forked from phenom/healer-man
Release Healer Man 0.1.40
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import { preloadAbilityCatalogsForClasses } from "../abilityCatalog";
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import { PLAYER_AGGRO_ID } from "../aggro";
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import { installCombatClock } from "../combatClock";
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import { subscribeCombatEvents } from "../combatEvents";
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import { resetCombatSpatialProvider } from "../combatSpatial";
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import { useCombatStore } from "../combatStore";
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import { dungeonEnemyScaling } from "../dungeonBossScaling";
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import { requireDungeonDefinition } from "../dungeonRegistry";
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import { clearMobRuntimeRegistry, setMobPosition } from "../mobRuntimeRegistry";
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import { advanceDungeonPartyCombat, partyCombatRangeBand, resetPartyRuntimeClock } from "../partyRuntime";
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import { clearPartyRuntimeRegistry, registerPartyRuntimePosition, updatePartyRuntimeTargetVisibility } from "../partyRuntimeRegistry";
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import { usePartyStore } from "../partyStore";
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import { specializationsForClass } from "../specializationCatalog";
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import { BenchmarkController } from "./benchmarkController";
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import type { BenchmarkBuildDefinition, BenchmarkScenarioDefinition } from "./benchmarkTypes";
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const scenario: BenchmarkScenarioDefinition = {
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id: "dungeon-boss", version: 1, name: "Dungeon boss", description: "Full party against an authored dungeon boss",
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family: "damage", roles: ["damage", "tank", "healer"], durationMs: 60_000, tickMs: 100,
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hostileTargets: 1, partyLayout: "melee", attacks: [],
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};
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/** Uses the live boss stats, companion AI and baseline player policy with a controlled clock. */
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export async function runDungeonBossBenchmark(
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build: BenchmarkBuildDefinition, bossId: string, seed: string, mechanics = false,
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) {
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await preloadAbilityCatalogsForClasses([build.classId]);
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const dungeon = requireDungeonDefinition("ragefire-chasm");
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const spawn = dungeon.staticSpawns.find((entry) => entry.id === bossId)!;
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const entity = dungeon.entities[spawn.entityId];
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const scaling = dungeonEnemyScaling(dungeon, entity, bossId, build.level, "normal", 1);
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const specs = specializationsForClass(build.classId).filter((spec) => spec.role === build.role);
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const specialization = specs.find((spec) => spec.displayName === build.orientation) ?? specs[0];
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clearMobRuntimeRegistry(); clearPartyRuntimeRegistry(); resetPartyRuntimeClock(); resetCombatSpatialProvider();
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let now = 1_000_000;
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const restoreClock = installCombatClock(() => now);
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let playerDamage = 0; let partyDamage = 0; let incomingDamage = 0; let healing = 0; let casts = 0;
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const damageByAbility: Record<string, number> = {};
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const stop = subscribeCombatEvents((event) => {
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if (event.kind === "damage" && event.targetActorId === bossId) {
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if (event.sourceActorId === PLAYER_AGGRO_ID) playerDamage += event.effectiveAmount;
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else partyDamage += event.effectiveAmount;
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const key = `${event.sourceActorId}:${event.abilityId ?? "unknown"}`;
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damageByAbility[key] = (damageByAbility[key] ?? 0) + event.effectiveAmount;
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}
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if (event.kind === "damage" && event.sourceActorId === bossId) incomingDamage += event.effectiveAmount;
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if (event.kind === "healing") healing += event.effectiveAmount;
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});
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try {
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const combat = useCombatStore.getState();
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combat.initializeCharacter({ classId: build.classId, secondaryClassId: build.secondaryClassId,
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specializationId: specialization?.id, role: build.role, level: build.level,
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talentRanks: build.talentRanks, inventory: build.inventory, equipment: build.equipment });
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combat.setPlayerPosition([-2, 0, 0]);
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usePartyStore.getState().initializeParty(seed, build.level, useCombatStore.getState().maxHealth, build.role, 5, build.source);
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combat.synchronizeActors();
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combat.registerMob(bossId, { name: entity.name, boss: true, serverEntry: entity.combat?.serverEntry,
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...scaling, attacks: entity.combat?.attacks, xpReward: 0 });
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setMobPosition(bossId, [0, 0, 0]);
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for (const member of usePartyStore.getState().members) {
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registerPartyRuntimePosition(member.id, [-partyCombatRangeBand(member).preferred, 0, 0]);
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updatePartyRuntimeTargetVisibility(member.id, bossId, true);
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}
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combat.selectMob(bossId);
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const tank = usePartyStore.getState().members.find((member) => member.role === "tank");
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combat.damageMob(bossId, 1, now, {
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actorId: build.role === "tank" ? PLAYER_AGGRO_ID : tank!.id, role: "tank", abilityId: "benchmark-pull",
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}, "physical");
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const controller = new BenchmarkController();
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for (let elapsed = 100; elapsed <= scenario.durationMs; elapsed += 100) {
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now = 1_000_000 + elapsed;
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combat.tick(.1, now);
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advanceDungeonPartyCombat(now);
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if (mechanics) combat.advanceMobCombat(now);
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if (controller.act(now, build.role, scenario, false).cast) casts += 1;
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const state = useCombatStore.getState();
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const mob = state.mobs[bossId];
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if (mob.dead || (mechanics && state.health <= 0)) {
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return { seconds: mob.dead ? ((mob.diedAt ?? now) - 1_000_000) / 1000 : null,
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elapsedSeconds: elapsed / 1000, outcome: mob.dead ? "defeated" : "player-death",
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maxHealth: scaling.maxHealth, playerDamage, partyDamage, incomingDamage, healing, casts, damageByAbility,
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playerAlive: state.health > 0, deaths: usePartyStore.getState().members.filter((member) => member.health <= 0).length,
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attacks: mob.attackRevision, specialization: specialization?.displayName,
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party: usePartyStore.getState().members.map((member) => `${member.classId}:${member.specialization}`) };
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}
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}
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return { seconds: null, elapsedSeconds: scenario.durationMs / 1000, outcome: "timeout",
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maxHealth: scaling.maxHealth, remainingHealth: useCombatStore.getState().mobs[bossId].health,
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playerDamage, partyDamage, incomingDamage, healing, casts, damageByAbility,
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playerAlive: useCombatStore.getState().health > 0,
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deaths: usePartyStore.getState().members.filter((member) => member.health <= 0).length,
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attacks: useCombatStore.getState().mobs[bossId].attackRevision,
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specialization: specialization?.displayName,
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party: usePartyStore.getState().members.map((member) => `${member.classId}:${member.specialization}`) };
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} finally {
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stop(); restoreClock(); clearMobRuntimeRegistry(); clearPartyRuntimeRegistry();
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resetPartyRuntimeClock(); resetCombatSpatialProvider();
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}
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}
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