Android build v1.1.34

This commit is contained in:
Warren H
2026-07-07 23:25:40 -04:00
parent 679900e7f5
commit d61cee55ed
14 changed files with 1718 additions and 28 deletions
Binary file not shown.
+2 -2
View File
@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 114
versionName "1.1.33"
versionCode 115
versionName "1.1.34"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
+692
View File
@@ -0,0 +1,692 @@
import { spawn } from 'node:child_process'
import { createServer } from 'vite'
const DEFAULT_WORKERS = Math.max(1, Math.min(8, Number.parseInt(process.env.IWT2_SIM_WORKERS ?? '8', 10)))
const DEFAULT_MAX_SECONDS = Math.max(30, Number.parseFloat(process.env.IWT2_SIM_SECONDS ?? '180'))
const DEFAULT_DT = 1 / 30
const PVP_BOSS_HEALTH_MULTIPLIER = 0.7
const BOSS_HEALTH_PER_STAGE = 0.1
const ARENA_BOUNDS = { width: 960, height: 540 }
const HEALER_STYLES = ['dawnweaver', 'lifebinder', 'runesage']
const activeChildren = new Set()
for (const signal of ['SIGINT', 'SIGTERM']) {
process.on(signal, () => {
for (const child of activeChildren) {
child.kill(signal)
}
process.exit(signal === 'SIGINT' ? 130 : 143)
})
}
const args = parseArgs(process.argv.slice(2))
if (args.has('--help')) {
printHelp()
process.exit(0)
}
const config = {
bossCount: parsePositiveInt(args.get('--boss-count') ?? '2', 2),
bossDamagePercent: parsePositiveNumber(args.get('--boss-damage-percent') ?? '100', 100),
bossFilter: parseList(args.get('--bosses') ?? 'all'),
bossHpPercent: parsePositiveNumber(args.get('--boss-hp-percent') ?? '100', 100),
classes: parseList(args.get('--classes') ?? args.get('--class') ?? 'all'),
gearLevel: parseNonNegativeInt(args.get('--gear-level') ?? args.get('--gear') ?? '5', 5),
maxSeconds: Number.parseFloat(args.get('--seconds') ?? String(DEFAULT_MAX_SECONDS)),
repeats: parsePositiveInt(args.get('--repeats') ?? '1', 1),
requiredBosses: parseList(args.get('--required-bosses') ?? args.get('--include-bosses') ?? 'none'),
stages: parseStages(args.get('--stages') ?? '1,2'),
top: parsePositiveInt(args.get('--top') ?? '24', 24),
workers: Number.parseInt(args.get('--workers') ?? String(DEFAULT_WORKERS), 10),
}
if (args.has('--worker')) {
await runWorker({
bossCount: config.bossCount,
bossDamagePercent: config.bossDamagePercent,
bossFilter: config.bossFilter,
bossHpPercent: config.bossHpPercent,
classes: config.classes,
gearLevel: config.gearLevel,
repeats: config.repeats,
requiredBosses: config.requiredBosses,
shardIndex: Number.parseInt(args.get('--shard-index') ?? '0', 10),
shardCount: Number.parseInt(args.get('--shard-count') ?? '1', 10),
maxSeconds: config.maxSeconds,
stages: config.stages,
})
} else {
await runMain(config)
}
async function runMain({
bossCount,
bossDamagePercent,
bossFilter,
bossHpPercent,
classes,
gearLevel,
maxSeconds,
repeats,
requiredBosses,
stages,
top,
workers,
}) {
const safeWorkers = Math.max(1, Math.floor(workers))
const childResults = await Promise.all(Array.from({ length: safeWorkers }, (_, shardIndex) => (
runChild({
bossCount,
bossDamagePercent,
bossFilter,
bossHpPercent,
classes,
gearLevel,
repeats,
requiredBosses,
shardIndex,
shardCount: safeWorkers,
maxSeconds,
stages,
})
)))
const results = childResults.flat()
const summary = summarizeResults(results)
console.log(JSON.stringify({
config: {
bossCount,
bossDamagePercent,
bossHpPercent,
bosses: bossFilter,
classes,
gearLevel,
orderedTrials: results.length,
repeats,
requiredBosses,
seconds: maxSeconds,
stages,
workers: safeWorkers,
},
hardestCombos: summary.hardestCombos.slice(0, top),
hardestStageCombos: summary.hardestStageCombos.slice(0, top),
topMechanics: summary.topMechanics,
weakestSingleBosses: summary.weakestSingleBosses.slice(0, 16),
}, null, 2))
}
function runChild({
bossCount,
bossDamagePercent,
bossFilter,
bossHpPercent,
classes,
gearLevel,
repeats,
requiredBosses,
shardIndex,
shardCount,
maxSeconds,
stages,
}) {
return new Promise((resolve, reject) => {
const child = spawn(process.execPath, [
new URL(import.meta.url).pathname,
'--worker',
'--boss-count',
String(bossCount),
'--boss-damage-percent',
String(bossDamagePercent),
'--bosses',
bossFilter.join(','),
'--boss-hp-percent',
String(bossHpPercent),
'--classes',
classes.join(','),
'--gear-level',
String(gearLevel),
'--repeats',
String(repeats),
'--required-bosses',
requiredBosses.join(','),
'--shard-index',
String(shardIndex),
'--shard-count',
String(shardCount),
'--seconds',
String(maxSeconds),
'--stages',
stages.join(','),
], {
cwd: process.cwd(),
env: { ...process.env, VITE_CJS_IGNORE_WARNING: 'true' },
stdio: ['ignore', 'pipe', 'pipe'],
})
activeChildren.add(child)
let stdout = ''
let stderr = ''
child.stdout.on('data', (chunk) => {
stdout += chunk
})
child.stderr.on('data', (chunk) => {
stderr += chunk
})
child.on('error', reject)
child.on('close', (code) => {
activeChildren.delete(child)
if (code !== 0) {
reject(new Error(`worker ${shardIndex} exited ${code}\n${stderr}`))
return
}
try {
resolve(JSON.parse(stdout))
} catch (error) {
reject(new Error(`worker ${shardIndex} returned invalid JSON\n${stdout}\n${stderr}\n${error}`))
}
})
})
}
async function runWorker({
bossCount,
bossDamagePercent,
bossFilter,
bossHpPercent,
classes,
gearLevel,
repeats,
requiredBosses,
shardIndex,
shardCount,
maxSeconds,
stages,
}) {
const server = await createServer({
appType: 'custom',
configFile: 'vite.config.ts',
logLevel: 'error',
server: { middlewareMode: true },
})
try {
const modules = await loadSimModules(server)
const bossIds = filteredBossIds(Object.keys(modules.IWT2_BOSS_METADATA), bossFilter)
const requiredBossIds = filteredRequiredBossIds(bossIds, requiredBosses)
const healerStyles = filteredClasses(classes)
const orderedBossGroups = permutations(bossIds, bossCount)
.filter((group) => requiredBossIds.every((bossId) => group.includes(bossId)))
if (orderedBossGroups.length === 0) {
throw new Error(`No boss combinations generated. Boss count ${bossCount}; required bosses: ${requiredBossIds.join(', ') || 'none'}.`)
}
const tasks = []
for (let repeatIndex = 0; repeatIndex < repeats; repeatIndex += 1) {
for (const stage of stages) {
for (const healerStyle of healerStyles) {
for (const group of orderedBossGroups) {
tasks.push({
bossDamagePercent,
bossHpPercent,
bossIds: group,
gearLevel,
healerStyle,
repeatIndex,
stage,
})
}
}
}
}
const results = []
for (let index = 0; index < tasks.length; index += 1) {
if (index % shardCount !== shardIndex) continue
results.push(simulateTrial(modules, tasks[index], maxSeconds))
}
console.log(JSON.stringify(results))
} finally {
await server.close()
}
}
async function loadSimModules(server) {
const sim = await server.ssrLoadModule('/src/modes/iwt2/sim/index.ts')
const bosses = await server.ssrLoadModule('/src/modes/iwt2/content/bosses.ts')
const healerAbilities = await server.ssrLoadModule('/src/modes/iwt2/content/healerAbilities.ts')
const gear = await server.ssrLoadModule('/src/modes/iwt2/content/pvpGearNormalization.ts')
const equipment = await server.ssrLoadModule('/src/modes/iwt2/sim/equipmentStats.ts')
const pressure = await server.ssrLoadModule('/src/modes/iwt2/sim/roguelikePressure.ts')
return {
...sim,
...bosses,
...healerAbilities,
...gear,
...equipment,
...pressure,
}
}
function simulateTrial(modules, task, maxSeconds) {
const gearProgress = modules.createIwt2PvpNormalizedGearProgress({
enabled: true,
gearLevel: task.gearLevel,
})
const bossHealthScale = (1 + Math.max(0, task.stage - 1) * BOSS_HEALTH_PER_STAGE)
* PVP_BOSS_HEALTH_MULTIPLIER
* (task.bossHpPercent / 100)
const damageScale = modules.roguelikeIncomingDamageScale(task.stage, 'dungeon') * (task.bossDamagePercent / 100)
let state = modules.createInitialIwt2ArenaState(
task.bossIds[0],
task.bossIds,
bossHealthScale,
damageScale,
modules.createRoguelikePressureState(task.stage, 'dungeon'),
ARENA_BOUNDS,
)
state = modules.applyIwt2PveGearStats(state, gearProgress)
const abilities = modules.applyIwt2PveGearToHealerAbilities(
modules.abilitiesForHealer(task.healerStyle),
gearProgress,
)
const cooldowns = {}
const eventCounts = {}
const mechanicDamage = {}
const sourceDamage = {}
const sourceDefeats = {}
let casts = 0
let maxActiveHazards = 0
let maxHostileAdds = 0
let minLivingHealthRatio = 1
let minLivingCount = state.party.length
let outcome = 'timeout'
for (let step = 0; step < Math.ceil(maxSeconds / DEFAULT_DT); step += 1) {
const healResult = maybeCastHeal(modules, state, abilities, cooldowns)
state = healResult.state
casts += healResult.cast ? 1 : 0
tickCooldowns(cooldowns, DEFAULT_DT)
const previousState = state
const previousEventId = state.nextEventId
state = modules.tickIwt2Arena(state, scriptedMovement(state, task.repeatIndex), DEFAULT_DT)
const newEvents = state.events.filter((event) => event.id >= previousEventId)
for (const event of newEvents) {
eventCounts[event.type] = (eventCounts[event.type] ?? 0) + 1
if (isDamageEvent(event) && typeof event.value === 'number') {
sourceDamage[event.sourceId] = (sourceDamage[event.sourceId] ?? 0) + event.value
const mechanic = mechanicLabelForEvent(event, previousState)
mechanicDamage[mechanic] = (mechanicDamage[mechanic] ?? 0) + event.value
} else if (event.type === 'entityDefeated' && typeof event.targetId === 'string' && event.targetId !== 'yian-kut-ku') {
sourceDefeats[event.sourceId] = (sourceDefeats[event.sourceId] ?? 0) + 1
}
}
maxActiveHazards = Math.max(maxActiveHazards, state.hazards.filter((hazard) => hazard.remainingSeconds > hazard.fadeSeconds).length)
maxHostileAdds = Math.max(maxHostileAdds, state.hostileAdds.filter((add) => add.health > 0).length)
const living = state.party.filter((member) => member.health > 0)
minLivingCount = Math.min(minLivingCount, living.length)
for (const member of living) {
minLivingHealthRatio = Math.min(minLivingHealthRatio, member.health / member.maxHealth)
}
if (state.bosses.every((boss) => boss.health <= 0)) {
outcome = 'victory'
break
}
if (state.party.every((member) => member.health <= 0)) {
outcome = 'defeat'
break
}
}
const remainingBossHealth = state.bosses.reduce((total, boss) => total + Math.max(0, boss.health), 0)
const maxBossHealth = state.bosses.reduce((total, boss) => total + boss.maxHealth, 0)
const partyHealth = state.party.reduce((total, member) => total + Math.max(0, member.health), 0)
const partyMaxHealth = state.party.reduce((total, member) => total + member.maxHealth, 0)
return {
bossIds: task.bossIds,
comboKey: comboKey(task.bossIds),
deaths: state.party.filter((member) => member.health <= 0).length,
eventCounts,
gearLevel: task.gearLevel,
healerStyle: task.healerStyle,
mechanicDamage,
maxActiveHazards,
maxHostileAdds,
minLivingCount,
minLivingHealthRatio: round(minLivingHealthRatio),
outcome,
partyHealthRatio: round(partyHealth / partyMaxHealth),
remainingBossHealthRatio: round(remainingBossHealth / maxBossHealth),
repeatIndex: task.repeatIndex,
sourceDamage,
sourceDefeats,
seconds: round(state.time),
stage: task.stage,
casts,
}
}
function maybeCastHeal(modules, state, abilities, cooldowns) {
const healer = state.party.find((member) => member.id === 'player-healer')
if (!healer || healer.health <= 0) return { cast: false, state }
const living = state.party.filter((member) => member.health > 0)
if (living.length === 0) return { cast: false, state }
const lowest = [...living].sort((a, b) => healthRatio(a) - healthRatio(b))[0]
const disabled = [...living]
.filter((member) => member.status.stunnedSeconds > 0 || member.status.knockedDownSeconds > 0)
.sort((a, b) => healthRatio(a) - healthRatio(b))[0]
const woundedCount = living.filter((member) => healthRatio(member) < 0.82).length
const candidates = [
woundedCount >= 3 ? ['group', lowest.id] : null,
disabled && healthRatio(disabled) < 0.95 ? ['cleanse', disabled.id] : null,
lowest && healthRatio(lowest) < 0.42 ? ['direct', lowest.id] : null,
lowest && healthRatio(lowest) < 0.78 && lowest.shield <= 0 ? ['shield', lowest.id] : null,
lowest && healthRatio(lowest) < 0.88 && !hasHot(lowest) ? ['hot', lowest.id] : null,
lowest && healthRatio(lowest) < 0.72 ? ['direct', lowest.id] : null,
].filter(Boolean)
for (const [kind, targetId] of candidates) {
const ability = abilities.find((candidate) => candidate.kind === kind && (cooldowns[candidate.id] ?? 0) <= 0)
if (!ability) continue
const result = modules.castIwt2HealerAbility(state, ability, targetId)
if (!result.cast) continue
cooldowns[ability.id] = ability.cooldownSeconds
return result
}
return { cast: false, state }
}
function scriptedMovement(state, repeatIndex = 0) {
const healer = state.party.find((member) => member.id === 'player-healer')
if (!healer || healer.health <= 0) return { moveX: 0, moveY: 0 }
const livingBosses = state.bosses.filter((boss) => boss.health > 0)
const nearestBoss = livingBosses
.map((boss) => ({ boss, distance: Math.hypot(boss.position.x - healer.position.x, boss.position.y - healer.position.y) }))
.sort((a, b) => a.distance - b.distance)[0]?.boss
const away = nearestBoss
? normalize({ x: healer.position.x - nearestBoss.position.x, y: healer.position.y - nearestBoss.position.y })
: { x: 0, y: 0 }
const orbitSeconds = Math.max(1, state.time) + repeatIndex * 1.731
const orbit = normalize({
x: Math.cos(orbitSeconds * 0.75),
y: Math.sin(orbitSeconds * 0.75) * 0.55,
})
const vector = normalize({
x: away.x * 0.6 + orbit.x * 0.4,
y: away.y * 0.6 + orbit.y * 0.4,
})
return { moveX: vector.x, moveY: vector.y }
}
function summarizeResults(results) {
const byCombo = new Map()
const byStageCombo = new Map()
const byBoss = new Map()
for (const result of results) {
pushGroup(byCombo, result.comboKey, result)
pushGroup(byStageCombo, `${result.stage}:${result.comboKey}`, result)
for (const bossId of new Set(result.bossIds)) {
pushGroup(byBoss, bossId, result)
}
}
return {
hardestCombos: [...byCombo.entries()]
.map(([key, items]) => summarizeGroup(key, items))
.sort(compareDifficulty),
hardestStageCombos: [...byStageCombo.entries()]
.map(([key, items]) => summarizeGroup(key, items))
.sort(compareDifficulty),
topMechanics: topSources(results, 'mechanicDamage'),
weakestSingleBosses: [...byBoss.entries()]
.map(([key, items]) => summarizeGroup(key, items))
.sort(compareDifficulty),
}
}
function summarizeGroup(key, items) {
const failures = items.filter((item) => item.outcome !== 'victory').length
const wins = items.length - failures
return {
key,
trials: items.length,
failures,
winRate: round(wins / items.length),
avgDeaths: round(average(items.map((item) => item.deaths))),
avgSeconds: round(average(items.map((item) => item.seconds))),
avgRemainingBossHealth: round(average(items.map((item) => item.remainingBossHealthRatio))),
worstRemainingBossHealth: round(Math.max(...items.map((item) => item.remainingBossHealthRatio))),
worstMinLivingCount: Math.min(...items.map((item) => item.minLivingCount)),
outcomes: countBy(items.map((item) => item.outcome)),
topDamageSources: topSources(items, 'sourceDamage'),
topDefeatSources: topSources(items, 'sourceDefeats'),
topMechanics: topSources(items, 'mechanicDamage'),
maxActiveHazards: Math.max(...items.map((item) => item.maxActiveHazards)),
maxHostileAdds: Math.max(...items.map((item) => item.maxHostileAdds)),
}
}
function compareDifficulty(a, b) {
return (b.failures - a.failures)
|| (a.winRate - b.winRate)
|| (b.avgDeaths - a.avgDeaths)
|| (b.avgRemainingBossHealth - a.avgRemainingBossHealth)
|| (b.avgSeconds - a.avgSeconds)
}
function pushGroup(map, key, item) {
const items = map.get(key)
if (items) items.push(item)
else map.set(key, [item])
}
function isDamageEvent(event) {
return event.type === 'partyDamaged'
|| event.type === 'bossChargeHit'
|| event.type === 'bossProjectileHit'
|| event.type === 'groundHazardTick'
}
function mechanicLabelForEvent(event, state) {
const sourceId = String(event.sourceId)
if (sourceId === 'roguelike-pressure') return 'Roguelike pressure'
if (sourceId.startsWith('yian-bird')) {
return event.type === 'groundHazardTick'
? 'yian-kut-ku: bird fire puddle'
: 'yian-kut-ku: bird add'
}
if (event.type === 'bossProjectileHit') return `${sourceId}: projectile`
if (event.type === 'groundHazardTick') return `${sourceId}: ground hazard`
if (event.type === 'bossChargeHit') return `${sourceId}: charge / dash`
const boss = state.bosses?.find((entry) => entry.id === sourceId)
if (!boss) return `${sourceId}: ${event.type}`
return `${sourceId}: ${phaseMechanicLabel(boss.attackPhase)}`
}
function phaseMechanicLabel(phase) {
if (phase.includes('Windup') || phase.includes('Recover')) {
return phase
.replace(/Windup$/, '')
.replace(/Recover$/, '')
.replace(/[A-Z]/g, (letter) => ` ${letter.toLowerCase()}`)
.trim()
}
if (phase.includes('Pouncing')) return 'pounce'
if (phase.includes('Charging')) return 'charge / dash'
if (phase.includes('Ricocheting')) return 'ricochet'
if (phase.includes('Burrowing')) return 'burrow'
if (phase === 'fireballRecover' || phase === 'fireballWindup') return 'fireball'
if (phase === 'idle') return 'melee / contact'
return phase.replace(/[A-Z]/g, (letter) => ` ${letter.toLowerCase()}`).trim()
}
function parseArgs(rawArgs) {
const parsed = new Map()
for (let index = 0; index < rawArgs.length; index += 1) {
const arg = rawArgs[index]
if (!arg.startsWith('--')) continue
const inlineValueIndex = arg.indexOf('=')
if (inlineValueIndex >= 0) {
parsed.set(arg.slice(0, inlineValueIndex), arg.slice(inlineValueIndex + 1))
continue
}
const next = rawArgs[index + 1]
if (next && !next.startsWith('--')) {
parsed.set(arg, next)
index += 1
} else {
parsed.set(arg, 'true')
}
}
return parsed
}
function printHelp() {
console.log(`IWT2 PvP roguelike boss simulator
Usage:
node scripts/iwt2-pvp-roguelike-boss-sim.mjs [options]
Options:
--classes all|dawnweaver,lifebinder,runesage
--gear-level 0|5|N
--boss-count 2|3|N
--bosses all|bulldrome,yian-kut-ku,...
--required-bosses none|yian-kut-ku,...
--repeats 1
--boss-hp-percent 100
--boss-damage-percent 100
--stages 1,2
--seconds 180
--workers 8
--top 24
Examples:
node scripts/iwt2-pvp-roguelike-boss-sim.mjs --classes dawnweaver --gear-level 0
node scripts/iwt2-pvp-roguelike-boss-sim.mjs --classes all --gear-level 5 --boss-count 3
node scripts/iwt2-pvp-roguelike-boss-sim.mjs --boss-hp-percent 125 --boss-damage-percent 110
node scripts/iwt2-pvp-roguelike-boss-sim.mjs --bosses yian-kut-ku,rathian,rimebastion --boss-count 2
node scripts/iwt2-pvp-roguelike-boss-sim.mjs --required-bosses yian-kut-ku --repeats 10
`)
}
function filteredBossIds(allBossIds, filter) {
if (filter.length === 0 || filter.includes('all')) return allBossIds
const known = new Set(allBossIds)
const selected = filter.filter((bossId) => known.has(bossId))
if (selected.length === 0) {
throw new Error(`No valid bosses selected. Known bosses: ${allBossIds.join(', ')}`)
}
return selected
}
function filteredClasses(classes) {
if (classes.length === 0 || classes.includes('all')) return HEALER_STYLES
const selected = classes.filter((healerStyle) => HEALER_STYLES.includes(healerStyle))
if (selected.length === 0) {
throw new Error(`No valid classes selected. Known classes: ${HEALER_STYLES.join(', ')}`)
}
return selected
}
function filteredRequiredBossIds(bossIds, requiredBosses) {
if (requiredBosses.length === 0 || requiredBosses.includes('none') || requiredBosses.includes('all')) return []
const bossSet = new Set(bossIds)
const selected = requiredBosses.filter((bossId) => bossSet.has(bossId))
if (selected.length === 0) {
throw new Error(`No required bosses are in the selected boss pool. Required: ${requiredBosses.join(', ')}. Pool: ${bossIds.join(', ')}`)
}
return [...new Set(selected)]
}
function permutations(items, count) {
const safeCount = Math.max(1, Math.min(items.length, Math.floor(count)))
const results = []
const walk = (current, remaining) => {
if (current.length === safeCount) {
results.push(current)
return
}
for (let index = 0; index < remaining.length; index += 1) {
const next = remaining[index]
walk([...current, next], remaining.filter((_, remainingIndex) => remainingIndex !== index))
}
}
walk([], items)
return results
}
function parseList(value) {
return value
.split(',')
.map((item) => item.trim())
.filter(Boolean)
}
function parseStages(value) {
return value.split(',').map((stage) => Number.parseInt(stage, 10)).filter(Number.isFinite)
}
function parsePositiveInt(value, fallback) {
const parsed = Number.parseInt(value, 10)
return Number.isFinite(parsed) && parsed > 0 ? parsed : fallback
}
function parseNonNegativeInt(value, fallback) {
const parsed = Number.parseInt(value, 10)
return Number.isFinite(parsed) && parsed >= 0 ? parsed : fallback
}
function parsePositiveNumber(value, fallback) {
const parsed = Number.parseFloat(value)
return Number.isFinite(parsed) && parsed > 0 ? parsed : fallback
}
function comboKey(bossIds) {
return [...bossIds].sort().join(' + ')
}
function hasHot(member) {
return member.hotEffects.some((effect) => effect.remainingSeconds > 1.5)
}
function healthRatio(member) {
return member.health / member.maxHealth
}
function tickCooldowns(cooldowns, dt) {
for (const [id, remaining] of Object.entries(cooldowns)) {
const next = Math.max(0, remaining - dt)
if (next > 0) cooldowns[id] = next
else delete cooldowns[id]
}
}
function countBy(items) {
return items.reduce((counts, item) => {
counts[item] = (counts[item] ?? 0) + 1
return counts
}, {})
}
function topSources(items, key) {
const totals = {}
for (const item of items) {
for (const [sourceId, value] of Object.entries(item[key] ?? {})) {
totals[sourceId] = (totals[sourceId] ?? 0) + value
}
}
return Object.entries(totals)
.sort((first, second) => second[1] - first[1])
.slice(0, 5)
.map(([sourceId, value]) => ({ sourceId, value: round(value) }))
}
function average(values) {
return values.reduce((total, value) => total + value, 0) / Math.max(1, values.length)
}
function normalize(vector) {
const magnitude = Math.hypot(vector.x, vector.y)
if (magnitude <= 0.0001) return { x: 0, y: 0 }
return { x: vector.x / magnitude, y: vector.y / magnitude }
}
function round(value) {
return Math.round(value * 1000) / 1000
}
+567
View File
@@ -0,0 +1,567 @@
import http from 'node:http'
import { spawn } from 'node:child_process'
import { fileURLToPath } from 'node:url'
import { dirname, resolve } from 'node:path'
const SCRIPT_DIR = dirname(fileURLToPath(import.meta.url))
const ROOT = resolve(SCRIPT_DIR, '..')
const SIM_SCRIPT = resolve(SCRIPT_DIR, 'iwt2-pvp-roguelike-boss-sim.mjs')
const PORT = Number.parseInt(process.env.IWT2_SIM_GUI_PORT ?? '8787', 10)
const HEALER_CLASSES = ['dawnweaver', 'lifebinder', 'runesage']
const BOSS_IDS = [
'bulldrome',
'yian-kut-ku',
'great-jaggi',
'khezu',
'rathian',
'barroth',
'tobi-kadachi',
'rimebastion',
'ember-mantis-duelist',
'cinderback-ricochet',
'obsidian-ram-golem',
'stormcoil-wyrm',
'venom-orchid-hydra',
'sandglass-scorpion',
'crystal-bat-matriarch',
'hollowcrown-revenant',
]
let activeRun = null
const server = http.createServer(async (request, response) => {
const url = new URL(request.url ?? '/', `http://${request.headers.host ?? `localhost:${PORT}`}`)
if (request.method === 'GET' && url.pathname === '/') {
sendHtml(response)
return
}
if (request.method === 'GET' && url.pathname === '/config') {
sendJson(response, { bosses: BOSS_IDS, classes: HEALER_CLASSES })
return
}
if (request.method === 'POST' && url.pathname === '/run') {
const body = await readJson(request)
startRun(body, response)
return
}
if (request.method === 'POST' && url.pathname === '/stop') {
stopRun()
sendJson(response, { ok: true })
return
}
response.writeHead(404)
response.end('not found')
})
server.on('error', (error) => {
if (error.code === 'EADDRINUSE') {
console.error(`Port ${PORT} is already in use. Try: IWT2_SIM_GUI_PORT=${PORT + 1} node scripts/iwt2-pvp-sim-gui-server.mjs`)
process.exit(1)
}
throw error
})
server.listen(PORT, () => {
console.log(`IWT2 PvP sim GUI: http://localhost:${PORT}`)
})
function startRun(options, response) {
if (activeRun) {
response.writeHead(409, { 'content-type': 'application/json' })
response.end(JSON.stringify({ error: 'A simulation is already running.' }))
return
}
const command = [
process.execPath,
SIM_SCRIPT,
'--classes',
listOrAll(options.classes, HEALER_CLASSES),
'--gear-level',
scalar(options.gearLevel, '5'),
'--boss-count',
scalar(options.bossCount, '2'),
'--bosses',
listOrAll(options.bosses, BOSS_IDS),
'--boss-hp-percent',
scalar(options.bossHpPercent, '100'),
'--boss-damage-percent',
scalar(options.bossDamagePercent, '100'),
'--stages',
scalar(options.stages, '1,2'),
'--seconds',
scalar(options.seconds, '180'),
'--workers',
scalar(options.workers, '8'),
'--repeats',
scalar(options.repeats, '1'),
'--required-bosses',
listOrNone(options.requiredBosses, BOSS_IDS),
'--top',
scalar(options.top, '24'),
]
response.writeHead(200, {
'cache-control': 'no-cache',
'connection': 'keep-alive',
'content-type': 'text/event-stream',
})
writeEvent(response, 'status', { command: command.join(' '), status: 'started' })
const child = spawn(command[0], command.slice(1), {
cwd: ROOT,
env: { ...process.env, VITE_CJS_IGNORE_WARNING: 'true' },
stdio: ['ignore', 'pipe', 'pipe'],
})
activeRun = child
let output = ''
child.stdout.on('data', (chunk) => {
const text = chunk.toString()
output += text
writeEvent(response, 'chunk', { text })
})
child.stderr.on('data', (chunk) => {
const text = chunk.toString()
output += text
writeEvent(response, 'chunk', { text })
})
child.on('close', (code) => {
activeRun = null
writeEvent(response, 'done', {
code,
json: extractJson(output),
})
response.end()
})
child.on('error', (error) => {
activeRun = null
writeEvent(response, 'error', { error: String(error) })
response.end()
})
}
function stopRun() {
if (!activeRun) return
activeRun.kill('SIGTERM')
}
function sendHtml(response) {
response.writeHead(200, { 'content-type': 'text/html; charset=utf-8' })
response.end(`<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>IWT2 PvP Sim GUI</title>
<style>
:root { color-scheme: dark; font-family: Inter, system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", sans-serif; background: #111419; color: #eef2f6; }
body { margin: 0; min-height: 100vh; background: #111419; }
main { display: grid; grid-template-columns: 340px minmax(0, 1fr); min-height: 100vh; }
aside { border-right: 1px solid #2a3039; padding: 18px; background: #171b22; overflow: auto; }
section { padding: 18px; min-width: 0; display: flex; flex-direction: column; gap: 12px; }
h1 { font-size: 18px; margin: 0 0 16px; }
h2 { font-size: 13px; margin: 18px 0 8px; color: #b7c2d0; text-transform: uppercase; letter-spacing: .05em; }
label { display: flex; align-items: center; gap: 8px; margin: 7px 0; font-size: 13px; }
input[type="text"], input[type="number"] { width: 100%; box-sizing: border-box; background: #0f1217; color: #eef2f6; border: 1px solid #333b47; border-radius: 6px; padding: 8px 9px; }
input[type="checkbox"] { accent-color: #61dafb; }
.grid { display: grid; grid-template-columns: 1fr 1fr; gap: 8px; }
.bosses { max-height: 300px; overflow: auto; border: 1px solid #2a3039; border-radius: 6px; padding: 8px; background: #111419; }
.buttons { display: grid; grid-template-columns: 1fr 1fr; gap: 8px; margin-top: 16px; }
button { border: 1px solid #3a4656; color: #eef2f6; background: #202733; border-radius: 6px; padding: 9px 10px; cursor: pointer; }
button.primary { background: #245a7a; border-color: #327aa3; }
button:disabled { opacity: .55; cursor: not-allowed; }
pre { margin: 0; padding: 12px; overflow: auto; background: #0b0e12; border: 1px solid #2a3039; border-radius: 6px; min-height: 180px; white-space: pre; }
#dashboard { display: grid; gap: 12px; }
.empty { border: 1px dashed #3a4656; border-radius: 6px; color: #96a3b5; padding: 22px; text-align: center; }
.cards { display: grid; grid-template-columns: repeat(4, minmax(0, 1fr)); gap: 10px; }
.metric { background: #171b22; border: 1px solid #2a3039; border-radius: 6px; padding: 12px; }
.metric span { color: #96a3b5; display: block; font-size: 12px; margin-bottom: 6px; }
.metric strong { display: block; font-size: 24px; }
.panel { background: #171b22; border: 1px solid #2a3039; border-radius: 6px; overflow: hidden; }
.panel h2 { margin: 0; padding: 12px; border-bottom: 1px solid #2a3039; }
table { width: 100%; border-collapse: collapse; font-size: 13px; }
th, td { border-bottom: 1px solid #242a33; padding: 9px 10px; text-align: left; vertical-align: top; }
th { background: #111419; color: #b7c2d0; font-weight: 600; position: sticky; top: 0; }
tr:last-child td { border-bottom: 0; }
.number { text-align: right; font-variant-numeric: tabular-nums; }
.pill { display: inline-block; border: 1px solid #3a4656; border-radius: 999px; color: #d9e3ee; background: #202733; padding: 2px 7px; margin: 0 4px 4px 0; font-size: 12px; }
.risk-high { color: #ff8d7a; }
.risk-mid { color: #ffd166; }
.risk-low { color: #7fe3a1; }
.bars { display: grid; gap: 9px; padding: 12px; }
.bar-row { display: grid; grid-template-columns: minmax(170px, 260px) 1fr 90px; gap: 10px; align-items: center; font-size: 13px; }
.bar-label { overflow: hidden; text-overflow: ellipsis; white-space: nowrap; color: #d9e3ee; }
.bar-track { height: 12px; background: #0f1217; border: 1px solid #2a3039; border-radius: 999px; overflow: hidden; }
.bar-fill { height: 100%; background: linear-gradient(90deg, #61dafb, #7fe3a1); border-radius: inherit; }
.bar-value { color: #b7c2d0; font-variant-numeric: tabular-nums; text-align: right; }
details { border: 1px solid #2a3039; border-radius: 6px; overflow: hidden; }
summary { cursor: pointer; padding: 10px 12px; background: #171b22; color: #b7c2d0; }
#raw { min-height: 220px; border-radius: 0; border-left: 0; border-right: 0; border-bottom: 0; }
.status { color: #b7c2d0; font-size: 13px; }
@media (max-width: 1100px) { .cards { grid-template-columns: repeat(2, minmax(0, 1fr)); } }
@media (max-width: 820px) { main { grid-template-columns: 1fr; } aside { border-right: 0; border-bottom: 1px solid #2a3039; } .cards { grid-template-columns: 1fr; } }
</style>
</head>
<body>
<main>
<aside>
<h1>IWT2 PvP Sim</h1>
<h2>Scalars</h2>
<div class="grid">
<label>Gear <input id="gearLevel" type="number" value="5" min="0"></label>
<label>Boss count <input id="bossCount" type="number" value="2" min="1"></label>
<label>Boss HP % <input id="bossHpPercent" type="number" value="100" min="1"></label>
<label>Boss dmg % <input id="bossDamagePercent" type="number" value="100" min="1"></label>
<label>Stages <input id="stages" type="text" value="1,2"></label>
<label>Seconds <input id="seconds" type="number" value="180" min="1"></label>
<label>Workers <input id="workers" type="number" value="8" min="1"></label>
<label>Repeats <input id="repeats" type="number" value="1" min="1"></label>
<label>Top <input id="top" type="number" value="24" min="1"></label>
</div>
<h2>Classes</h2>
<label><input id="allClasses" type="checkbox" checked> All classes</label>
<div id="classes"></div>
<h2>Bosses</h2>
<label><input id="allBosses" type="checkbox" checked> All bosses</label>
<div id="bosses" class="bosses"></div>
<h2>Required Bosses</h2>
<div id="requiredBosses" class="bosses"></div>
<div class="buttons">
<button id="run" class="primary">Run</button>
<button id="stop" disabled>Stop</button>
<button id="copy">Copy Command</button>
<button id="save">Save JSON</button>
</div>
</aside>
<section>
<div id="status" class="status">Idle</div>
<div id="dashboard"><div class="empty">Run a simulation to see dashboard results.</div></div>
<details open>
<summary>Raw output</summary>
<pre id="raw"></pre>
</details>
</section>
</main>
<script>
const state = { lastJson: null, running: false, config: null };
const ids = ["gearLevel","bossCount","bossHpPercent","bossDamagePercent","stages","seconds","workers","repeats","top"];
const el = Object.fromEntries(ids.map(id => [id, document.getElementById(id)]));
const status = document.getElementById("status");
const raw = document.getElementById("raw");
const dashboard = document.getElementById("dashboard");
const run = document.getElementById("run");
const stop = document.getElementById("stop");
fetch("/config").then(r => r.json()).then(config => {
state.config = config;
renderChecks("classes", config.classes, true);
renderChecks("bosses", config.bosses, true);
renderChecks("requiredBosses", config.bosses, false);
wireAll("allClasses", "classes");
wireAll("allBosses", "bosses");
});
function renderChecks(containerId, values, checked) {
const container = document.getElementById(containerId);
container.innerHTML = values.map(value => '<label><input type="checkbox" value="' + value + '"' + (checked ? ' checked' : '') + '> ' + value + '</label>').join("");
}
function wireAll(masterId, containerId) {
const master = document.getElementById(masterId);
const container = document.getElementById(containerId);
master.addEventListener("change", () => {
container.querySelectorAll("input").forEach(input => input.checked = master.checked);
});
container.addEventListener("change", () => {
master.checked = [...container.querySelectorAll("input")].every(input => input.checked);
});
}
function selected(containerId, masterId) {
if (document.getElementById(masterId).checked) return ["all"];
const values = [...document.getElementById(containerId).querySelectorAll("input:checked")].map(input => input.value);
return values.length ? values : ["all"];
}
function selectedRequiredBosses() {
const values = [...document.getElementById("requiredBosses").querySelectorAll("input:checked")].map(input => input.value);
return values.length ? values : ["none"];
}
function payload() {
const requiredBosses = selectedRequiredBosses();
let bosses = selected("bosses", "allBosses");
if (!bosses.includes("all") && !requiredBosses.includes("none")) {
bosses = [...new Set([...bosses, ...requiredBosses])];
}
return {
bossCount: el.bossCount.value,
bossDamagePercent: el.bossDamagePercent.value,
bossHpPercent: el.bossHpPercent.value,
bosses,
classes: selected("classes", "allClasses"),
gearLevel: el.gearLevel.value,
repeats: el.repeats.value,
requiredBosses,
seconds: el.seconds.value,
stages: el.stages.value,
top: el.top.value,
workers: el.workers.value,
};
}
function commandFor(options) {
return ["node", "scripts/iwt2-pvp-roguelike-boss-sim.mjs",
"--classes", options.classes.join(","),
"--gear-level", options.gearLevel,
"--boss-count", options.bossCount,
"--bosses", options.bosses.join(","),
"--boss-hp-percent", options.bossHpPercent,
"--boss-damage-percent", options.bossDamagePercent,
"--stages", options.stages,
"--seconds", options.seconds,
"--workers", options.workers,
"--repeats", options.repeats,
"--required-bosses", options.requiredBosses.join(","),
"--top", options.top,
].join(" ");
}
run.addEventListener("click", async () => {
const options = payload();
raw.textContent = "$ " + commandFor(options) + "\\n\\n";
dashboard.innerHTML = '<div class="empty">Simulation running...</div>';
state.lastJson = null;
state.running = true;
run.disabled = true;
stop.disabled = false;
status.textContent = "Running...";
const response = await fetch("/run", { method: "POST", headers: { "content-type": "application/json" }, body: JSON.stringify(options) });
if (!response.ok || !response.body) {
status.textContent = "Failed to start";
run.disabled = false;
stop.disabled = true;
return;
}
const reader = response.body.getReader();
const decoder = new TextDecoder();
let buffer = "";
while (true) {
const { done, value } = await reader.read();
if (done) break;
buffer += decoder.decode(value, { stream: true });
const parts = buffer.split("\\n\\n");
buffer = parts.pop() ?? "";
for (const part of parts) handleEvent(part);
}
});
function handleEvent(block) {
const lines = block.split("\\n");
const event = lines.find(line => line.startsWith("event:"))?.slice(6).trim();
const data = JSON.parse(lines.find(line => line.startsWith("data:"))?.slice(5) ?? "{}");
if (event === "chunk") {
raw.textContent += data.text;
raw.scrollTop = raw.scrollHeight;
} else if (event === "status") {
status.textContent = data.status;
} else if (event === "done") {
state.running = false;
run.disabled = false;
stop.disabled = true;
status.textContent = "Finished: exit " + data.code;
state.lastJson = data.json;
dashboard.innerHTML = data.json ? renderDashboard(JSON.parse(data.json)) : '<div class="empty">No JSON result found.</div>';
} else if (event === "error") {
status.textContent = data.error;
}
}
function renderDashboard(data) {
const combos = data.hardestCombos ?? [];
const stageCombos = data.hardestStageCombos ?? [];
const singleBosses = data.weakestSingleBosses ?? [];
const totalTrials = data.config?.orderedTrials ?? 0;
const totalFailures = combos.reduce((total, combo) => total + (combo.failures ?? 0), 0);
const worst = combos[0];
return [
'<div class="cards">',
metric('Trials', totalTrials),
metric('Worst fail rate', worst ? percent(failRate(worst)) : 'n/a'),
metric('Worst combo', worst ? escapeHtml(worst.key) : 'n/a'),
metric('Gear / repeats', 'Gear +' + escapeHtml(data.config?.gearLevel ?? '?') + ' / ' + escapeHtml(data.config?.repeats ?? '?') + 'x'),
'</div>',
totalFailures === 0 ? '<div class="empty risk-low">No failures found in returned hardest-combo rows. Review deaths and fight time for near-fails.</div>' : '',
panel('Top Damage By Boss Mechanic', mechanicBars(data.topMechanics ?? [])),
panel('Hardest Combos', comboTable(combos, true)),
panel('Hardest By Stage', comboTable(stageCombos, false)),
panel('Bosses Associated With Most Risk', comboTable(singleBosses, true)),
].join('');
}
function metric(label, value) {
return '<div class="metric"><span>' + escapeHtml(label) + '</span><strong>' + value + '</strong></div>';
}
function panel(title, content) {
return '<div class="panel"><h2>' + escapeHtml(title) + '</h2>' + content + '</div>';
}
function comboTable(rows, showDamage) {
if (!rows.length) return '<div class="empty">No rows.</div>';
return '<table><thead><tr>' +
'<th>Combo</th><th class="number">Fail</th><th class="number">Win</th><th class="number">Deaths</th><th class="number">Time</th><th class="number">Boss HP Left</th><th>Top Mechanic</th><th>Top Source</th>' +
'</tr></thead><tbody>' +
rows.map(row => '<tr>' +
'<td><strong>' + escapeHtml(row.key) + '</strong><br>' + outcomePills(row.outcomes) + '</td>' +
'<td class="number ' + riskClass(failRate(row)) + '">' + escapeHtml(row.failures ?? 0) + '/' + escapeHtml(row.trials ?? 0) + '</td>' +
'<td class="number">' + percent(row.winRate ?? 0) + '</td>' +
'<td class="number">' + fixed(row.avgDeaths) + '</td>' +
'<td class="number">' + fixed(row.avgSeconds) + 's</td>' +
'<td class="number">' + percent(row.avgRemainingBossHealth ?? 0) + '</td>' +
'<td>' + damagePills(row.topMechanics) + '</td>' +
'<td>' + (showDamage ? damagePills(row.topDamageSources) : damagePills(row.topDamageSources)) + '</td>' +
'</tr>').join('') +
'</tbody></table>';
}
function mechanicBars(sources) {
if (!sources.length) return '<div class="empty">No mechanic damage recorded.</div>';
const max = Math.max(...sources.map(source => Number(source.value) || 0), 1);
return '<div class="bars">' + sources.slice(0, 12).map(source => {
const value = Number(source.value) || 0;
const width = Math.max(2, (value / max) * 100);
return '<div class="bar-row">' +
'<div class="bar-label" title="' + escapeHtml(source.sourceId) + '">' + escapeHtml(source.sourceId) + '</div>' +
'<div class="bar-track"><div class="bar-fill" style="width:' + width + '%"></div></div>' +
'<div class="bar-value">' + fixed(value) + '</div>' +
'</div>';
}).join('') + '</div>';
}
function outcomePills(outcomes) {
if (!outcomes) return '';
return Object.entries(outcomes)
.map(([name, count]) => '<span class="pill">' + escapeHtml(name) + ': ' + escapeHtml(count) + '</span>')
.join('');
}
function damagePills(sources) {
if (!sources || sources.length === 0) return '<span class="pill">none</span>';
return sources.slice(0, 3)
.map(source => '<span class="pill">' + escapeHtml(source.sourceId) + ': ' + fixed(source.value) + '</span>')
.join('');
}
function failRate(row) {
return row.trials ? (row.failures ?? 0) / row.trials : 0;
}
function riskClass(rate) {
if (rate >= 0.5) return 'risk-high';
if (rate > 0) return 'risk-mid';
return 'risk-low';
}
function percent(value) {
return fixed(value * 100) + '%';
}
function fixed(value) {
const number = Number(value ?? 0);
return Number.isInteger(number) ? String(number) : number.toFixed(3).replace(/0+$/, '').replace(/\\.$/, '');
}
function escapeHtml(value) {
return String(value)
.replaceAll('&', '&amp;')
.replaceAll('<', '&lt;')
.replaceAll('>', '&gt;')
.replaceAll('"', '&quot;')
.replaceAll("'", '&#039;');
}
stop.addEventListener("click", () => {
fetch("/stop", { method: "POST" });
status.textContent = "Stopping...";
});
document.getElementById("copy").addEventListener("click", () => {
navigator.clipboard.writeText(commandFor(payload()));
status.textContent = "Command copied";
});
document.getElementById("save").addEventListener("click", () => {
if (!state.lastJson) return;
const blob = new Blob([state.lastJson], { type: "application/json" });
const link = document.createElement("a");
link.href = URL.createObjectURL(blob);
link.download = "iwt2-pvp-roguelike-sim.json";
link.click();
URL.revokeObjectURL(link.href);
});
</script>
</body>
</html>`)
}
function readJson(request) {
return new Promise((resolveRequest, rejectRequest) => {
let body = ''
request.on('data', (chunk) => {
body += chunk.toString()
})
request.on('end', () => {
try {
resolveRequest(body ? JSON.parse(body) : {})
} catch (error) {
rejectRequest(error)
}
})
request.on('error', rejectRequest)
})
}
function sendJson(response, value) {
response.writeHead(200, { 'content-type': 'application/json' })
response.end(JSON.stringify(value))
}
function writeEvent(response, event, data) {
response.write(`event: ${event}\n`)
response.write(`data: ${JSON.stringify(data)}\n\n`)
}
function listOrAll(value, allowed) {
if (!Array.isArray(value) || value.length === 0 || value.includes('all')) return 'all'
const selected = value.filter((item) => allowed.includes(item))
return selected.length ? selected.join(',') : 'all'
}
function listOrNone(value, allowed) {
if (!Array.isArray(value) || value.length === 0 || value.includes('none')) return 'none'
const selected = value.filter((item) => allowed.includes(item))
return selected.length ? selected.join(',') : 'none'
}
function scalar(value, fallback) {
return value === undefined || value === null || value === '' ? fallback : String(value)
}
function extractJson(output) {
const start = output.indexOf('{')
const end = output.lastIndexOf('}')
if (start < 0 || end < start) return ''
const candidate = output.slice(start, end + 1)
try {
return JSON.stringify(JSON.parse(candidate), null, 2)
} catch {
return ''
}
}
+344
View File
@@ -0,0 +1,344 @@
#!/usr/bin/env python3
from __future__ import annotations
import json
import queue
import subprocess
import threading
from pathlib import Path
try:
import tkinter as tk
from tkinter import filedialog, messagebox, ttk
except ModuleNotFoundError:
print(
"This Python install does not include Tkinter.\n"
"Use the browser GUI instead:\n"
" node scripts/iwt2-pvp-sim-gui-server.mjs\n"
"Then open http://localhost:8787\n"
)
raise SystemExit(1)
ROOT = Path(__file__).resolve().parents[1]
SIM_SCRIPT = ROOT / "scripts" / "iwt2-pvp-roguelike-boss-sim.mjs"
HEALER_CLASSES = ["dawnweaver", "lifebinder", "runesage"]
BOSS_IDS = [
"bulldrome",
"yian-kut-ku",
"great-jaggi",
"khezu",
"rathian",
"barroth",
"tobi-kadachi",
"rimebastion",
"ember-mantis-duelist",
"cinderback-ricochet",
"obsidian-ram-golem",
"stormcoil-wyrm",
"venom-orchid-hydra",
"sandglass-scorpion",
"crystal-bat-matriarch",
"hollowcrown-revenant",
]
class SimGui(tk.Tk):
def __init__(self) -> None:
super().__init__()
self.title("IWT2 PvP Roguelike Sim")
self.geometry("1120x780")
self.minsize(920, 640)
self.output_queue: queue.Queue[tuple[str, str | None]] = queue.Queue()
self.process: subprocess.Popen[str] | None = None
self.last_json = ""
self.class_vars = {name: tk.BooleanVar(value=True) for name in HEALER_CLASSES}
self.boss_vars = {boss_id: tk.BooleanVar(value=True) for boss_id in BOSS_IDS}
self.all_classes_var = tk.BooleanVar(value=True)
self.all_bosses_var = tk.BooleanVar(value=True)
self.gear_level_var = tk.StringVar(value="5")
self.boss_count_var = tk.StringVar(value="2")
self.hp_percent_var = tk.StringVar(value="100")
self.damage_percent_var = tk.StringVar(value="100")
self.stages_var = tk.StringVar(value="1,2")
self.seconds_var = tk.StringVar(value="180")
self.workers_var = tk.StringVar(value="8")
self.top_var = tk.StringVar(value="24")
self.status_var = tk.StringVar(value="Idle")
self._build_ui()
self.after(100, self._drain_output_queue)
def _build_ui(self) -> None:
self.columnconfigure(0, weight=0)
self.columnconfigure(1, weight=1)
self.rowconfigure(0, weight=1)
controls = ttk.Frame(self, padding=12)
controls.grid(row=0, column=0, sticky="nsew")
output_frame = ttk.Frame(self, padding=(0, 12, 12, 12))
output_frame.grid(row=0, column=1, sticky="nsew")
output_frame.columnconfigure(0, weight=1)
output_frame.rowconfigure(1, weight=1)
self._build_controls(controls)
output_header = ttk.Frame(output_frame)
output_header.grid(row=0, column=0, sticky="ew", pady=(0, 8))
output_header.columnconfigure(0, weight=1)
ttk.Label(output_header, textvariable=self.status_var).grid(row=0, column=0, sticky="w")
ttk.Button(output_header, text="Save JSON", command=self._save_json).grid(row=0, column=1, padx=(8, 0))
ttk.Button(output_header, text="Clear", command=self._clear_output).grid(row=0, column=2, padx=(8, 0))
self.output = tk.Text(output_frame, wrap="none", font=("Menlo", 11))
self.output.grid(row=1, column=0, sticky="nsew")
yscroll = ttk.Scrollbar(output_frame, orient="vertical", command=self.output.yview)
yscroll.grid(row=1, column=1, sticky="ns")
xscroll = ttk.Scrollbar(output_frame, orient="horizontal", command=self.output.xview)
xscroll.grid(row=2, column=0, sticky="ew")
self.output.configure(yscrollcommand=yscroll.set, xscrollcommand=xscroll.set)
def _build_controls(self, parent: ttk.Frame) -> None:
parent.columnconfigure(0, weight=1)
ttk.Label(parent, text="Simulation").grid(row=0, column=0, sticky="w")
scalar_grid = ttk.Frame(parent)
scalar_grid.grid(row=1, column=0, sticky="ew", pady=(8, 12))
for column in range(2):
scalar_grid.columnconfigure(column, weight=1)
fields = [
("Gear level", self.gear_level_var),
("Boss count", self.boss_count_var),
("Boss HP %", self.hp_percent_var),
("Boss damage %", self.damage_percent_var),
("Stages", self.stages_var),
("Seconds", self.seconds_var),
("Workers", self.workers_var),
("Top rows", self.top_var),
]
for index, (label, variable) in enumerate(fields):
row = index // 2
column = (index % 2) * 2
ttk.Label(scalar_grid, text=label).grid(row=row, column=column, sticky="w", padx=(0, 6), pady=3)
ttk.Entry(scalar_grid, textvariable=variable, width=10).grid(row=row, column=column + 1, sticky="ew", pady=3)
ttk.Checkbutton(
parent,
text="All classes",
variable=self.all_classes_var,
command=self._toggle_all_classes,
).grid(row=2, column=0, sticky="w")
class_frame = ttk.Frame(parent)
class_frame.grid(row=3, column=0, sticky="ew", pady=(4, 12))
for index, class_id in enumerate(HEALER_CLASSES):
ttk.Checkbutton(
class_frame,
text=class_id,
variable=self.class_vars[class_id],
command=self._sync_all_classes,
).grid(row=0, column=index, sticky="w", padx=(0, 10))
ttk.Checkbutton(
parent,
text="All bosses",
variable=self.all_bosses_var,
command=self._toggle_all_bosses,
).grid(row=4, column=0, sticky="w")
boss_canvas = tk.Canvas(parent, height=300, highlightthickness=0)
boss_scroll = ttk.Scrollbar(parent, orient="vertical", command=boss_canvas.yview)
boss_frame = ttk.Frame(boss_canvas)
boss_frame.bind(
"<Configure>",
lambda _event: boss_canvas.configure(scrollregion=boss_canvas.bbox("all")),
)
boss_canvas.create_window((0, 0), window=boss_frame, anchor="nw")
boss_canvas.configure(yscrollcommand=boss_scroll.set)
boss_canvas.grid(row=5, column=0, sticky="nsew", pady=(4, 12))
boss_scroll.grid(row=5, column=1, sticky="ns", pady=(4, 12))
for index, boss_id in enumerate(BOSS_IDS):
ttk.Checkbutton(
boss_frame,
text=boss_id,
variable=self.boss_vars[boss_id],
command=self._sync_all_bosses,
).grid(row=index, column=0, sticky="w", pady=2)
button_row = ttk.Frame(parent)
button_row.grid(row=6, column=0, sticky="ew")
button_row.columnconfigure(0, weight=1)
self.run_button = ttk.Button(button_row, text="Run Simulation", command=self._start_sim)
self.run_button.grid(row=0, column=0, sticky="ew")
self.stop_button = ttk.Button(button_row, text="Stop", command=self._stop_sim, state="disabled")
self.stop_button.grid(row=0, column=1, padx=(8, 0))
ttk.Button(parent, text="Copy Command", command=self._copy_command).grid(row=7, column=0, sticky="ew", pady=(8, 0))
def _toggle_all_classes(self) -> None:
value = self.all_classes_var.get()
for variable in self.class_vars.values():
variable.set(value)
def _sync_all_classes(self) -> None:
self.all_classes_var.set(all(variable.get() for variable in self.class_vars.values()))
def _toggle_all_bosses(self) -> None:
value = self.all_bosses_var.get()
for variable in self.boss_vars.values():
variable.set(value)
def _sync_all_bosses(self) -> None:
self.all_bosses_var.set(all(variable.get() for variable in self.boss_vars.values()))
def _selected_classes(self) -> str:
if self.all_classes_var.get():
return "all"
selected = [name for name, variable in self.class_vars.items() if variable.get()]
return ",".join(selected) if selected else "all"
def _selected_bosses(self) -> str:
if self.all_bosses_var.get():
return "all"
selected = [boss_id for boss_id, variable in self.boss_vars.items() if variable.get()]
return ",".join(selected) if selected else "all"
def _command(self) -> list[str]:
return [
"node",
str(SIM_SCRIPT),
"--classes",
self._selected_classes(),
"--gear-level",
self.gear_level_var.get().strip() or "5",
"--boss-count",
self.boss_count_var.get().strip() or "2",
"--bosses",
self._selected_bosses(),
"--boss-hp-percent",
self.hp_percent_var.get().strip() or "100",
"--boss-damage-percent",
self.damage_percent_var.get().strip() or "100",
"--stages",
self.stages_var.get().strip() or "1,2",
"--seconds",
self.seconds_var.get().strip() or "180",
"--workers",
self.workers_var.get().strip() or "8",
"--top",
self.top_var.get().strip() or "24",
]
def _start_sim(self) -> None:
if self.process is not None:
return
command = self._command()
self._clear_output()
self._append_output("$ " + " ".join(command) + "\n\n")
self.status_var.set("Running...")
self.run_button.configure(state="disabled")
self.stop_button.configure(state="normal")
thread = threading.Thread(target=self._run_subprocess, args=(command,), daemon=True)
thread.start()
def _run_subprocess(self, command: list[str]) -> None:
try:
self.process = subprocess.Popen(
command,
cwd=ROOT,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
text=True,
bufsize=1,
)
assert self.process.stdout is not None
chunks: list[str] = []
for line in self.process.stdout:
chunks.append(line)
self.output_queue.put(("line", line))
exit_code = self.process.wait()
output = "".join(chunks)
self.output_queue.put(("done", json.dumps({"exitCode": exit_code, "output": output})))
except Exception as exc: # noqa: BLE001
self.output_queue.put(("error", str(exc)))
def _drain_output_queue(self) -> None:
try:
while True:
kind, payload = self.output_queue.get_nowait()
if kind == "line" and payload is not None:
self._append_output(payload)
elif kind == "done" and payload is not None:
result = json.loads(payload)
self.last_json = self._extract_json(result["output"])
self.status_var.set(f"Finished: exit {result['exitCode']}")
self.process = None
self.run_button.configure(state="normal")
self.stop_button.configure(state="disabled")
elif kind == "error" and payload is not None:
self.status_var.set("Failed")
self._append_output(f"\nERROR: {payload}\n")
self.process = None
self.run_button.configure(state="normal")
self.stop_button.configure(state="disabled")
except queue.Empty:
pass
self.after(100, self._drain_output_queue)
def _stop_sim(self) -> None:
if self.process is None:
return
self.process.terminate()
self.status_var.set("Stopping...")
def _clear_output(self) -> None:
self.output.delete("1.0", "end")
self.last_json = ""
def _append_output(self, text: str) -> None:
self.output.insert("end", text)
self.output.see("end")
def _copy_command(self) -> None:
command = " ".join(self._command())
self.clipboard_clear()
self.clipboard_append(command)
self.status_var.set("Command copied")
def _save_json(self) -> None:
output = self.last_json or self._extract_json(self.output.get("1.0", "end"))
if not output:
messagebox.showinfo("No JSON", "Run a simulation first.")
return
path = filedialog.asksaveasfilename(
defaultextension=".json",
filetypes=[("JSON", "*.json"), ("All files", "*.*")],
initialfile="iwt2-pvp-roguelike-sim.json",
)
if not path:
return
Path(path).write_text(output, encoding="utf-8")
self.status_var.set(f"Saved {path}")
@staticmethod
def _extract_json(text: str) -> str:
start = text.find("{")
end = text.rfind("}")
if start < 0 or end < start:
return ""
candidate = text[start : end + 1]
try:
parsed = json.loads(candidate)
except json.JSONDecodeError:
return ""
return json.dumps(parsed, indent=2)
if __name__ == "__main__":
SimGui().mainloop()
+23 -2
View File
@@ -49,6 +49,11 @@ import {
import {
createIwt2WeightedRoguelikeBossPair,
createUniformIwt2RoguelikeBossPair,
enabledIwt2RoguelikeBossPool,
IWT2_PVP_ROGUELIKE_BOSS_ROSTER_LIMIT_ENABLED,
IWT2_PVP_ROGUELIKE_ENABLED_BOSS_IDS,
IWT2_PVP_STADIUM_BOSS_ROSTER_LIMIT_ENABLED,
IWT2_PVP_STADIUM_ENABLED_BOSS_IDS,
IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED,
IWT2_PVP_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED,
IWT2_PVP_STADIUM_WEIGHTED_BOSS_PROGRESSION_ENABLED,
@@ -613,11 +618,27 @@ function createRoguelikeBossPair(
: contentType === 'stadium'
? IWT2_PVP_STADIUM_WEIGHTED_BOSS_PROGRESSION_ENABLED
: IWT2_PVP_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED
const bossPool = roguelikeBossPoolFor(variant, contentType)
if (weightedProgressionEnabled) {
return createIwt2WeightedRoguelikeBossPair(stage)
return createIwt2WeightedRoguelikeBossPair(stage, Math.random, { bossPool })
}
return createUniformIwt2RoguelikeBossPair()
return createUniformIwt2RoguelikeBossPair(Math.random, { bossPool })
}
function roguelikeBossPoolFor(
variant: Iwt2RoguelikeVariant,
contentType: Iwt2RoguelikeContentType,
): Iwt2BossId[] | undefined {
if (variant !== 'pvp') return undefined
if (contentType === 'stadium') {
return IWT2_PVP_STADIUM_BOSS_ROSTER_LIMIT_ENABLED
? enabledIwt2RoguelikeBossPool(IWT2_PVP_STADIUM_ENABLED_BOSS_IDS)
: undefined
}
return IWT2_PVP_ROGUELIKE_BOSS_ROSTER_LIMIT_ENABLED
? enabledIwt2RoguelikeBossPool(IWT2_PVP_ROGUELIKE_ENABLED_BOSS_IDS)
: undefined
}
function chooseRunChoices<T>(items: readonly T[], count: number): T[] {
+2 -2
View File
@@ -220,11 +220,11 @@ const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
firePuddleRadius: 42,
firePuddleDamage: 15,
firePuddleSeconds: 8,
birdWaveThresholds: [0.9, 0.4],
birdWaveThresholds: [0.5],
birdFlightCooldown: 10,
birdFlightWindup: 0.85,
birdFlightSpeed: 360,
birdHealth: 100,
birdHealth: 55,
birdRadius: 16,
birdContactDamage: 26,
birdStunSeconds: 0.75,
@@ -10,9 +10,11 @@ export type Iwt2PvpGearNormalizationConfig = {
gearLevel: Iwt2GearLevel
}
export const IWT2_PVP_NORMALIZED_GEAR_LEVEL: Iwt2GearLevel = 5
export const IWT2_PVP_GEAR_NORMALIZATION: Iwt2PvpGearNormalizationConfig = {
enabled: true,
gearLevel: 5,
gearLevel: IWT2_PVP_NORMALIZED_GEAR_LEVEL,
}
export function createIwt2PvpNormalizedGearProgress(
@@ -3,6 +3,12 @@ import { IWT2_BOSS_METADATA, type Iwt2BossId } from './bosses'
export const IWT2_PVE_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED = true
export const IWT2_PVP_ROGUELIKE_WEIGHTED_BOSS_PROGRESSION_ENABLED = true
export const IWT2_PVP_STADIUM_WEIGHTED_BOSS_PROGRESSION_ENABLED = true
export const IWT2_PVP_ROGUELIKE_BOSS_ROSTER_LIMIT_ENABLED = true
export const IWT2_PVP_STADIUM_BOSS_ROSTER_LIMIT_ENABLED = true
export const IWT2_PVP_ROGUELIKE_ENABLED_BOSS_IDS: readonly Iwt2BossId[] = Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]
export const IWT2_PVP_STADIUM_ENABLED_BOSS_IDS: readonly Iwt2BossId[] = IWT2_PVP_ROGUELIKE_ENABLED_BOSS_IDS
type Iwt2RoguelikeBossTier = 'early' | 'mid' | 'late'
@@ -11,6 +17,10 @@ type TierWeight = {
weight: number
}
type Iwt2RoguelikeBossPoolOptions = {
bossPool?: readonly Iwt2BossId[]
}
const IWT2_ROGUELIKE_BOSS_TIERS: Record<Iwt2RoguelikeBossTier, readonly Iwt2BossId[]> = {
early: ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'rathian', 'stormcoil-wyrm'],
mid: ['khezu', 'barroth', 'tobi-kadachi', 'ember-mantis-duelist', 'crystal-bat-matriarch', 'hollowcrown-revenant'],
@@ -52,23 +62,28 @@ export function createIwt2PveRoguelikeBossPair(
export function createIwt2WeightedRoguelikeBossPair(
stage: number,
random: () => number = Math.random,
options: Iwt2RoguelikeBossPoolOptions = {},
): Iwt2BossId[] {
const choices: Iwt2BossId[] = []
const maxThreat = maxThreatForStage(stage)
const bossPool = normalizeBossPool(options.bossPool)
while (choices.length < 2) {
const next = chooseWeightedBossForStage(stage, choices, maxThreat, random)
const next = chooseWeightedBossForStage(stage, choices, maxThreat, random, bossPool)
if (!next) break
choices.push(next)
}
return choices.length === 2
? choices
: createUniformIwt2RoguelikeBossPair(random)
: createUniformIwt2RoguelikeBossPair(random, { bossPool })
}
export function createUniformIwt2RoguelikeBossPair(random: () => number = Math.random): Iwt2BossId[] {
const pool = Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]
export function createUniformIwt2RoguelikeBossPair(
random: () => number = Math.random,
options: Iwt2RoguelikeBossPoolOptions = {},
): Iwt2BossId[] {
const pool = normalizeBossPool(options.bossPool)
const choices: Iwt2BossId[] = []
while (pool.length > 0 && choices.length < 2) {
const index = randomIndex(pool.length, random)
@@ -78,19 +93,29 @@ export function createUniformIwt2RoguelikeBossPair(random: () => number = Math.r
return choices
}
export function enabledIwt2RoguelikeBossPool(
bossIds: readonly Iwt2BossId[],
): Iwt2BossId[] {
return normalizeBossPool(bossIds)
}
function chooseWeightedBossForStage(
stage: number,
selected: readonly Iwt2BossId[],
maxThreat: number,
random: () => number,
bossPool: readonly Iwt2BossId[],
): Iwt2BossId | undefined {
const selectedSet = new Set(selected)
const bossPoolSet = new Set(bossPool)
const selectedThreat = selected.reduce((total, bossId) => total + threatForBoss(bossId), 0)
const weightedTiers = tierWeightsForStage(stage)
.map((entry) => ({
...entry,
bosses: IWT2_ROGUELIKE_BOSS_TIERS[entry.tier].filter((bossId) => (
!selectedSet.has(bossId) && selectedThreat + threatForBoss(bossId) <= maxThreat
bossPoolSet.has(bossId)
&& !selectedSet.has(bossId)
&& selectedThreat + threatForBoss(bossId) <= maxThreat
)),
}))
.filter((entry) => entry.weight > 0 && entry.bosses.length > 0)
@@ -110,6 +135,21 @@ function chooseWeightedBossForStage(
return lastEntry?.bosses[randomIndex(lastEntry.bosses.length, random)]
}
function normalizeBossPool(bossPool: readonly Iwt2BossId[] | undefined): Iwt2BossId[] {
const knownBosses = Object.keys(IWT2_BOSS_METADATA) as Iwt2BossId[]
if (!bossPool) return knownBosses
const knownBossSet = new Set(knownBosses)
const normalized: Iwt2BossId[] = []
for (const bossId of bossPool) {
if (knownBossSet.has(bossId) && !normalized.includes(bossId)) {
normalized.push(bossId)
}
}
return normalized.length > 0 ? normalized : knownBosses
}
function tierWeightsForStage(stage: number): TierWeight[] {
const safeStage = Math.max(1, Math.floor(stage))
if (safeStage <= 2) {
+15 -8
View File
@@ -52,16 +52,17 @@ type OverlayAction = 'primary' | 'requeue' | 'menu'
type OverlayNavEntry = {
action: OverlayAction
row: number
column: number
}
const DEFAULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0 },
{ action: 'menu', row: 1 },
{ action: 'primary', row: 0, column: 0 },
{ action: 'menu', row: 1, column: 0 },
]
const PVP_RESULT_OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0 },
{ action: 'requeue', row: 1 },
{ action: 'menu', row: 2 },
{ action: 'primary', row: 0, column: 0 },
{ action: 'requeue', row: 0, column: 1 },
{ action: 'menu', row: 0, column: 2 },
]
const EMPTY_ROGUELIKE_BUFFS: Iwt2RoguelikeSelfBuffId[] = []
const IWT2_PVP_BOSS_HEALTH_MULTIPLIER = 0.7
@@ -278,12 +279,18 @@ export function BossArenaScreen({ bossId, bossIds, difficulty, modeLabel, save,
const active = entries.find((entry) => entry.action === current) ?? entries[0]
const candidates = entries.filter((entry) => {
if (entry.action === current) return false
if (action === 'navigateUp') return entry.row < active.row
if (action === 'navigateDown') return entry.row > active.row
if (action === 'navigateLeft') return entry.row === active.row && entry.column < active.column
if (action === 'navigateRight') return entry.row === active.row && entry.column > active.column
if (action === 'navigateUp') return entry.column === active.column && entry.row < active.row
if (action === 'navigateDown') return entry.column === active.column && entry.row > active.row
return false
})
if (candidates.length === 0) return current
candidates.sort((a, b) => Math.abs(a.row - active.row) - Math.abs(b.row - active.row))
candidates.sort((a, b) => {
const aDistance = Math.abs(a.row - active.row) + Math.abs(a.column - active.column)
const bDistance = Math.abs(b.row - active.row) + Math.abs(b.column - active.column)
return aDistance - bDistance
})
return candidates[0]?.action ?? current
})
}, [pvpRoguelike])
+21 -7
View File
@@ -69,8 +69,8 @@ export function createInitialIwt2ArenaState(
roguelikePressure?: Iwt2RoguelikePressureState,
bounds: Iwt2ArenaBounds = { width: DEFAULT_ARENA_WIDTH, height: DEFAULT_ARENA_HEIGHT },
): Iwt2ArenaState {
const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId)
const bosses = initialBossIds.map((id, index) => createBossEntity(id, index, bossHealthScale, bounds))
const initialBossIds = bossIds?.length ? [...bossIds] : chooseInitialBossIds(bossId)
const bosses = initialBossIds.map((id, index) => createBossEntity(id, index, initialBossIds.length, bossHealthScale, bounds))
return {
schemaVersion: 1,
time: 0,
@@ -97,9 +97,15 @@ function chooseInitialBossIds(primaryBossId: Iwt2BossId): Iwt2BossId[] {
return [primaryBossId, random]
}
function createBossEntity(bossId: Iwt2BossId, index: number, healthScale: number, bounds: Iwt2ArenaBounds): Iwt2BossEntityState {
function createBossEntity(
bossId: Iwt2BossId,
index: number,
bossCount: number,
healthScale: number,
bounds: Iwt2ArenaBounds,
): Iwt2BossEntityState {
const bossMetadata = IWT2_BOSS_METADATA[bossId]
const position = scaleArenaPoint(initialBossPosition(index), bounds)
const position = scaleArenaPoint(initialBossPosition(index, bossCount), bounds)
const maxHealth = Math.max(1, Math.round(bossMetadata.maxHealth * Math.max(0.01, healthScale)))
return {
id: bossId,
@@ -136,7 +142,14 @@ function createBossEntity(bossId: Iwt2BossId, index: number, healthScale: number
}
}
function initialBossPosition(index: number) {
function initialBossPosition(index: number, bossCount = 2) {
if (bossCount > 2) {
const angle = -Math.PI * 0.5 + (Math.PI * (index + 0.5)) / bossCount
return {
x: 690 + Math.cos(angle) * 120,
y: DEFAULT_ARENA_HEIGHT * 0.5 + Math.sin(angle) * 165,
}
}
return {
x: index === 0 ? 660 : 760,
y: index === 0 ? 190 : 345,
@@ -757,6 +770,7 @@ function advanceBossProjectile({
radius: hitMember.radius + projectile.radius,
}, {
damage: projectile.damage,
damageEventType: 'bossProjectileHit',
sourceId: projectile.sourceId,
time,
})
@@ -774,13 +788,13 @@ function advanceBossProjectile({
bounced = true
}
if (bounced) {
if (hitMember) {
const puddle = addFirePuddle({
damage: IWT2_BOSS_METADATA['yian-kut-ku'].firePuddleDamage!,
duration: IWT2_BOSS_METADATA['yian-kut-ku'].firePuddleSeconds!,
hazards: nextHazards,
nextHazardId: nextHazardIdValue,
position: hitMember?.position ?? position,
position: hitMember.position,
radius: IWT2_BOSS_METADATA['yian-kut-ku'].firePuddleRadius!,
sourceId: projectile.sourceId,
time,
+1
View File
@@ -224,6 +224,7 @@ export function tickGroundHazards({
},
{
damage: hazard.damage,
damageEventType: 'groundHazardTick',
sourceId: hazard.sourceId,
time,
},
+2
View File
@@ -288,6 +288,8 @@ export type Iwt2ArenaEventType =
| 'partyAttack'
| 'partyHealed'
| 'partyDamaged'
| 'bossProjectileHit'
| 'groundHazardTick'
| 'partyStunned'
| 'bossChargeStart'
| 'bossChargeHit'
+1 -1
View File
@@ -46,7 +46,7 @@ const BIRD_COUNT = 3
const BIRD_MELEE_RANGE = 24
const BIRD_MELEE_COOLDOWN = 1.15
const BIRD_FLIGHT_DAMAGE = 26
const YIAN_FIREBALL_BOUNCES = 8
const YIAN_FIREBALL_BOUNCES = 3
const YIAN_SAFE_WALL_MARGIN = 118
const YIAN_CENTER_CAST_DISTANCE = 36
const YIAN_CENTER_CHARGE_SPEED = 430