| """ |
| Combat simulation - Pure functions for combat mechanics. |
| |
| This module handles: |
| - Detection check |
| - Combat round simulation |
| - Hit calculation |
| - Damage distribution |
| |
| INVARIANT: Combat rules are fixed regardless of experiment. |
| Modifiers come from DroneState (pre-computed by SCM/middleware). |
| """ |
|
|
| from dataclasses import dataclass, field |
| from typing import Dict, Optional, List, Tuple |
| import random |
| import math |
|
|
| from ...middleware.drone_state import DroneState, CombatResult |
| from .damage import DamageCalculator, DamageConfig |
|
|
|
|
| @dataclass |
| class CombatConfig: |
| """Configuration for combat simulation.""" |
| base_damage_per_hit: int = 70 |
| damage_variance: float = 0.3 |
| base_hit_chance: float = 0.80 |
| critical_hit_chance: float = 0.20 |
| critical_multiplier: float = 2.0 |
|
|
| |
| target_weights: Dict[str, float] = field(default_factory=lambda: { |
| 'engine': 1.5, |
| 'cockpit': 1.5, |
| 'wing': 1.2, |
| 'body': 1.0, |
| 'antenna': 0.8, |
| 'camera': 0.5, |
| 'gun': 0.5, |
| }) |
|
|
|
|
| def check_detection(state: DroneState) -> bool: |
| """ |
| Check if drone is detected. |
| |
| Pure function using pre-computed detection_probability from DroneState. |
| |
| Args: |
| state: DroneState with detection_probability |
| |
| Returns: |
| True if detected, False otherwise |
| """ |
| roll = random.random() |
| return roll < state.detection_probability |
|
|
|
|
| def simulate_combat( |
| state: DroneState, |
| config: Optional[CombatConfig] = None |
| ) -> CombatResult: |
| """ |
| Simulate combat rounds. |
| |
| Pure function that takes DroneState and returns CombatResult. |
| All modifiers are pre-computed in DroneState. |
| |
| Args: |
| state: DroneState with combat parameters |
| config: Optional combat configuration |
| |
| Returns: |
| CombatResult with damage and statistics |
| """ |
| config = config or CombatConfig() |
| combat_log: List[str] = [] |
| damage_by_component: Dict[str, int] = {} |
| total_damage = 0 |
| hit_count = 0 |
|
|
| |
| targets = [comp for comp, hp in state.hp.items() if hp > 0] |
|
|
| if not targets: |
| combat_log.append("No valid targets - combat skipped") |
| return CombatResult(combat_log=combat_log) |
|
|
| combat_log.append(f"Combat initiated: {state.combat_rounds} rounds") |
| combat_log.append(f"Drone agility: {state.agility:.2f}") |
|
|
| |
| for round_num in range(state.combat_rounds): |
| combat_log.append(f"--- Round {round_num + 1} ---") |
|
|
| |
| |
| |
| |
| agility_penalty = math.exp(0.1 * (1.0 - state.agility)) |
| hit_chance = config.base_hit_chance * state.combat_accuracy_modifier |
| hit_chance *= agility_penalty |
| hit_chance = min(0.95, max(0.05, hit_chance)) |
|
|
| |
| if random.random() < hit_chance: |
| hit_count += 1 |
|
|
| |
| target = _select_target(targets, config.target_weights) |
|
|
| |
| base_damage = config.base_damage_per_hit |
|
|
| |
| variance = random.uniform(1 - config.damage_variance, 1 + config.damage_variance) |
| damage = int(base_damage * variance) |
|
|
| |
| is_critical = random.random() < config.critical_hit_chance |
| if is_critical: |
| damage = int(damage * config.critical_multiplier) |
| combat_log.append(f"CRITICAL HIT on {target}!") |
|
|
| |
| damage = int(damage * state.combat_damage_modifier) |
|
|
| |
| damage_by_component[target] = damage_by_component.get(target, 0) + damage |
| total_damage += damage |
|
|
| combat_log.append(f"Hit {target} for {damage} damage") |
|
|
| |
| |
| else: |
| combat_log.append("Miss!") |
|
|
| combat_log.append(f"Combat ended: {hit_count} hits, {total_damage} total damage") |
|
|
| return CombatResult( |
| hit_count=hit_count, |
| damage_by_component=damage_by_component, |
| total_damage=total_damage, |
| combat_log=combat_log, |
| rounds_fought=state.combat_rounds, |
| ) |
|
|
|
|
| def _select_target( |
| targets: List[str], |
| weights: Dict[str, float] |
| ) -> str: |
| """ |
| Select a target based on weights. |
| |
| Args: |
| targets: Available targets |
| weights: Target selection weights |
| |
| Returns: |
| Selected target component |
| """ |
| if not targets: |
| raise ValueError("No targets available") |
|
|
| if len(targets) == 1: |
| return targets[0] |
|
|
| |
| weighted_targets = [] |
| for target in targets: |
| weight = weights.get(target, 1.0) |
| weighted_targets.append((target, weight)) |
|
|
| |
| total_weight = sum(w for _, w in weighted_targets) |
| roll = random.random() * total_weight |
|
|
| cumulative = 0 |
| for target, weight in weighted_targets: |
| cumulative += weight |
| if roll < cumulative: |
| return target |
|
|
| |
| return targets[-1] |
|
|
|
|
| class CombatSimulator: |
| """ |
| Stateful combat simulator with full logging. |
| |
| Provides detailed combat simulation with: |
| - Round-by-round tracking |
| - Damage accumulation |
| - Statistical analysis |
| """ |
|
|
| def __init__( |
| self, |
| config: Optional[CombatConfig] = None, |
| damage_config: Optional[DamageConfig] = None |
| ): |
| """ |
| Initialize CombatSimulator. |
| |
| Args: |
| config: Combat configuration |
| damage_config: Damage calculation configuration |
| """ |
| self.config = config or CombatConfig() |
| self.damage_calculator = DamageCalculator(damage_config) |
|
|
| |
| self._total_combats = 0 |
| self._total_hits = 0 |
| self._total_damage = 0 |
|
|
| def simulate(self, state: DroneState) -> CombatResult: |
| """ |
| Run combat simulation. |
| |
| Args: |
| state: DroneState to simulate combat for |
| |
| Returns: |
| CombatResult with full details |
| """ |
| result = simulate_combat(state, self.config) |
|
|
| |
| self._total_combats += 1 |
| self._total_hits += result.hit_count |
| self._total_damage += result.total_damage |
|
|
| return result |
|
|
| def check_and_simulate(self, state: DroneState) -> Tuple[bool, Optional[CombatResult]]: |
| """ |
| Check detection and simulate combat if detected. |
| |
| Args: |
| state: DroneState to check |
| |
| Returns: |
| (was_detected, combat_result or None) |
| """ |
| was_detected = check_detection(state) |
|
|
| if was_detected: |
| return True, self.simulate(state) |
| else: |
| return False, None |
|
|
| def get_statistics(self) -> Dict[str, float]: |
| """Get accumulated combat statistics.""" |
| avg_hits = self._total_hits / self._total_combats if self._total_combats > 0 else 0 |
| avg_damage = self._total_damage / self._total_combats if self._total_combats > 0 else 0 |
|
|
| return { |
| 'total_combats': self._total_combats, |
| 'total_hits': self._total_hits, |
| 'total_damage': self._total_damage, |
| 'average_hits_per_combat': avg_hits, |
| 'average_damage_per_combat': avg_damage, |
| } |
|
|
| def reset_statistics(self) -> None: |
| """Reset accumulated statistics.""" |
| self._total_combats = 0 |
| self._total_hits = 0 |
| self._total_damage = 0 |
|
|
|
|
| def full_simulation( |
| state: DroneState, |
| combat_config: Optional[CombatConfig] = None |
| ) -> Tuple[bool, CombatResult]: |
| """ |
| Run full detection and combat simulation. |
| |
| Convenience function that: |
| 1. Checks detection |
| 2. If detected, simulates combat |
| 3. Returns results |
| |
| Args: |
| state: DroneState to simulate |
| combat_config: Optional combat configuration |
| |
| Returns: |
| (was_detected, combat_result) |
| """ |
| was_detected = check_detection(state) |
|
|
| if was_detected: |
| result = simulate_combat(state, combat_config) |
| result = CombatResult( |
| hit_count=result.hit_count, |
| damage_by_component=result.damage_by_component, |
| total_damage=result.total_damage, |
| combat_log=["DETECTED!"] + result.combat_log, |
| rounds_fought=result.rounds_fought, |
| ) |
| return True, result |
| else: |
| return False, CombatResult( |
| combat_log=["Not detected - no combat"], |
| ) |
|
|