- 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
1652 lines
76 KiB
JavaScript
1652 lines
76 KiB
JavaScript
'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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function d10() { return d(10); }
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function dX(formula) {
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const text = String(formula || '');
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const m = text.match(/(\d+)d(\d+)/);
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if (!m) return 4;
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let total = 0;
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for (let i = 0; i < +m[1]; i++) total += Math.floor(Math.random() * +m[2]) + 1;
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const rest = text.slice(m.index + m[0].length);
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const mods = rest.match(/[+-]\s*\d+/g) || [];
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for (const mod of mods) total += Number(mod.replace(/\s+/g, ''));
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return Math.max(1, total);
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}
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function roll(target, modifier = 0) {
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const effective = Math.max(5, Math.min(95, target + modifier));
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const result = d100();
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const success = result <= effective;
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const dos = success ? Math.floor((effective - result) / 10) + 1 : 0;
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const dof = !success ? Math.floor((result - effective) / 10) + 1 : 0;
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return { result, effective, success, dos, dof };
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}
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// ─── Build player state from DB tabInfo ──────────────────────────────────────
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function buildPlayerState(dbPlayer) {
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const tab = dbPlayer.tabInfo || {};
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const chars = tab.characteristics || {};
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const charValue = (upper, lower, fallback = 50) => chars[upper] || chars[lower] || fallback;
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const woundsValue = typeof tab.wounds === 'object' && tab.wounds !== null
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? Number(tab.wounds.current ?? tab.wounds.total ?? 12)
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: Number(tab.wounds || 12);
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const maxWoundsValue = typeof tab.wounds === 'object' && tab.wounds !== null
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? Number(tab.wounds.total ?? tab.wounds.current ?? woundsValue)
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: Number(tab.wounds || woundsValue || 12);
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const fateValue = typeof tab.fate === 'object' && tab.fate !== null
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? Number(tab.fate.current ?? tab.fate.total ?? 1)
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: Number(tab.fate || 1);
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const maxFateValue = typeof tab.fate === 'object' && tab.fate !== null
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? Number(tab.fate.total ?? tab.fate.current ?? fateValue)
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: Number(tab.fate || fateValue || 1);
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const gearText = [
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...(Array.isArray(tab.gear) ? tab.gear.map(g => `${g.name || ''} ${g.note || ''}`) : []),
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String(tab.notes || ''),
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].join(' ');
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const weapons = Array.isArray(tab.weapons) ? tab.weapons.map(weapon => normalizeSimWeapon(weapon, gearText)) : [];
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return {
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name: dbPlayer.name,
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chapter: tab.chapter || 'Unknown',
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spec: tab.speciality || 'Unknown',
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WS: charValue('WS', 'ws'),
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BS: charValue('BS', 'bs'),
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S: charValue('S', 's'),
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T: charValue('T', 't'),
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Ag: charValue('Ag', 'ag'),
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Int: charValue('Int', 'int'),
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Per: charValue('Per', 'per'),
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Wp: charValue('Wp', 'wp'),
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Fel: charValue('Fel', 'fel'),
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wounds: woundsValue,
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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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rolls: [],
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successCount: 0,
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failCount: 0,
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fateSpends: 0,
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heroMoments: [],
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shameList: [],
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};
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}
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function inferredGrenadeCount(weapon, gearText = '') {
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const name = String(weapon.name || '').toLowerCase();
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if (!/grenade/.test(name)) return 0;
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const kind = /krak/.test(name) ? 'krak' : (/frag/.test(name) ? 'frag' : '');
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const escapedKind = kind ? `${kind}\\s+` : '';
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const re = new RegExp(`(\\d+)\\s+(?:astartes\\s+)?${escapedKind}grenades?`, 'i');
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const match = gearText.match(re);
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return Number(match?.[1] || 3);
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}
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function defaultClipForWeapon(weapon) {
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const name = String(weapon.name || '').toLowerCase();
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if (/grenade/.test(name)) return 0;
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if (/bolt pistol/.test(name)) return 14;
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if (/heavy bolter/.test(name)) return 60;
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if (/bolter|boltgun/.test(name)) return 28;
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return 0;
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}
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function defaultDamageForWeapon(weapon) {
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const name = String(weapon.name || '').toLowerCase();
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if (weapon.damage) return weapon.damage;
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if (/krak.*grenade/.test(name)) return '3d10+4';
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if (/frag.*grenade/.test(name)) return '2d10+4';
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if (/bolt pistol/.test(name)) return '2d10+5';
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if (/bolter|boltgun/.test(name)) return '2d10+5';
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if (/crozius/.test(name)) return '1d10+10';
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if (/combat knife/.test(name)) return '1d10+2';
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return '1d5';
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}
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function normalizeSimWeapon(weapon, gearText = '') {
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const explicitClip = Number(String(weapon.clip ?? '').match(/\d+/)?.[0] || 0);
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const grenadeCount = inferredGrenadeCount(weapon, gearText);
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const clip = explicitClip || grenadeCount || defaultClipForWeapon(weapon);
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const className = String(weapon.class || '').toLowerCase();
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const weaponName = String(weapon.name || '').toLowerCase();
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const gearLower = String(gearText || '').toLowerCase();
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const weaponText = `${weapon.name || ''} ${weapon.special || ''}`.toLowerCase();
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const isGrenade = /grenade/.test(String(weapon.name || '').toLowerCase());
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const isMelee = !isGrenade && (className.includes('melee') || String(weapon.range || '').trim() === 'melee');
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const usesAmmo = !isMelee && clip > 0;
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const isBoltWeapon = /bolt|bolter/.test(weaponName);
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const isBoltPistol = /bolt pistol/.test(weaponName);
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const gearKrakenForWeapon = isBoltPistol
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? /(?:(?:bolt\s+)?pistol\s+(?:with|using|loaded\s+with)\s+kraken|kraken\s+rounds?\s+for\s+(?:bolt\s+)?pistol)/.test(gearLower)
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: /(?:(?:bolter|boltgun)\s+(?:with|using|loaded\s+with)\s+kraken|kraken\s+rounds?\s+for\s+(?:bolter|boltgun))/.test(gearLower);
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const hasKraken = usesAmmo && isBoltWeapon && (/kraken/.test(weaponText) || gearKrakenForWeapon);
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const ammoType = hasKraken ? 'Kraken' : 'Standard';
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return {
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...weapon,
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damage: defaultDamageForWeapon(weapon),
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range: weapon.range || `${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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ammoType,
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specialAmmo: hasKraken,
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shotsFired: 0,
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};
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}
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function weaponUsesAmmo(weapon) {
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return Number(weapon?.clipSize || 0) > 0 && weapon.ammoRemaining !== null;
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}
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function weaponIsMelee(weapon) {
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return String(weapon?.class || '').toLowerCase().includes('melee') || String(weapon?.range || '').trim().toLowerCase() === 'melee';
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}
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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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function parseRof(weapon) {
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if (weaponIsGrenade(weapon)) return { single: true, semi: null, full: null };
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const rof = String(weapon?.rof || '').trim();
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const parts = rof.split('/').map(part => part.trim());
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const single = value => /^s$/i.test(value || '') || /^single$/i.test(value || '');
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const numeric = value => {
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if (!value || value === '-' || /^s$/i.test(value) || /^single$/i.test(value)) return null;
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const n = Number(String(value).match(/\d+/)?.[0] || 0);
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return n > 0 ? n : null;
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};
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return {
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single: rof ? single(parts[0]) : weaponUsesAmmo(weapon),
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semi: numeric(parts[1]),
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full: numeric(parts[2]),
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};
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}
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function chooseFireMode(weapon) {
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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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rof.full ? { mode: 'full_auto', shots: rof.full } : null,
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rof.semi ? { mode: 'semi_auto', shots: rof.semi } : null,
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rof.single ? { mode: 'single', shots: 1 } : null,
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].filter(Boolean).filter(option => option.shots <= available);
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if (!options.length) return { mode: 'dry', shots: 0 };
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if (options.length === 1) return options[0];
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const roll = Math.random();
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if (options[0]?.mode === 'full_auto' && roll < 0.35) return options[0];
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const semi = options.find(option => option.mode === 'semi_auto');
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if (semi && roll < 0.80) return semi;
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return options[options.length - 1];
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}
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function fireModeAttackModifier(mode) {
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if (mode === 'semi_auto') return 10;
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if (mode === 'full_auto') return 20;
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return 0;
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}
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function hitsForFireMode(mode, degreesOfSuccess, shotsDeclared) {
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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, 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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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 && 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 && 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 && 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 = [], 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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const grenadeChance = profile === 'ranged' ? 0.32 : (profile === 'melee' ? 0.12 : 0.24);
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if (availableGrenades.length && enemies.filter(e => e.wounds > 0).length > 1 && Math.random() < grenadeChance) {
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return availableGrenades.find(w => /frag/i.test(w.name || '')) || availableGrenades[0];
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}
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if (availableGrenades.length && enemies.some(e => Number(e.wounds || 0) >= 14) && Math.random() < grenadeChance * 0.75) {
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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 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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const meleeScore = (player.WS || 0) + (bestMelee ? 5 : -100);
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const rangedScore = (player.BS || 0) + (bestRanged ? 5 : -100);
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if (meleeScore > rangedScore) return bestMelee;
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if (bestRanged) return bestRanged;
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}
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if (profile === 'balanced') {
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const meleeScore = bestMelee ? (player.WS || 0) : -100;
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const rangedScore = bestRanged ? (player.BS || 0) : -100;
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if (meleeScore >= rangedScore + 15 && Math.random() < 0.65) return bestMelee;
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if (bestRanged) return bestRanged;
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if (bestMelee) return bestMelee;
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}
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return weapons.find(w => weaponUsesAmmo(w) && Number(w.ammoRemaining || 0) > 0)
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|| weapons.find(weaponIsMelee)
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|| weapons[0]
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|| { name: 'Unarmed', damage: '1d5', class: 'Melee', type: 'melee', pen: 0 };
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}
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function spendAmmo(weapon, amount = 1) {
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if (!weaponUsesAmmo(weapon)) return { spent: 0, remaining: null };
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const available = Math.max(0, Number(weapon.ammoRemaining || 0));
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const spent = Math.min(available, amount);
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weapon.ammoRemaining = available - spent;
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weapon.shotsFired = Number(weapon.shotsFired || 0) + spent;
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return { spent, remaining: weapon.ammoRemaining };
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}
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function ammoSummary(player) {
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return (Array.isArray(player.weapons) ? player.weapons : [])
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.filter(weaponUsesAmmo)
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.map(w => ({
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name: w.name || 'Weapon',
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ammoType: w.ammoType || 'Standard',
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specialAmmo: Boolean(w.specialAmmo),
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isGrenade: Boolean(w.isGrenade),
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clipSize: Number(w.clipSize || 0),
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remaining: Number(w.ammoRemaining || 0),
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shotsFired: Number(w.shotsFired || 0),
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}));
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}
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function isAlive(p) { return p.wounds > 0; }
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function addCondition(p, cond) {
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if (!p.conditions.includes(cond)) p.conditions.push(cond);
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}
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function removeCondition(p, cond) {
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const i = p.conditions.indexOf(cond);
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if (i !== -1) p.conditions.splice(i, 1);
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}
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function conditionMod(p, type) {
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let m = 0;
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for (const c of p.conditions) {
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if (c === 'Pinned') m += type === 'BS' ? -20 : 0;
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if (c === 'Stunned') m += -20;
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if (c === 'Knocked Down') m += -20;
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if (c === 'Fatigued') m += -10;
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if (c === 'Grappled') m += type === 'WS' ? -20 : 0;
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}
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return m;
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}
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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)) + 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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}
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function spendFate(player, checkName) {
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if (player.fate > 0 && !player.fateUsed) {
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player.fate--;
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player.fateUsed = true;
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player.fateSpends++;
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return true;
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}
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return false;
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}
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// ─── Perform one skill check ──────────────────────────────────────────────────
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function performCheck(player, checkName, statName, modifier, rollFeed, sceneTitle, category = 'puzzle') {
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const base = player[statName] || 50;
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const cMod = conditionMod(player, statName === 'WS' ? 'WS' : 'BS');
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const r = roll(base, modifier + cMod);
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const entry = {
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player: player.name,
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checkName,
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category,
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sceneName: sceneTitle,
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statName,
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base,
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modifier,
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result: r.result,
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effective: r.effective,
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success: r.success,
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dos: r.dos,
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dof: r.dof,
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fateReroll: false,
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};
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// Auto fate-spend on catastrophic failure (3+ DoF)
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if (!r.success && r.dof >= 3 && spendFate(player, checkName)) {
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const r2 = roll(base, modifier + cMod);
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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})`,
|
|
category: 'fear',
|
|
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 ${sceneTitle}`);
|
|
if (r.success) player.successCount++;
|
|
}
|
|
if (!r.success) player.failCount++;
|
|
return r;
|
|
}
|
|
|
|
function visibleTargetsForActor(battlemapContext, actorPos, candidates, side) {
|
|
if (!battlemapContext || !actorPos) return [];
|
|
return candidates
|
|
.map((entry) => {
|
|
const pos = battlemapContext.positions?.[battlemapActorKey(side, entry.name)];
|
|
if (!pos) return null;
|
|
const visibility = visibilityBetween(battlemapContext, actorPos, pos);
|
|
if (!visibility.visible) return null;
|
|
return { entry, pos, visibility, dist: visibility.distance };
|
|
})
|
|
.filter(Boolean)
|
|
.sort((a, b) => a.dist - b.dist);
|
|
}
|
|
|
|
// ─── Combat round ────────────────────────────────────────────────────────────
|
|
function combatRound(roundNum, players, enemies, checks, sceneTitle, rollFeed, events, diff, options = {}) {
|
|
const battlemapContext = options.battlemapContext || null;
|
|
const objectiveActors = options.objectiveActors || new Set();
|
|
// Initiative
|
|
const initiatives = [
|
|
...players.map(p => ({ name: p.name, total: Math.floor(p.Ag / 10) + d10(), isNpc: false })),
|
|
...enemies.map(e => ({ name: e.name, total: (e.agBonus || 4) + d10(), isNpc: true })),
|
|
].sort((a, b) => b.total - a.total);
|
|
|
|
events.push({ type: 'initiative', round: roundNum, order: initiatives.map(i => `${i.name}(${i.total})`) });
|
|
|
|
for (const actor of initiatives) {
|
|
if (actor.isNpc) {
|
|
const enemy = enemies.find(e => e.name === actor.name);
|
|
if (!enemy || enemy.wounds <= 0) continue;
|
|
if (battlemapContext) {
|
|
scriptBattlemapEnemyAdvance(roundNum, battlemapContext, enemy, players, sceneTitle, events);
|
|
}
|
|
const livingPlayers = players.filter(isAlive);
|
|
const enemyPos = battlemapContext?.positions?.[battlemapActorKey('enemy', enemy.name)] || null;
|
|
const target = enemyPos && battlemapContext
|
|
? visibleTargetsForActor(battlemapContext, enemyPos, livingPlayers, 'player')[0]?.entry
|
|
: livingPlayers[Math.floor(Math.random() * livingPlayers.length)];
|
|
if (!target) continue;
|
|
const targetPos = battlemapContext?.positions?.[battlemapActorKey('player', target.name)] || null;
|
|
const targetDistance = enemyPos && targetPos ? distance(enemyPos, targetPos) : 0;
|
|
const enemyAttack = chooseEnemyAttackProfile(enemy, targetDistance);
|
|
const enemyAllyPositions = enemies
|
|
.filter(other => other !== enemy && other.wounds > 0)
|
|
.map(other => battlemapContext?.positions?.[battlemapActorKey('enemy', other.name)])
|
|
.filter(Boolean);
|
|
const positioning = (battlemapContext && enemyPos && targetPos)
|
|
? attackPositioning(battlemapContext, enemyPos, targetPos, { name: enemy.name, range: `${enemyAttack.range || 30}m`, pen: enemy.ap || 0 }, enemyAttack.mode, enemyAllyPositions)
|
|
: null;
|
|
if (positioning?.blocked || (enemyAttack.mode === 'melee' && positioning?.range?.band === 'melee_out_of_range')) {
|
|
events.push({
|
|
type: 'battlemapAttack',
|
|
attacker: enemy.name,
|
|
target: target.name,
|
|
mode: enemyAttack.mode,
|
|
blocked: true,
|
|
glyph: attackGlyphForWeapon(enemy.name, enemyAttack.mode),
|
|
reasons: positioning?.reasons || ['No valid line'],
|
|
});
|
|
continue;
|
|
}
|
|
const attackRoll = d100();
|
|
const battlemapMod = positioning ? positioning.totalModifier : 0;
|
|
const enemyTarget = Math.max(5, Math.min(95, enemyAttack.target + battlemapMod));
|
|
const hit = attackRoll <= enemyTarget;
|
|
events.push({
|
|
type: 'enemyAttack',
|
|
enemy: enemy.name,
|
|
target: target.name,
|
|
mode: enemyAttack.mode,
|
|
glyph: attackGlyphForWeapon(enemy.name, enemyAttack.mode),
|
|
stat: enemyAttack.stat,
|
|
roll: attackRoll,
|
|
tn: enemyTarget,
|
|
distance: Number(targetDistance || 0).toFixed(1),
|
|
reasons: positioning?.reasons || [],
|
|
hit,
|
|
});
|
|
if (hit) {
|
|
const { net } = dealDamage(target, enemy.damage || '1d5', enemy.ap || 0, enemyAttack.mode === 'ranged' ? positioning?.coverAp || 0 : 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 (objectiveActors.has(player.name)) continue;
|
|
if (player.conditions.includes('Stunned')) {
|
|
removeCondition(player, 'Stunned');
|
|
continue;
|
|
}
|
|
if (battlemapContext.hasAuthoredLayout) {
|
|
scriptBattlemapPlayerAdvance(roundNum, battlemapContext, player, sceneTitle, events);
|
|
} else {
|
|
scriptBattlemapPlayerAdvanceGeneric(roundNum, battlemapContext, player, enemies, sceneTitle, events);
|
|
}
|
|
const livingEnemies = enemies.filter(e => e.wounds > 0);
|
|
const playerPos = battlemapContext?.positions?.[battlemapActorKey('player', player.name)] || null;
|
|
const firstEnemy = playerPos && battlemapContext
|
|
? visibleTargetsForActor(battlemapContext, playerPos, livingEnemies, 'enemy')[0]?.entry
|
|
: livingEnemies[0];
|
|
// 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)];
|
|
const r = performCheck(player, chk.name, chk.stat, (chk.modifier || 0) + diffCheckMod, rollFeed, sceneTitle, 'combat');
|
|
events.push({
|
|
type: 'checkRoll',
|
|
player: player.name,
|
|
check: chk.name,
|
|
stat: chk.stat,
|
|
roll: r.result,
|
|
tn: r.effective,
|
|
success: r.success,
|
|
dos: r.dos,
|
|
dof: r.dof,
|
|
});
|
|
} else {
|
|
if (!firstEnemy) continue;
|
|
const targetPos = firstEnemy ? battlemapContext?.positions?.[battlemapActorKey('enemy', firstEnemy.name)] || null : null;
|
|
const targetDistance = playerPos && targetPos ? distance(playerPos, targetPos) : 0;
|
|
const weapon = chooseAttackWeapon(player, enemies, targetDistance);
|
|
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 playerAllyPositions = players
|
|
.filter(other => other !== player && isAlive(other))
|
|
.map(other => battlemapContext?.positions?.[battlemapActorKey('player', other.name)])
|
|
.filter(Boolean);
|
|
const positioning = (battlemapContext && firstEnemy && playerPos && targetPos)
|
|
? attackPositioning(battlemapContext, playerPos, targetPos, weapon, weaponIsMelee(weapon) ? 'melee' : 'ranged', playerAllyPositions)
|
|
: null;
|
|
if (positioning?.blocked || positioning?.range?.band === 'out_of_range' || positioning?.range?.band === 'melee_out_of_range') {
|
|
player.failCount++;
|
|
events.push({
|
|
type: 'battlemapAttack',
|
|
attacker: player.name,
|
|
target: firstEnemy?.name || 'enemy',
|
|
mode: weaponIsMelee(weapon) ? 'melee' : 'ranged',
|
|
weapon: weapon.name || 'weapon',
|
|
blocked: true,
|
|
glyph: attackGlyphForWeapon(weapon, weaponIsMelee(weapon) ? 'melee' : 'ranged'),
|
|
reasons: positioning?.reasons || ['Target out of range'],
|
|
});
|
|
continue;
|
|
}
|
|
const mapMod = positioning ? positioning.totalModifier : 0;
|
|
const r = roll(base, cMod + modeMod + mapMod);
|
|
const hits = r.success ? hitsForFireMode(fireMode.mode, r.dos, fireMode.shots || 1) : 0;
|
|
rollFeed.push({
|
|
player: player.name, checkName: `Attack (${weapon.name || 'weapon'})`,
|
|
category: 'combat',
|
|
sceneName: sceneTitle, statName, base, modifier: cMod + modeMod + mapMod,
|
|
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,
|
|
battlemapReasons: positioning?.reasons || [],
|
|
targetName: firstEnemy?.name || null,
|
|
mode: weaponIsMelee(weapon) ? 'melee' : 'ranged',
|
|
distance: Number(targetDistance || 0).toFixed(1),
|
|
});
|
|
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 (positioning) {
|
|
events.push({
|
|
type: 'battlemapAttack',
|
|
attacker: player.name,
|
|
target: firstEnemy?.name || 'enemy',
|
|
mode: weaponIsMelee(weapon) ? 'melee' : 'ranged',
|
|
weapon: weapon.name || 'weapon',
|
|
glyph: attackGlyphForWeapon(weapon, weaponIsMelee(weapon) ? 'melee' : 'ranged'),
|
|
reasons: positioning.reasons,
|
|
});
|
|
}
|
|
if (r.success) {
|
|
player.successCount++;
|
|
if (firstEnemy) {
|
|
if (firstEnemy.horde) {
|
|
const tb = firstEnemy.tb || 4;
|
|
// Horde: each hit that inflicts any damage after TB kills 1 creature
|
|
let magnitudeLoss = 0;
|
|
for (let hit = 0; hit < Math.max(1, hits); hit++) {
|
|
const hitDmg = Math.max(0, dX(weapon.damage || '1d10+4') - (weaponIsMelee(weapon) ? 0 : (positioning?.coverAp || 0)));
|
|
if (hitDmg > tb) magnitudeLoss += 1;
|
|
}
|
|
firstEnemy.wounds -= magnitudeLoss;
|
|
if (magnitudeLoss > 0) {
|
|
events.push({ type: 'horde_damage', player: player.name, target: firstEnemy.name, creaturesKilled: magnitudeLoss, scene: sceneTitle });
|
|
}
|
|
} else {
|
|
let dmg = 0;
|
|
for (let hit = 0; hit < Math.max(1, hits); hit++) {
|
|
dmg += Math.max(0, dX(weapon.damage || '1d10+4') - (weaponIsMelee(weapon) ? 0 : (positioning?.coverAp || 0)));
|
|
}
|
|
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 (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');
|
|
}
|
|
}
|
|
}
|
|
|
|
// ─── 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}`,
|
|
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)),
|
|
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', 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' },
|
|
];
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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(' ');
|
|
else if (value && typeof value === 'object') text = Object.values(value).map(v => compactStoryText(v)).filter(Boolean).join(' ');
|
|
else text = String(value || '');
|
|
text = text.replace(/\s+/g, ' ').trim();
|
|
return text ? text.slice(0, 260) : fallback;
|
|
}
|
|
|
|
function firstSceneSecret(scene) {
|
|
return compactStoryText(scene?.secret || scene?.secrets || scene?.hidden || scene?.gmNotes || scene?.gm_notes || scene?.gmOnly || scene?.gm_only);
|
|
}
|
|
|
|
function storyHookForScene(scene, index, scenes, mission) {
|
|
const hook = scene?.storyHook && typeof scene.storyHook === 'object' ? scene.storyHook : {};
|
|
const title = titleForScene(scene, index);
|
|
const next = scenes[index + 1];
|
|
const nextTitle = next ? titleForScene(next, index + 1) : 'the mission debrief';
|
|
const clue = compactStoryText(hook.clue || hook.reveal || hook.text);
|
|
const secret = compactStoryText(hook.secret || firstSceneSecret(scene));
|
|
return {
|
|
thread: compactStoryText(hook.thread, `Main thread for ${mission?.name || 'the mission'}`),
|
|
clue: clue || `The result in ${title} points toward the main mission threat.`,
|
|
secret: secret || `The key information in ${title} points toward ${nextTitle}.`,
|
|
transition: compactStoryText(hook.transition, next ? `Point the kill-team toward ${nextTitle}.` : 'Frame the mission result and the next assignment.'),
|
|
gmAction: compactStoryText(hook.gmAction || hook.gm_action, 'Reveal the clue on a successful skill check; on failure, reveal a partial clue with a cost.'),
|
|
failForward: compactStoryText(hook.failForward || hook.fail_forward, 'Failure should add pressure or cost without blocking the main story.'),
|
|
};
|
|
}
|
|
|
|
function storyHookFromCheck({ scene, sceneIndex, scenes, mission, assignment, player, rollResult }) {
|
|
const hook = storyHookForScene(scene, sceneIndex, scenes, mission);
|
|
const reward = compactStoryText(assignment?.check?.reward);
|
|
const checkName = assignment?.check?.name || 'scene check';
|
|
if (rollResult.success) {
|
|
return {
|
|
scene_index: sceneIndex,
|
|
scene: titleForScene(scene, sceneIndex),
|
|
type: rollResult.dos >= 3 ? 'major_reveal' : 'reveal',
|
|
trigger: `${player.name} succeeded ${checkName}${rollResult.dos >= 3 ? ` with ${rollResult.dos} DoS` : ''}`,
|
|
thread: hook.thread,
|
|
clue: reward || hook.clue,
|
|
secret: hook.secret,
|
|
gm_action: hook.gmAction,
|
|
transition: hook.transition,
|
|
};
|
|
}
|
|
return {
|
|
scene_index: sceneIndex,
|
|
scene: titleForScene(scene, sceneIndex),
|
|
type: 'fail_forward',
|
|
trigger: `${player.name} failed ${checkName} with ${rollResult.dof} DoF`,
|
|
thread: hook.thread,
|
|
clue: `Give a partial clue: ${reward || hook.clue}`,
|
|
secret: hook.secret,
|
|
gm_action: hook.failForward,
|
|
transition: hook.transition,
|
|
};
|
|
}
|
|
|
|
function combatStoryHook({ scene, sceneIndex, scenes, mission, cleared }) {
|
|
const hook = storyHookForScene(scene, sceneIndex, scenes, mission);
|
|
return {
|
|
scene_index: sceneIndex,
|
|
scene: titleForScene(scene, sceneIndex),
|
|
type: cleared ? 'combat_transition' : 'combat_escalation',
|
|
trigger: cleared ? 'combat cleared' : 'combat unresolved',
|
|
thread: hook.thread,
|
|
clue: cleared ? hook.clue : `The team gets the clue under pressure: ${hook.clue}`,
|
|
secret: hook.secret,
|
|
gm_action: cleared
|
|
? `Use the victory beat to reveal the hook. ${hook.gmAction}`
|
|
: `Do not stall after withdrawal. Reveal a partial hook, then apply cost: ${hook.failForward}`,
|
|
transition: hook.transition,
|
|
};
|
|
}
|
|
|
|
// ─── 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 = [];
|
|
const storyHooks = [];
|
|
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 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
|
|
&& playerStates.some(isAlive)
|
|
&& (enemies.some(e => e.wounds > 0) || !objectivesMetNow())
|
|
) {
|
|
totalRounds++;
|
|
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 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,
|
|
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);
|
|
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, 'puzzle');
|
|
sceneEvents.push({
|
|
type: 'checkRoll',
|
|
player: player.name,
|
|
check: a.check.name,
|
|
stat: a.stat,
|
|
roll: r.result,
|
|
tn: r.effective,
|
|
success: r.success,
|
|
dos: r.dos,
|
|
dof: r.dof,
|
|
});
|
|
if (r.success) {
|
|
sceneSuccesses++;
|
|
if (r.dos >= 3) sceneEvents.push({ type: 'heroCheck', player: player.name, check: a.check.name, dos: r.dos });
|
|
storyHooks.push(storyHookFromCheck({ scene, sceneIndex: si, scenes, mission, assignment: a, player, rollResult: r }));
|
|
} else {
|
|
sceneFailures++;
|
|
if (r.dof >= 2) storyHooks.push(storyHookFromCheck({ scene, sceneIndex: si, scenes, mission, assignment: a, player, rollResult: r }));
|
|
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 combatRolls = rollFeed.filter(r => r.category === 'combat');
|
|
const puzzleRolls = rollFeed.filter(r => r.category === 'puzzle');
|
|
const combatSuccessRate = Math.round(combatRolls.filter(r => r.success).length / Math.max(1, combatRolls.length) * 100);
|
|
const puzzleSuccessRate = Math.round(puzzleRolls.filter(r => r.success).length / Math.max(1, puzzleRolls.length) * 100);
|
|
const missionSuccess = aliveCount >= 2 && missionXp >= 800;
|
|
|
|
// Auto-generate GM-facing findings. These are scripted heuristics, not AI.
|
|
const findings = [];
|
|
const downPlayers = playerStates.filter(p => !isAlive(p));
|
|
if (downPlayers.length > 0) findings.push(`Combat: ${downPlayers.map(p=>p.name).join(', ')} went down. As GM, reduce enemy count/wounds, add cover, or telegraph Dodge/Parry/withdraw options before the next lethal exchange.`);
|
|
const heroPlayers = playerStates.filter(p => p.heroMoments.length >= 2);
|
|
if (heroPlayers.length > 0) findings.push(`Table pacing: ${heroPlayers.map(p=>p.name).join(', ')} had multiple high-DoS moments. Spotlight those results with narrative rewards, bonus intel, or a visible commendation.`);
|
|
if (totalRounds >= 18) findings.push('Combat: combat ran long. Lower enemy wounds by 15-25%, remove one lesser enemy, or add a mission objective that ends the fight before every enemy is killed.');
|
|
if (totalRounds > 0 && combatSuccessRate < 45) findings.push(`Combat: ${combatSuccessRate}% combat success is harsh. Add Aim/cover/bracing prompts, lower enemy BS/WS by 5-10, or give the kill-team a tactical advantage from Awareness/Tactics.`);
|
|
if (totalRounds > 0 && combatSuccessRate > 80) findings.push(`Combat: ${combatSuccessRate}% combat success is very favorable. Raise pressure with cover penalties, suppression/pinning, reinforcements, or an objective timer instead of only adding wounds.`);
|
|
if (combatRolls.length === 0) findings.push('Combat: no combat rolls were recorded. If this mission should test battle readiness, add at least one combat scene or enemy wave.');
|
|
if (puzzleRolls.length === 0) findings.push('Puzzle/skills: no non-combat skill checks were recorded. Add investigation, Tech-Use, Command, Medicae, Awareness, or Tactics gates so the mission is not only combat.');
|
|
if (puzzleRolls.length > 0 && puzzleSuccessRate < 45) findings.push(`Puzzle/skills: ${puzzleSuccessRate}% puzzle/check success is low. Reduce difficulty by +10/+20, allow assists, add alternate skills, or make failures reveal partial clues with complications.`);
|
|
if (puzzleRolls.length > 0 && puzzleSuccessRate > 85) findings.push(`Puzzle/skills: ${puzzleSuccessRate}% puzzle/check success is very high. Add time pressure, opposed tests, layered clues, or consequences on high DoF rather than making the clue mandatory.`);
|
|
|
|
const failedPuzzleCounts = puzzleRolls
|
|
.filter(r => !r.success)
|
|
.reduce((acc, r) => {
|
|
const key = r.checkName || 'Unknown check';
|
|
acc[key] = (acc[key] || 0) + 1;
|
|
return acc;
|
|
}, {});
|
|
const hardestChecks = Object.entries(failedPuzzleCounts).sort((a, b) => b[1] - a[1]).slice(0, 3);
|
|
if (hardestChecks.length > 0) {
|
|
findings.push(`Puzzle/skills: hardest checks were ${hardestChecks.map(([name, count]) => `${name} (${count} fail${count === 1 ? '' : 's'})`).join(', ')}. As GM, prepare alternate approaches or clearer clues for those rules moments.`);
|
|
}
|
|
|
|
const failedCombatStats = combatRolls
|
|
.filter(r => !r.success)
|
|
.reduce((acc, r) => {
|
|
const key = r.statName || 'combat';
|
|
acc[key] = (acc[key] || 0) + 1;
|
|
return acc;
|
|
}, {});
|
|
const weakCombatStats = Object.entries(failedCombatStats).sort((a, b) => b[1] - a[1]).slice(0, 2);
|
|
if (weakCombatStats.length > 0) {
|
|
findings.push(`Combat: most failed combat stats were ${weakCombatStats.map(([stat, count]) => `${stat} (${count})`).join(', ')}. Use this to decide whether the scene needs more melee threats, ranged cover, or non-attack objectives.`);
|
|
}
|
|
|
|
const combatScenes = sceneResults.filter(s => s.cleared !== undefined);
|
|
const unclearedScenes = combatScenes.filter(s => !s.cleared);
|
|
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');
|
|
if (partialSkillScenes.length > 0) {
|
|
findings.push(`Puzzle/skills: ${partialSkillScenes.length}/${Math.max(1, skillScenes.length)} skill scene${skillScenes.length === 1 ? '' : 's'} landed partial. Make failures cost time, wounds, or resources, but avoid blocking core mission progress behind one failed roll.`);
|
|
}
|
|
|
|
const fearRolls = rollFeed.filter(r => r.category === 'fear');
|
|
const failedFear = fearRolls.filter(r => !r.success);
|
|
if (failedFear.length >= Math.max(2, Math.ceil(fearRolls.length / 2))) {
|
|
findings.push('Rules pressure: fear tests are dominating the run. Consider lowering fear rating, giving preparation bonuses, or using fear as an opener instead of repeating it every scene.');
|
|
}
|
|
|
|
const conditionCounts = playerStates.reduce((acc, p) => {
|
|
for (const condition of p.conditions || []) acc[condition] = (acc[condition] || 0) + 1;
|
|
return acc;
|
|
}, {});
|
|
const commonConditions = Object.entries(conditionCounts).filter(([, count]) => count >= 2);
|
|
if (commonConditions.length > 0) {
|
|
findings.push(`Rules pressure: common lingering conditions were ${commonConditions.map(([name, count]) => `${name} (${count})`).join(', ')}. Add recovery beats, Medicae/Command opportunities, or clearer condition reminders.`);
|
|
}
|
|
|
|
const checkNames = new Set(puzzleRolls.map(r => String(r.checkName || '').toLowerCase()));
|
|
if (skillScenes.length > 0 && ![...checkNames].some(name => name.includes('tactics'))) {
|
|
findings.push('Puzzle/skills: no Tactics-style check appeared in non-combat scenes. Add an optional Tactics read to reveal enemy doctrine, priority targets, ambush risk, or a safer approach.');
|
|
}
|
|
|
|
const attackRolls = combatRolls.filter(r => String(r.checkName || '').startsWith('Attack'));
|
|
const tacticalCombatChecks = combatRolls.length - attackRolls.length;
|
|
if (combatRolls.length > 0 && tacticalCombatChecks === 0) {
|
|
findings.push('Combat: combat was pure attacks. Add battlefield actions such as Awareness to spot threats, Tactics to identify priority targets, Command to coordinate, or Tech-Use/Demolition to change the terrain.');
|
|
}
|
|
|
|
if (playerStates.every(p => p.fateSpends === 0)) findings.push('Fate: no Fate points were spent. Difficulty may be too low, catastrophic failures may be rare, or Fate-spend affordances may need to be more visible.');
|
|
const struggling = playerStates.filter(p => (p.successCount / Math.max(1, p.successCount+p.failCount)) < 0.40);
|
|
if (struggling.length) findings.push(`Player fit: ${struggling.map(p=>p.name).join(', ')} struggled below 40% success. Reassign scene checks to their strengths, add assists, or give them a role-specific objective.`);
|
|
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,
|
|
combat_success_rate: combatSuccessRate,
|
|
puzzle_success_rate: puzzleSuccessRate,
|
|
scene_results: sceneResults,
|
|
player_cards: playerCards,
|
|
roll_feed: rollFeed,
|
|
story_hooks: storyHooks.slice(0, 18),
|
|
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) });
|
|
}
|
|
});
|
|
|
|
router.__testables = {
|
|
runSimulation,
|
|
buildBattlemapContext,
|
|
buildPlayerState,
|
|
combatRound,
|
|
chooseEnemyAttackProfile,
|
|
DIFFICULTY,
|
|
};
|
|
|
|
module.exports = router;
|