Add server-managed balance configuration

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Emporex committed 2026-10-11 10:47:13 +02:00
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const fs = require("fs");
const vm = require("vm");
const path = require("path");
const assert = require("assert");
const source = fs.readFileSync(path.join(__dirname, "..", "runtime", "build", "index.js"), "utf8");
const context = { console, Math, Date, JSON, isFinite };
vm.createContext(context);
vm.runInContext(source, context);
function duel(towerType, enemyType, wave = 1, boss = false, difficulty = 1) {
const base = context.ENEMIES[enemyType];
const waveScale = (1 + Math.max(0, wave - 1) * 0.20 + Math.max(0, wave - 3) * 0.09 + (difficulty === 2 ? Math.max(0, wave - 5) * 0.055 : 0)) * (boss ? 3.25 : 1) * context.DIFFICULTIES[difficulty].hp;
const hullScale = waveScale * (boss && wave === 5 ? 0.5 : 1);
const shielded = enemyType === 4 || (boss && wave === 5);
const shield = shielded ? base.hp * waveScale * 0.55 * (boss && wave === 5 ? 0.5 : 1) : 0;
const testedEnemy = { id: 1, type: enemyType, x: -40, y: 120, path_index: 1, route_id: 0,
hp: base.hp * hullScale, max_hp: base.hp * hullScale, speed: base.speed * (1 + wave * 0.012) * (boss ? 0.82 : 1) * context.DIFFICULTIES[difficulty].speed,
reward: base.reward, shield: shield > 0, shield_hp: shield, max_shield_hp: shield,
shield_resistance: base.shieldResistance, boss };
const state = {
wave,
balance: { towers: context.TOWERS, enemies: context.ENEMIES },
towers: [{ id: 1, type: towerType, x: 540, y: 220, owner: 0, level: 1, cooldown: 0, angle: 0 }],
enemies: [testedEnemy],
shots: [], credits: [0, 0], reactorLives: 30, gameOver: false, waveActive: true, spawnRemaining: 0
};
const tick = 0.1;
let elapsed = 0;
for (; elapsed < 90 && state.enemies.length; elapsed += tick) {
context.updateEnemies(state, tick);
context.updateTowers(state, tick);
}
const alive = state.enemies.length > 0;
const breached = state.reactorLives < 30;
const remainingHp = Math.max(0, testedEnemy.hp);
return { alive, killed: !alive && !breached && remainingHp <= 0, remainingHp, seconds: elapsed,
breached, damageTaken: base.hp * hullScale - remainingHp };
}
const rows = [];
let evaluated = 0;
for (let tower = 0; tower < context.TOWERS.length; tower++) {
const towerData = context.TOWERS[tower];
const results = [];
for (let enemy = 0; enemy < context.ENEMIES.length; enemy++) {
const enemyData = context.ENEMIES[enemy];
if (towerData.targetClass !== "both" && towerData.targetClass !== enemyData.category) continue;
const regular = duel(tower, enemy);
const late = duel(tower, enemy, 15, false, 2);
evaluated++;
results.push(`${enemy}:${regular.killed ? `kill ${regular.seconds.toFixed(1)}s` : `leaks ${Math.round(regular.remainingHp)} HP`}/${late.killed ? `H W15 kill ${late.seconds.toFixed(1)}s` : `H W15 leaks ${Math.round(late.remainingHp)} HP`}`);
}
rows.push(`${towerData.targetClass.padEnd(6)} tower ${tower}: ${results.join(" | ")}`);
}
const bossResults = [];
for (let tower = 0; tower < context.TOWERS.length; tower++) {
if (context.TOWERS[tower].targetClass !== "air" && context.TOWERS[tower].targetClass !== "both") continue;
const result = duel(tower, 5, 5, true, 1);
bossResults.push(`tower ${tower}: ${result.killed ? `killed in ${result.seconds.toFixed(1)}s` : `reaches reactor with ${Math.round(result.remainingHp)} HP`}`);
}
assert.ok(evaluated >= 20, "the matrix must cover all valid tower/enemy matchups");
console.log("BALANCE DUEL RESULTS (one level-1 tower, one enemy, fixed path and no reinvestment)");
console.log(rows.join("\n"));
console.log("WAVE 5 FIRST BOSS (single-tower reference): " + bossResults.join(" | "));
console.log(`BALANCE_DUEL_TEST_OK matchups=${evaluated}`);