Files
alex b2dd5a44d3 feat: expand Simulation tab with combat simulation and replay
- src/components/SimulationTab.jsx: +544 lines, combat simulation
  UI with horde combat, player actions, and replay functionality
- database/routes/simulationRoutes.js: +681 lines, backend routes
  for simulation state management and combat resolution
- src/tests/simulationTabReplay.test.js: replay functionality tests
- src/tests/hordeCombatFourPlayersFiveHordes.test.js: multi-player
  horde combat scenario tests
- src/tests/hordeCombatPlayerMainWeapon.test.js: player weapon
  damage calculation tests
2026-07-15 19:36:38 +02:00

1652 lines
76 KiB
JavaScript

'use strict';
const express = require('express');
const { missionHelpers, playerHelpers, simulationHelpers, logToFile } = require('../mariadb');
const {
normalizeMovement,
movementBudget,
stepToward,
enemyMoveTowardNearest,
battlemapActorKey,
pointFromLayout,
createBattlemapPositions,
normalizeWeaponRange,
attackPositioning,
visibilityBetween,
distance,
normalizeBattlemapLayout,
} = require('../../src/shared/battlemapEngine');
const router = express.Router();
// Battlemap objective mini-game tuning. Loosened from the original
// 2 stations / 3-round core hold / 2 extraction progress / every-3-rounds
// reinforcements after simulation runs showed every squad going down without
// ever clearing a single mapped combat scene (fights ran 16-21 rounds,
// hitting the round cap on attrition alone). See docs/incident notes.
const STATIONS_REQUIRED = 1;
const GENE_CORE_ROUNDS_REQUIRED = 2;
const EXTRACTION_PROGRESS_REQUIRED = 1;
const REINFORCEMENT_INTERVAL_ROUNDS = 5;
const OBJECTIVE_CHECK_PENALTY = 0; // was a flat -10 on top of difficulty checkMod
// ─── Dice engine ─────────────────────────────────────────────────────────────
function d(sides) { return Math.floor(Math.random() * sides) + 1; }
function d100() { return d(100); }
function d10() { return d(10); }
function dX(formula) {
const text = String(formula || '');
const m = text.match(/(\d+)d(\d+)/);
if (!m) return 4;
let total = 0;
for (let i = 0; i < +m[1]; i++) total += Math.floor(Math.random() * +m[2]) + 1;
const rest = text.slice(m.index + m[0].length);
const mods = rest.match(/[+-]\s*\d+/g) || [];
for (const mod of mods) total += Number(mod.replace(/\s+/g, ''));
return Math.max(1, total);
}
function roll(target, modifier = 0) {
const effective = Math.max(5, Math.min(95, target + modifier));
const result = d100();
const success = result <= effective;
const dos = success ? Math.floor((effective - result) / 10) + 1 : 0;
const dof = !success ? Math.floor((result - effective) / 10) + 1 : 0;
return { result, effective, success, dos, dof };
}
// ─── Build player state from DB tabInfo ──────────────────────────────────────
function buildPlayerState(dbPlayer) {
const tab = dbPlayer.tabInfo || {};
const chars = tab.characteristics || {};
const charValue = (upper, lower, fallback = 50) => chars[upper] || chars[lower] || fallback;
const woundsValue = typeof tab.wounds === 'object' && tab.wounds !== null
? Number(tab.wounds.current ?? tab.wounds.total ?? 12)
: Number(tab.wounds || 12);
const maxWoundsValue = typeof tab.wounds === 'object' && tab.wounds !== null
? Number(tab.wounds.total ?? tab.wounds.current ?? woundsValue)
: Number(tab.wounds || woundsValue || 12);
const fateValue = typeof tab.fate === 'object' && tab.fate !== null
? Number(tab.fate.current ?? tab.fate.total ?? 1)
: Number(tab.fate || 1);
const maxFateValue = typeof tab.fate === 'object' && tab.fate !== null
? Number(tab.fate.total ?? tab.fate.current ?? fateValue)
: Number(tab.fate || fateValue || 1);
const gearText = [
...(Array.isArray(tab.gear) ? tab.gear.map(g => `${g.name || ''} ${g.note || ''}`) : []),
String(tab.notes || ''),
].join(' ');
const weapons = Array.isArray(tab.weapons) ? tab.weapons.map(weapon => normalizeSimWeapon(weapon, gearText)) : [];
return {
name: dbPlayer.name,
chapter: tab.chapter || 'Unknown',
spec: tab.speciality || 'Unknown',
WS: charValue('WS', 'ws'),
BS: charValue('BS', 'bs'),
S: charValue('S', 's'),
T: charValue('T', 't'),
Ag: charValue('Ag', 'ag'),
Int: charValue('Int', 'int'),
Per: charValue('Per', 'per'),
Wp: charValue('Wp', 'wp'),
Fel: charValue('Fel', 'fel'),
wounds: woundsValue,
maxWounds: maxWoundsValue,
fate: fateValue,
maxFate: maxFateValue,
movement: normalizeMovement(tab.movement || {}),
weapons,
conditions: [],
fateUsed: false,
rolls: [],
successCount: 0,
failCount: 0,
fateSpends: 0,
heroMoments: [],
shameList: [],
};
}
function inferredGrenadeCount(weapon, gearText = '') {
const name = String(weapon.name || '').toLowerCase();
if (!/grenade/.test(name)) return 0;
const kind = /krak/.test(name) ? 'krak' : (/frag/.test(name) ? 'frag' : '');
const escapedKind = kind ? `${kind}\\s+` : '';
const re = new RegExp(`(\\d+)\\s+(?:astartes\\s+)?${escapedKind}grenades?`, 'i');
const match = gearText.match(re);
return Number(match?.[1] || 3);
}
function defaultClipForWeapon(weapon) {
const name = String(weapon.name || '').toLowerCase();
if (/grenade/.test(name)) return 0;
if (/bolt pistol/.test(name)) return 14;
if (/heavy bolter/.test(name)) return 60;
if (/bolter|boltgun/.test(name)) return 28;
return 0;
}
function defaultDamageForWeapon(weapon) {
const name = String(weapon.name || '').toLowerCase();
if (weapon.damage) return weapon.damage;
if (/krak.*grenade/.test(name)) return '3d10+4';
if (/frag.*grenade/.test(name)) return '2d10+4';
if (/bolt pistol/.test(name)) return '2d10+5';
if (/bolter|boltgun/.test(name)) return '2d10+5';
if (/crozius/.test(name)) return '1d10+10';
if (/combat knife/.test(name)) return '1d10+2';
return '1d5';
}
function normalizeSimWeapon(weapon, gearText = '') {
const explicitClip = Number(String(weapon.clip ?? '').match(/\d+/)?.[0] || 0);
const grenadeCount = inferredGrenadeCount(weapon, gearText);
const clip = explicitClip || grenadeCount || defaultClipForWeapon(weapon);
const className = String(weapon.class || '').toLowerCase();
const weaponName = String(weapon.name || '').toLowerCase();
const gearLower = String(gearText || '').toLowerCase();
const weaponText = `${weapon.name || ''} ${weapon.special || ''}`.toLowerCase();
const isGrenade = /grenade/.test(String(weapon.name || '').toLowerCase());
const isMelee = !isGrenade && (className.includes('melee') || String(weapon.range || '').trim() === 'melee');
const usesAmmo = !isMelee && clip > 0;
const isBoltWeapon = /bolt|bolter/.test(weaponName);
const isBoltPistol = /bolt pistol/.test(weaponName);
const gearKrakenForWeapon = isBoltPistol
? /(?:(?:bolt\s+)?pistol\s+(?:with|using|loaded\s+with)\s+kraken|kraken\s+rounds?\s+for\s+(?:bolt\s+)?pistol)/.test(gearLower)
: /(?:(?:bolter|boltgun)\s+(?:with|using|loaded\s+with)\s+kraken|kraken\s+rounds?\s+for\s+(?:bolter|boltgun))/.test(gearLower);
const hasKraken = usesAmmo && isBoltWeapon && (/kraken/.test(weaponText) || gearKrakenForWeapon);
const ammoType = hasKraken ? 'Kraken' : 'Standard';
return {
...weapon,
damage: defaultDamageForWeapon(weapon),
range: weapon.range || `${normalizeWeaponRange(weapon)}m`,
isGrenade,
clipSize: usesAmmo ? clip : 0,
ammoRemaining: usesAmmo ? clip : null,
ammoType,
specialAmmo: hasKraken,
shotsFired: 0,
};
}
function weaponUsesAmmo(weapon) {
return Number(weapon?.clipSize || 0) > 0 && weapon.ammoRemaining !== null;
}
function weaponIsMelee(weapon) {
return String(weapon?.class || '').toLowerCase().includes('melee') || String(weapon?.range || '').trim().toLowerCase() === 'melee';
}
function weaponIsGrenade(weapon) {
return Boolean(weapon?.isGrenade) || /grenade/.test(String(weapon?.name || '').toLowerCase());
}
function attackGlyphForWeapon(weapon, mode = 'ranged') {
const name = String(weapon?.name || weapon || '').toLowerCase();
if (/grenade|missile|rocket|bomb|blast/.test(name)) return 'explosive';
if (mode === 'melee' || /sword|axe|knife|hammer|fist|claw|staff|chain/.test(name)) return 'melee';
return 'ranged';
}
function weaponIsRanged(weapon) {
return weaponUsesAmmo(weapon) && !weaponIsGrenade(weapon) && !weaponIsMelee(weapon);
}
function parseRof(weapon) {
if (weaponIsGrenade(weapon)) return { single: true, semi: null, full: null };
const rof = String(weapon?.rof || '').trim();
const parts = rof.split('/').map(part => part.trim());
const single = value => /^s$/i.test(value || '') || /^single$/i.test(value || '');
const numeric = value => {
if (!value || value === '-' || /^s$/i.test(value) || /^single$/i.test(value)) return null;
const n = Number(String(value).match(/\d+/)?.[0] || 0);
return n > 0 ? n : null;
};
return {
single: rof ? single(parts[0]) : weaponUsesAmmo(weapon),
semi: numeric(parts[1]),
full: numeric(parts[2]),
};
}
function chooseFireMode(weapon) {
if (!weaponUsesAmmo(weapon)) return { mode: 'melee', shots: 1 };
const rof = parseRof(weapon);
const available = Math.max(0, Number(weapon.ammoRemaining || 0));
const options = [
rof.full ? { mode: 'full_auto', shots: rof.full } : null,
rof.semi ? { mode: 'semi_auto', shots: rof.semi } : null,
rof.single ? { mode: 'single', shots: 1 } : null,
].filter(Boolean).filter(option => option.shots <= available);
if (!options.length) return { mode: 'dry', shots: 0 };
if (options.length === 1) return options[0];
const roll = Math.random();
if (options[0]?.mode === 'full_auto' && roll < 0.35) return options[0];
const semi = options.find(option => option.mode === 'semi_auto');
if (semi && roll < 0.80) return semi;
return options[options.length - 1];
}
function fireModeAttackModifier(mode) {
if (mode === 'semi_auto') return 10;
if (mode === 'full_auto') return 20;
return 0;
}
function hitsForFireMode(mode, degreesOfSuccess, shotsDeclared) {
if (!degreesOfSuccess) return 0;
if (mode === 'melee') return 1;
if (shotsDeclared <= 0) return 0;
if (mode === 'full_auto') return Math.min(shotsDeclared, 1 + degreesOfSuccess);
if (mode === 'semi_auto') return Math.min(shotsDeclared, 1 + Math.floor(degreesOfSuccess / 2));
return 1;
}
function chooseEnemyAttackProfile(enemy, distanceToTarget = 0) {
const profile = enemy.combatProfile || 'balanced';
const ws = Number(enemy.ws || 45);
const bs = Number(enemy.bs || 45);
const rangedRange = Number(enemy.range || 30) || 30;
if (distanceToTarget <= 2.5 && ws >= bs - 10) return { mode: 'melee', stat: 'WS', target: ws, range: 2 };
if (profile === 'melee') return { mode: 'melee', stat: 'WS', target: ws, range: 2 };
if (profile === 'ranged') return { mode: 'ranged', stat: 'BS', target: bs, range: rangedRange };
if (profile === 'auto') {
return ws >= bs && distanceToTarget <= 2.5 ? { mode: 'melee', stat: 'WS', target: ws, range: 2 } : { mode: 'ranged', stat: 'BS', target: bs, range: rangedRange };
}
if (Math.abs(ws - bs) >= 10) {
return ws > bs && distanceToTarget <= 2.5 ? { mode: 'melee', stat: 'WS', target: ws, range: 2 } : { mode: 'ranged', stat: 'BS', target: bs, range: rangedRange };
}
return Math.random() < 0.5 && distanceToTarget <= 2.5
? { mode: 'melee', stat: 'WS', target: ws, range: 2 }
: { mode: 'ranged', stat: 'BS', target: bs, range: rangedRange };
}
function chooseAttackWeapon(player, enemies = [], distanceToTarget = 0) {
const weapons = Array.isArray(player.weapons) ? player.weapons : [];
const profile = player.combatProfile || 'balanced';
const availableGrenades = weapons.filter(w => weaponIsGrenade(w) && weaponUsesAmmo(w) && Number(w.ammoRemaining || 0) > 0);
const grenadeChance = profile === 'ranged' ? 0.32 : (profile === 'melee' ? 0.12 : 0.24);
if (availableGrenades.length && enemies.filter(e => e.wounds > 0).length > 1 && Math.random() < grenadeChance) {
return availableGrenades.find(w => /frag/i.test(w.name || '')) || availableGrenades[0];
}
if (availableGrenades.length && enemies.some(e => Number(e.wounds || 0) >= 14) && Math.random() < grenadeChance * 0.75) {
return availableGrenades.find(w => /krak/i.test(w.name || '')) || availableGrenades[0];
}
const bestMelee = weapons.find(weaponIsMelee);
const rangedOptions = weapons.filter(w => weaponIsRanged(w) && Number(w.ammoRemaining || 0) > 0);
const bestRanged = rangedOptions
.slice()
.sort((a, b) => {
const aRange = normalizeWeaponRange(a);
const bRange = normalizeWeaponRange(b);
const aFit = Math.abs(aRange - distanceToTarget);
const bFit = Math.abs(bRange - distanceToTarget);
return aFit - bFit;
})[0];
if (distanceToTarget <= 2.5 && bestMelee) return bestMelee;
if (profile === 'melee' && bestMelee) return bestMelee;
if (profile === 'ranged' && bestRanged) return bestRanged;
if (profile === 'auto') {
const meleeScore = (player.WS || 0) + (bestMelee ? 5 : -100);
const rangedScore = (player.BS || 0) + (bestRanged ? 5 : -100);
if (meleeScore > rangedScore) return bestMelee;
if (bestRanged) return bestRanged;
}
if (profile === 'balanced') {
const meleeScore = bestMelee ? (player.WS || 0) : -100;
const rangedScore = bestRanged ? (player.BS || 0) : -100;
if (meleeScore >= rangedScore + 15 && Math.random() < 0.65) return bestMelee;
if (bestRanged) return bestRanged;
if (bestMelee) return bestMelee;
}
return weapons.find(w => weaponUsesAmmo(w) && Number(w.ammoRemaining || 0) > 0)
|| weapons.find(weaponIsMelee)
|| weapons[0]
|| { name: 'Unarmed', damage: '1d5', class: 'Melee', type: 'melee', pen: 0 };
}
function spendAmmo(weapon, amount = 1) {
if (!weaponUsesAmmo(weapon)) return { spent: 0, remaining: null };
const available = Math.max(0, Number(weapon.ammoRemaining || 0));
const spent = Math.min(available, amount);
weapon.ammoRemaining = available - spent;
weapon.shotsFired = Number(weapon.shotsFired || 0) + spent;
return { spent, remaining: weapon.ammoRemaining };
}
function ammoSummary(player) {
return (Array.isArray(player.weapons) ? player.weapons : [])
.filter(weaponUsesAmmo)
.map(w => ({
name: w.name || 'Weapon',
ammoType: w.ammoType || 'Standard',
specialAmmo: Boolean(w.specialAmmo),
isGrenade: Boolean(w.isGrenade),
clipSize: Number(w.clipSize || 0),
remaining: Number(w.ammoRemaining || 0),
shotsFired: Number(w.shotsFired || 0),
}));
}
function isAlive(p) { return p.wounds > 0; }
function addCondition(p, cond) {
if (!p.conditions.includes(cond)) p.conditions.push(cond);
}
function removeCondition(p, cond) {
const i = p.conditions.indexOf(cond);
if (i !== -1) p.conditions.splice(i, 1);
}
function conditionMod(p, type) {
let m = 0;
for (const c of p.conditions) {
if (c === 'Pinned') m += type === 'BS' ? -20 : 0;
if (c === 'Stunned') m += -20;
if (c === 'Knocked Down') m += -20;
if (c === 'Fatigued') m += -10;
if (c === 'Grappled') m += type === 'WS' ? -20 : 0;
}
return m;
}
function dealDamage(player, dmgFormula, armorPen, extraAbsorption = 0) {
const dmg = dX(dmgFormula);
const absorption = Math.max(0, 6 - (armorPen || 0)) + Math.max(0, Number(extraAbsorption || 0));
const net = Math.max(0, dmg - absorption);
player.wounds -= net;
return { dmg, absorption, net };
}
function spendFate(player, checkName) {
if (player.fate > 0 && !player.fateUsed) {
player.fate--;
player.fateUsed = true;
player.fateSpends++;
return true;
}
return false;
}
// ─── Perform one skill check ──────────────────────────────────────────────────
function performCheck(player, checkName, statName, modifier, rollFeed, sceneTitle, category = 'puzzle') {
const base = player[statName] || 50;
const cMod = conditionMod(player, statName === 'WS' ? 'WS' : 'BS');
const r = roll(base, modifier + cMod);
const entry = {
player: player.name,
checkName,
category,
sceneName: sceneTitle,
statName,
base,
modifier,
result: r.result,
effective: r.effective,
success: r.success,
dos: r.dos,
dof: r.dof,
fateReroll: false,
};
// Auto fate-spend on catastrophic failure (3+ DoF)
if (!r.success && r.dof >= 3 && spendFate(player, checkName)) {
const r2 = roll(base, modifier + cMod);
Object.assign(r, r2);
entry.fateReroll = true;
entry.result = r.result;
entry.effective = r.effective;
entry.success = r.success;
entry.dos = r.dos;
entry.dof = r.dof;
}
rollFeed.push(entry);
if (r.success) player.successCount++; else player.failCount++;
if (r.success && r.dos >= 3) player.heroMoments.push(`${checkName} (${r.dos} DoS) in ${sceneTitle}`);
if (!r.success && r.dof >= 3) player.shameList.push(`Botched ${checkName} in ${sceneTitle}`);
return r;
}
// ─── Fear test ───────────────────────────────────────────────────────────────
function fearTest(player, fearRating, sceneTitle, rollFeed) {
const penalty = [0, 0, -10, -20, -30, -40][fearRating] || 0;
const r = roll(player.Wp, penalty + conditionMod(player, 'WS'));
rollFeed.push({
player: player.name, checkName: `Fear Test (Rating ${fearRating})`,
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;