.push(`Withstood Fear ${fearRating} with ${r.dos} DoS in ${sceneTitle}`); if (r.success) player.successCount++; } if (!r.success) player.failCount++; return r; } // ─── Combat round ──────────────────────────────────────────────────────────── function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, events, diff) { // Initiative const initiatives = [ ...players.map(p => ({ name: p.name, total: Math.floor(p.Ag / 10) + d10(), isNpc: false })), ...enemies.map(e => ({ name: e.name, total: (e.agBonus || 4) + d10(), isNpc: true })), ].sort((a, b) => b.total - a.total); events.push({ type: 'initiative', round: roundNum, order: initiatives.map(i => `${i.name}(${i.total})`) }); for (const actor of initiatives) { if (actor.isNpc) { const enemy = enemies.find(e => e.name === actor.name); if (!enemy || enemy.wounds <= 0) continue; const target = players.filter(isAlive)[Math.floor(Math.random() * players.filter(isAlive).length)]; if (!target) continue; const enemyAttack = chooseEnemyAttackProfile(enemy); const attackRoll = d100(); const hit = attackRoll <= enemyAttack.target; events.push({ type: 'enemyAttack', enemy: enemy.name, target: target.name, mode: enemyAttack.mode, stat: enemyAttack.stat, roll: attackRoll, tn: enemyAttack.target, hit, }); if (hit) { const { net } = dealDamage(target, enemy.damage || '1d5', enemy.ap || 0); if (net > 0) { if (net >= 5) addCondition(target, d(2) === 1 ? 'Pinned' : 'Stunned'); if (!isAlive(target)) { target.shameList.push(`Went down in ${sceneTitle} round ${roundNum}`); events.push({ type: 'down', player: target.name, round: roundNum, scene: sceneTitle }); } } } } else { const player = players.find(p => p.name === actor.name); if (!player || !isAlive(player)) continue; if (player.conditions.includes('Stunned')) { removeCondition(player, 'Stunned'); continue; } // 50% chance to do a check vs attack const diffCheckMod = (diff && diff.checkMod) || 0; if (checks.length > 0 && Math.random() < 0.45) { const chk = checks[Math.floor(Math.random() * checks.length)]; performCheck(player, chk.name, chk.stat, (chk.modifier || 0) + diffCheckMod, rollFeed, sceneTitle); } else { const weapon = chooseAttackWeapon(player, enemies); const fireMode = chooseFireMode(weapon); const ammo = spendAmmo(weapon, fireMode.shots); const statName = weaponIsMelee(weapon) ? 'WS' : 'BS'; const base = player[statName] || 50; const cMod = conditionMod(player, statName); const modeMod = fireModeAttackModifier(fireMode.mode); const r = roll(base, cMod + modeMod); const firstEnemy = enemies.find(e => e.wounds > 0); const hits = r.success ? hitsForFireMode(fireMode.mode, r.dos, fireMode.shots || 1) : 0; rollFeed.push({ player: player.name, checkName: `Attack (${weapon.name || 'weapon'})`, sceneName: sceneTitle, statName, base, modifier: cMod + modeMod, result: r.result, effective: r.effective, success: r.success, dos: r.dos, dof: r.dof, fireMode: fireMode.mode, fireModeModifier: modeMod, shotsDeclared: fireMode.shots, hits, ammoType: weapon.ammoType || 'Standard', specialAmmo: Boolean(weapon.specialAmmo), ammoSpent: ammo.spent, ammoRemaining: ammo.remaining, }); if (ammo.spent > 0) { events.push({ type: 'ammo', player: player.name, weapon: weapon.name, ammoType: weapon.ammoType || 'Standard', specialAmmo: Boolean(weapon.specialAmmo), fireMode: fireMode.mode, spent: ammo.spent, remaining: ammo.remaining, }); } if (r.success) { player.successCount++; if (firstEnemy) { let dmg = 0; for (let hit = 0; hit < Math.max(1, hits); hit++) { dmg += dX(weapon.damage || '1d10+4'); } 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 }); } if (firstEnemy.wounds <= 0) { events.push({ type: 'kill', player: player.name, target: firstEnemy.name, scene: sceneTitle }); } } } else { player.failCount++; if (r.dof >= 3) { addCondition(player, 'Pinned'); player.shameList.push(`Exposed flank against ${firstEnemy?.name || 'enemy'} in ${sceneTitle}`); } } } if (player.conditions.includes('Pinned') && Math.random() < 0.4) removeCondition(player, 'Pinned'); } } } // ─── Infer checks from scene ────────────────────────────────────────────────── const STAT_FOR_CHAR = { WS:'WS', BS:'BS', S:'S', T:'T', Ag:'Ag', Int:'Int', Per:'Per', Wp:'Wp', Fel:'Fel', Str:'S', Per2:'Per' }; function statFromCheck(check) { // Map characteristic label to player stat key const char = (check.characteristic || 'Int').trim(); return STAT_FOR_CHAR[char] || char; } // Assign scene checks round-robin to living players, picking the best stat function assignChecks(scene, players) { const checks = scene.checks || []; if (!checks.length) return []; const alive = players.filter(isAlive); if (!alive.length) return []; return checks.map((check, i) => { const stat = statFromCheck(check); // Pick the player with the best stat for this check const best = alive.reduce((a, b) => ((a[stat] || 50) >= (b[stat] || 50) ? a : b)); return { player: best.name, check, stat, modifier: check.modifier || 0 }; }); } // ─── Derive enemy pool from scene ──────────────────────────────────────────── function enemiesFromScene(scene, sceneIndex, diff, enemyProfile = 'balanced') { const d = diff || DIFFICULTY[2]; const raw = scene.enemies || []; const baseWounds = [6, 8, 10, 12, 14, 16, 18, 22, 30, 8][sceneIndex] || 10; const baseBs = [45, 45, 50, 45, 50, 55, 55, 50, 60, 40][sceneIndex] || 45; const baseAp = [0, 0, 0, 0, 2, 2, 3, 3, 4, 0][sceneIndex] || 0; const baseDmg = ['1d5+2','1d5+3','1d5+3','1d5+2','1d5+3','1d10+4','1d10+6','1d10+5','1d10+8','1d5'][sceneIndex] || '1d5+3'; const scaleW = (w) => Math.max(1, Math.round(w * d.woundsMult)); const scaleBs = (bs) => Math.min(85, Math.max(5, bs + d.bsMod)); let enemies; if (raw.length > 0) { enemies = raw.map((e, ei) => ({ name: e.name || `Enemy ${ei+1}`, wounds: scaleW(e.wounds || (baseWounds + ei * 2)), bs: scaleBs(e.bs || baseBs), ws: scaleBs(e.ws || (baseBs - 5)), ap: e.ap || baseAp, damage: e.damage || baseDmg, agBonus: e.agBonus || 4 + Math.floor(ei / 2), combatProfile: enemyProfile, })); } 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 }, ]; } if (d.extraEnemy) { enemies.push({ name: 'Elite Guard', wounds: scaleW(Math.round(baseWounds * 0.9)), bs: scaleBs(baseBs), ws: scaleBs(baseBs + 5), ap: baseAp + 1, damage: baseDmg, agBonus: 5, combatProfile: enemyProfile, }); } return enemies; } function fearRatingFromScene(scene) { if (scene.combatState?.fearRating) return scene.combatState.fearRating; if (scene.type === 'boss' || (scene.title || '').toLowerCase().includes('boss')) return 4; if (scene.type === 'combat') return 2; if (scene.type === 'puzzle' || scene.type === 'investigation') return 1; return 0; } // ─── Run full simulation ────────────────────────────────────────────────────── function runSimulation(mission, playerStates, diff, options = {}) { const d = diff || DIFFICULTY[2]; const enemyProfile= options.enemyProfile || 'balanced'; const rollFeed = []; const sceneResults= []; const allEvents = []; let missionXp = 0; let totalRounds = 0; const scenes = Array.isArray(mission.scenes) ? mission.scenes : []; for (let si = 0; si < scenes.length; si++) { const scene = scenes[si]; const title = scene.title || `Scene ${si + 1}`; const type = scene.type || 'intro'; const complications = scene.complications || []; const rawFear = fearRatingFromScene(scene); const fearRating = Math.min(4, Math.max(0, rawFear + d.fearBonus)); let sceneSuccesses = 0; let sceneFailures = 0; const sceneEvents = []; // Fear tests for combat/puzzle scenes if (fearRating > 0) { for (const p of playerStates) { if (!isAlive(p)) continue; fearTest(p, fearRating, title, rollFeed); } } if (type === 'combat' || (scene.enemies && scene.enemies.length > 0)) { // Combat scene — difficulty scales enemy stats and max rounds 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); let round = 1; while (round <= maxRounds && enemies.some(e => e.wounds > 0) && playerStates.some(isAlive)) { totalRounds++; combatRound(round, playerStates, enemies, checks, title, rollFeed, sceneEvents, d); round++; } const cleared = enemies.every(e => e.wounds <= 0); if (cleared) { missionXp += 200; sceneSuccesses += Math.ceil(playerStates.filter(isAlive).length * 1.5); } else { missionXp += 75; } sceneResults.push({ title, type, cleared, enemyProfile, enemiesRemaining: enemies.filter(e=>e.wounds>0).length, events: sceneEvents }); } else { // Skill scene — difficulty applies check modifier const assignments = assignChecks(scene, playerStates); for (const a of assignments) { const player = playerStates.find(p => p.name === a.player); if (!player || !isAlive(player)) { sceneFailures++; continue; } const r = performCheck(player, a.check.name, a.stat, a.modifier + d.checkMod, rollFeed, title); if (r.success) { sceneSuccesses++; if (r.dos >= 3) sceneEvents.push({ type: 'heroCheck', player: player.name, check: a.check.name, dos: r.dos }); } else { sceneFailures++; if (r.dof >= 3 && complications.length > 0) { const comp = complications[Math.floor(Math.random() * complications.length)]; sceneEvents.push({ type: 'complication', player: player.name, text: comp }); if (/damage|wound|feeder|corrosive|spore|backlash/i.test(comp)) { const { net } = dealDamage(player, '1d5', 0); if (net > 0) sceneEvents.push({ type: 'wound', player: player.name, net, cause: comp }); } } } } const outcome = sceneSuccesses >= Math.ceil(assignments.length / 2) ? 'success' : 'partial'; missionXp += sceneSuccesses * 50 + (outcome === 'success' ? 100 : 0); sceneResults.push({ title, type, outcome, successes: sceneSuccesses, total: assignments.length, events: sceneEvents }); } allEvents.push(...sceneEvents); // Post-scene condition reset (harder difficulties offer less recovery) for (const p of playerStates) { if (p.conditions.includes('Fatigued') && Math.random() < d.healChance) removeCondition(p, 'Fatigued'); } } // Build player cards const playerCards = {}; for (const p of playerStates) { const rolls = p.successCount + p.failCount; const pct = Math.round(p.successCount / Math.max(1, rolls) * 100); playerCards[p.name] = { name: p.name, chapter: p.chapter, spec: p.spec, alive: isAlive(p), woundsRemaining:p.wounds, maxWounds: p.maxWounds, successCount: p.successCount, failCount: p.failCount, totalRolls: rolls, successRate: pct, fateRemaining: p.fate, fateSpends: p.fateSpends, combatProfile: p.combatProfile || 'balanced', roleFit: roleFitForPlayer(p), ammo: ammoSummary(p), conditions: p.conditions, heroMoments: p.heroMoments, shameList: p.shameList, grade: pct >= 70 ? 'A' : pct >= 55 ? 'B' : pct >= 40 ? 'C' : 'D', }; } const aliveCount = playerStates.filter(isAlive).length; const totalRolls = rollFeed.length; const totalSuccesses = rollFeed.filter(r => r.success).length; const successRate = Math.round(totalSuccesses / Math.max(1, totalRolls) * 100); const missionSuccess = aliveCount >= 2 && missionXp >= 800; // Auto-generate findings const findings = []; const downPlayers = playerStates.filter(p => !isAlive(p)); if (downPlayers.length > 0) findings.push(`${downPlayers.map(p=>p.name).join(', ')} went down — consider tracking downed status visually on player cards.`); const heroPlayers = playerStates.filter(p => p.heroMoments.length >= 2); if (heroPlayers.length > 0) findings.push(`${heroPlayers.map(p=>p.name).join(', ')} had multiple hero moments — commendation display on roll feed entries (DoS ≥ 4) would feel rewarding.`); if (totalRounds >= 18) findings.push('Combat ran long — enemy wound totals or count may need tuning for this player count.'); if (playerStates.every(p => p.fateSpends === 0)) findings.push('No Fate points were spent — difficulty may be too low, or Fate-spend button visibility needs improvement.'); const struggling = playerStates.filter(p => (p.successCount / Math.max(1, p.successCount+p.failCount)) < 0.40); if (struggling.length) findings.push(`${struggling.map(p=>p.name).join(', ')} struggled (< 40% success) — their stat spread vs this mission's check profile may be mismatched.`); if (findings.length === 0) findings.push('Run was clean — no critical issues detected in this iteration.'); return { result: missionSuccess ? 'VICTORY' : 'PARTIAL_FAILURE', xp_earned: missionXp, total_rounds: totalRounds, total_rolls: totalRolls, success_rate: successRate, scene_results: sceneResults, player_cards: playerCards, roll_feed: rollFeed, findings, difficulty_level: d.level, difficulty_name: d.name, enemy_profile: enemyProfile, }; } function roleFitForPlayer(player) { const hasMelee = (player.weapons || []).some(weaponIsMelee); const hasRanged = (player.weapons || []).some(weaponIsRanged); const meleeScore = hasMelee ? Number(player.WS || 0) : 0; const rangedScore = hasRanged ? Number(player.BS || 0) : 0; const best = meleeScore > rangedScore + 10 ? 'melee' : (rangedScore > meleeScore + 10 ? 'ranged' : 'balanced'); const why = []; why.push(`WS ${player.WS || 0} vs BS ${player.BS || 0}`); if (hasMelee) why.push('has melee weapon'); if (hasRanged) why.push('has ammo weapon'); if (!hasRanged) why.push('limited ranged ammo profile'); return { best, meleeScore, rangedScore, why: why.join(', ') }; } // ─── Difficulty config ──────────────────────────────────────────────────────── const DIFFICULTY = { 1: { level: 1, name: 'Recruit', woundsMult: 0.60, bsMod: -10, checkMod: +10, maxRounds: 3, healChance: 0.70, extraEnemy: false, fearBonus: -1 }, 2: { level: 2, name: 'Standard', woundsMult: 1.00, bsMod: 0, checkMod: 0, maxRounds: 4, healChance: 0.50, extraEnemy: false, fearBonus: 0 }, 3: { level: 3, name: 'Hard', woundsMult: 1.25, bsMod: +5, checkMod: -10, maxRounds: 5, healChance: 0.30, extraEnemy: false, fearBonus: 0 }, 4: { level: 4, name: 'Brutal', woundsMult: 1.50, bsMod: +10, checkMod: -20, maxRounds: 5, healChance: 0.00, extraEnemy: true, fearBonus: +1 }, 5: { level: 5, name: 'Legendary', woundsMult: 2.00, bsMod: +15, checkMod: -30, maxRounds: 6, healChance: 0.00, extraEnemy: true, fearBonus: +2 }, }; // ─── Routes ────────────────────────────────────────────────────────────────── // POST /api/simulations — run a new simulation and save it router.post('/', async (req, res) => { try { const { mission_id, player_names, difficulty: diffInput = 2, combat_profiles = {}, enemy_profile = 'balanced' } = req.body || {}; // Load mission let mission; if (mission_id) { const all = await missionHelpers.getAll(); mission = all.find(m => m.id === Number(mission_id)); } else { mission = await missionHelpers.getActive(); } if (!mission) return res.status(404).json({ error: 'Mission not found' }); // Load players const allPlayers = await playerHelpers.getAll(); let targetNames = Array.isArray(player_names) && player_names.length ? player_names : allPlayers.filter(p => p.name !== 'gm').map(p => p.name); const playerStates = targetNames .map(name => allPlayers.find(p => p.name === name)) .filter(Boolean) .map(buildPlayerState); const allowedProfiles = new Set(['auto', 'balanced', 'melee', 'ranged']); playerStates.forEach(player => { const requested = String(combat_profiles[player.name] || combat_profiles.default || 'balanced').toLowerCase(); player.combatProfile = allowedProfiles.has(requested) ? requested : 'balanced'; }); const requestedEnemyProfile = String(enemy_profile || 'balanced').toLowerCase(); const enemyProfile = allowedProfiles.has(requestedEnemyProfile) ? requestedEnemyProfile : 'balanced'; if (!playerStates.length) return res.status(400).json({ error: 'No valid players found' }); const diff = DIFFICULTY[Math.min(5, Math.max(1, Number(diffInput) || 2))] || DIFFICULTY[2]; const simResult = runSimulation(mission, playerStates, diff, { enemyProfile }); const id = await simulationHelpers.save({ mission_id: mission.id, mission_name: mission.name, players: playerStates.map(p => p.name), ...simResult, }); if (!id) return res.status(500).json({ error: 'Failed to save simulation' }); const saved = await simulationHelpers.getById(id); logToFile(`Simulation #${id} completed: ${mission.name} — ${simResult.result}`); res.json({ ...saved, difficulty_name: diff.name }); } catch (error) { logToFile('API: Simulation run error', error); res.status(500).json({ error: String(error) }); } }); // GET /api/simulations — list all simulations (summary) router.get('/', async (req, res) => { try { const limit = Math.min(Number(req.query.limit) || 50, 200); const sims = await simulationHelpers.getAll(limit); res.json(sims.map(s => ({ ...s, difficulty_name: DIFFICULTY[s.difficulty_level || 2]?.name || 'Standard' }))); } catch (error) { logToFile('API: Error listing simulations', error); res.status(500).json({ error: String(error) }); } }); // GET /api/simulations/:id — get full simulation report router.get('/:id', async (req, res) => { try { const sim = await simulationHelpers.getById(Number(req.params.id)); if (!sim) return res.status(404).json({ error: 'Simulation not found' }); const diffLevel = sim.difficulty_level || 2; res.json({ ...sim, difficulty_name: DIFFICULTY[diffLevel]?.name || 'Standard' }); } catch (error) { logToFile('API: Error getting simulation', req.params.id, error); res.status(500).json({ error: String(error) }); } }); // DELETE /api/simulations/:id — remove a simulation router.delete('/:id', async (req, res) => { try { const ok = await simulationHelpers.delete(Number(req.params.id)); if (!ok) return res.status(404).json({ error: 'Simulation not found' }); res.json({ success: true }); } catch (error) { logToFile('API: Error deleting simulation', req.params.id, error); res.status(500).json({ error: String(error) }); } }); module.exports = router;