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[PR][Feature] Add support for changing the tier of an adversary (#1503)
* Add support for changing the tier of an adversary * Move scaling data to actorConfig * Use a new algorithm using the median average deviation * Fine tune damage conversion for actions * Use standard deviation instead and change dialog type * Use daggerheart style for dialog * Formatting * Improve handling of minions and hordes * Changed to using lookup for Group Attack damage * Added lookup for Horde feature * Remove spaces in damage formulas --------- Co-authored-by: WBHarry <williambjrklund@gmail.com>
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32 changed files with 762 additions and 32 deletions
137
tools/analyze-damage.mjs
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137
tools/analyze-damage.mjs
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/**
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* Internal script to analyze damage and spit out results.
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* There isn't enough entries in the database to make a full analysis, some tiers miss some types.
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* This script only checks for "minions" and "everything else".
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* Maybe if future book monsters can be part of what we release, we can analyze those too.
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*/
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import fs from "fs/promises";
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import path from "path";
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const allData = [];
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// Read adversary pack data for average damage for attacks
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const adversariesDirectory = path.join("src/packs/adversaries");
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for (const basefile of await fs.readdir(adversariesDirectory)) {
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if (!basefile.endsWith(".json")) continue;
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const filepath = path.join(adversariesDirectory, basefile);
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const data = JSON.parse(await fs.readFile(filepath, "utf8"));
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if (data?.type !== "adversary" || data.system.type === "social") continue;
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allData.push({
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name: data.name,
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tier: data.system.tier,
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adversaryType: data.system.type,
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damage: parseDamage(data.system.attack.damage),
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});
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}
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const adversaryTypes = new Set(allData.map(a => a.adversaryType));
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for (const type of [...adversaryTypes].toSorted()) {
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const perTier = Object.groupBy(allData.filter(a => a.adversaryType === type), a => a.tier);
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console.log(`${type} per Tier: ${[1, 2, 3, 4].map(t => perTier[t]?.length ?? 0).join(" ")}`)
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}
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const result = {
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basic: compileData(allData.filter(d => d.adversaryType !== "minion")),
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solos_and_bruisers: compileData(allData.filter(d => ["solo", "bruiser"].includes(d.adversaryType))),
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leader_and_ranged: compileData(allData.filter(d => ["leader", "ranged"].includes(d.adversaryType))),
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minion: compileData(allData.filter(d => d.adversaryType === "minion")),
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};
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console.log(result);
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/** Compiles all data for an adversary type (or all entries) */
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function compileData(entries) {
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// Note: sorting numbers sorts by their string version by default
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const results = {};
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for (const tier of [1, 2, 3, 4]) {
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const tierEntries = entries.filter(e => e.tier === tier);
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const allDamage = removeOutliers(tierEntries.map(d => d.damage).sort((a, b) => a - b));
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const mean = getMean(allDamage);
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if (tier === 4) console.log(allDamage);
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results[tier] = {
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mean,
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deviation: getStandardDeviation(allDamage, { mean }),
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};
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}
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return results;
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}
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function removeOutliers(data) {
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if (data.length <= 4) return data;
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const startIdx = Math.floor(data.length * 0.25);
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const endIdx = Math.ceil(data.length * 0.75);
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const iqrBound = (data[endIdx] - data[startIdx]) * 1.25;
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return data.filter((d) => d >= data[startIdx] - iqrBound && d <= data[endIdx] + iqrBound);
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}
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function getMedian(numbers) {
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numbers = numbers.toSorted((a, b) => a - b);
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const medianIdx = numbers.length / 2;
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return medianIdx % 1 ? numbers[Math.floor(medianIdx)] : (numbers[medianIdx] + numbers[medianIdx - 1]) / 2;
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}
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function getMean(numbers) {
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if (numbers.length === 0) return NaN;
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return numbers.reduce((r, a) => r + a, 0) / numbers.length;
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}
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function getMedianAverageDeviation(numbers, { median }) {
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const residuals = allDamage.map(d => Math.abs(d - median));
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return getMedian(residuals);
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}
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function getStandardDeviation(numbers, { mean }) {
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const deviations = numbers.map((r) => r - mean);
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return Math.sqrt(deviations.reduce((r, d) => r + d * d, 0) / (numbers.length - 1));
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}
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function parseDamage(damage) {
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const formula = damage.parts
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.filter(p => p.applyTo === 'hitPoints')
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.map(p =>
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p.value.custom.enabled
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? p.value.custom.formula
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: [p.value.flatMultiplier ? `${p.value.flatMultiplier}${p.value.dice}` : 0, p.value.bonus ?? 0]
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.filter(p => !!p)
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.join('+')
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)
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.join('+');
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return getExpectedDamage(formula);
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}
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/**
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* Given a simple flavor-less formula with only +/- operators, returns a list of damage partial terms.
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* All subtracted terms become negative terms.
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*/
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function getExpectedDamage(formula) {
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const terms = formula.replace("+", " + ").replace("-", " - ").split(" ").map(t => t.trim());
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let multiplier = 1;
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return terms.reduce((total, term) => {
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if (term === "-") {
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multiplier = -1;
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return total;
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} else if (term === "+") {
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return total;
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}
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const currentMultiplier = multiplier;
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multiplier = 1;
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const number = Number(term);
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if (!Number.isNaN(number)) {
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return total + currentMultiplier * number;
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}
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const dieMatch = term.match(/(\d+)d(\d+)/);
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if (dieMatch) {
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const numDice = Number(dieMatch[1]);
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const faces = Number(dieMatch[2]);
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return total + currentMultiplier * numDice * ((faces + 1) / 2);
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}
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throw Error(`Unexpected term ${term} in formula ${formula}`);
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}, 0);
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}
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