Files
Bullosseum/tests/difficulty_sim.gd
T

259 lines
7.7 KiB
GDScript

extends SceneTree
## Headless difficulty simulator.
##
## Drives a kinematic "bot bull" against ONE real matador (the actual Matador.tscn
## + matador.gd AI) across a few behaviour profiles, many trials each, and reports
## how often the matador wins — i.e. gores the bull — versus how often the bull
## wins by ramming the matador. It exists so matador difficulty can be tuned from
## measurements instead of guesswork.
##
## godot --headless --script tests/difficulty_sim.gd
##
## Read the CHARGER row: that models a player who just charges in. If the matador
## almost never wins there, blind charging is unpunished and the game is too easy.
const CHARGER_TRIALS := 16
const KITER_TRIALS := 16
const PASSIVE_TRIALS := 8
const TRIAL_TIMEOUT := 5.0
const SPAWN_SETTLE := 0.4
const CHARGE_SPEED := 42.0 # a fast, committed horn-charge
const KITE_DIST := 12.0
const KITE_SPEED := 17.0 # a real bull easily out-paces the matador; only throws threaten
const START_DIST := 12.0
var _scene: Node
var _dp: Node
var _mat_scene: PackedScene
var _player: CharacterBody3D
var _matador: Node3D
var _bull_dead := false
var _mat_dead := false
var _dt := 1.0 / 60.0
# Charger bull state
var _charge_dir: Vector3 = Vector3.ZERO
var _charge_timer: float = 0.0
var _recover_timer: float = 0.0
# Kiter juke state
var _juke_dir: float = 1.0
var _juke_timer: float = 0.0
var _juke_range: float = KITE_DIST
func _init() -> void:
_run.call_deferred()
func _run() -> void:
_dt = 1.0 / float(Engine.physics_ticks_per_second)
_dp = root.get_node_or_null("/root/DP")
_mat_scene = load("res://Matador.tscn") as PackedScene
_scene = (load("res://scene.tscn") as PackedScene).instantiate()
root.add_child(_scene)
current_scene = _scene
await create_timer(0.5).timeout
var players := get_nodes_in_group(&"player")
if players.is_empty():
push_error("no player in scene"); quit(1); return
_player = players[0]
_player.set_physics_process(false) # we drive the bull kinematically
_player.died.connect(func(_cause: String) -> void: _bull_dead = true)
_strip_match_machinery() # no HUD pause / spawner interference
print("=".repeat(64))
print("DIFFICULTY SIMULATION (physics %d Hz)" % Engine.physics_ticks_per_second)
print("=".repeat(64))
var charger := await _run_profile("CHARGER (fast straight charges)", CHARGER_TRIALS, &"charger")
var kiter := await _run_profile("KITER (circles at ~11 m)", KITER_TRIALS, &"kiter")
var passive := await _run_profile("PASSIVE (holds at attack range)", PASSIVE_TRIALS, &"passive")
print("\n" + "=".repeat(64))
print("SUMMARY — matador win %% (bull gored)")
print("=".repeat(64))
_print_row("CHARGER", charger)
_print_row("KITER ", kiter)
_print_row("PASSIVE", passive)
print("=".repeat(64))
quit(0)
var _state_hist: Dictionary = {}
var _throws: int = 0
var _diag_printed: bool = false
func _run_profile(label: String, trials: int, mode: StringName) -> Dictionary:
var wins := 0
var losses := 0
var timeouts := 0
var total_t := 0.0
_state_hist = {}
_throws = 0
for _i in trials:
var res := await _run_trial(mode)
total_t += res[1] as float
match res[0] as StringName:
&"mat": wins += 1
&"bull": losses += 1
_: timeouts += 1
print("\n-- %s --" % label)
print(" matador wins: %d/%d bull wins: %d timeouts: %d avg %.2fs" % [
wins, trials, losses, timeouts, total_t / maxf(float(trials), 1.0)])
print(" swords thrown: %d states: %s" % [_throws, _fmt_hist()])
return {"win": wins, "loss": losses, "timeout": timeouts, "n": trials}
func _fmt_hist() -> String:
var parts: Array[String] = []
var total := 0
for k: String in _state_hist:
total += _state_hist[k] as int
for k: String in _state_hist:
parts.append("%s %.0f%%" % [k, 100.0 * float(_state_hist[k]) / maxf(float(total), 1.0)])
return ", ".join(parts)
func _count_thrown_swords() -> int:
var n := 0
for c: Node in _scene.get_children():
if c is RigidBody3D:
n += 1
return n
func _run_trial(mode: StringName) -> Array:
if is_instance_valid(_matador):
_matador.queue_free()
await physics_frame
_matador = _mat_scene.instantiate()
_scene.add_child(_matador)
_matador.global_position = Vector3(0.0, 1.0, 0.0)
_matador.killed.connect(func() -> void: _mat_dead = true)
var ang := randf() * TAU
_player.global_position = Vector3(cos(ang), 0.0, sin(ang)) * START_DIST + Vector3(0.0, 1.0, 0.0)
_player.velocity = Vector3.ZERO
_player._dead = false
_bull_dead = false
_mat_dead = false
_charge_dir = Vector3.ZERO
_charge_timer = 0.0
_recover_timer = 0.0
_juke_dir = 1.0 if randf() < 0.5 else -1.0
_juke_timer = 0.0
_juke_range = KITE_DIST
# Let the matador's _ready (ragdoll rig, sword) settle before the duel counts.
var settle := SPAWN_SETTLE
while settle > 0.0:
await physics_frame
settle -= _dt
_bull_dead = false
_mat_dead = false
_player._dead = false
if not _diag_printed:
_diag_printed = true
print(" [diag] matador has_sword=%s in_hand=%s throw_range=[%.0f,%.0f]" % [
is_instance_valid(_matador._sword_node), _matador._sword_in_hand,
_dp.f("mat_throw_min_dist"), _dp.f("mat_throw_range")])
var t := 0.0
var max_swords := 0
while t < TRIAL_TIMEOUT:
_drive(mode)
await physics_frame
t += _dt
var s: String = _matador.ai_state_name()
_state_hist[s] = int(_state_hist.get(s, 0)) + 1
max_swords = maxi(max_swords, _count_thrown_swords())
if _bull_dead: # the bull was gored → matador win
_throws += max_swords
return [&"mat", t]
if _mat_dead: # the matador was rammed → bull win
_throws += max_swords
return [&"bull", t]
_throws += max_swords
return [&"timeout", t]
func _drive(mode: StringName) -> void:
var to_mat := _matador.global_position - _player.global_position
to_mat.y = 0.0
var dist := to_mat.length()
var aim := to_mat.normalized() if dist > 0.05 else Vector3.FORWARD
var vel := Vector3.ZERO
match mode:
&"charger":
if _recover_timer > 0.0:
_recover_timer -= _dt
vel = -aim * 14.0
else:
if _charge_timer <= 0.0:
_charge_dir = aim # commit a straight line (dodgeable)
_charge_timer = 0.6
_charge_timer -= _dt
vel = _charge_dir * CHARGE_SPEED
if dist < 0.8 or _charge_timer <= 0.0:
_recover_timer = 0.35
_charge_timer = 0.0
&"kiter":
# Juke: flip strafe direction and shift the hold distance at random so the
# matador can't perfectly lead the throw — models an evasive player.
_juke_timer -= _dt
if _juke_timer <= 0.0:
_juke_timer = randf_range(0.4, 0.9)
_juke_dir = -_juke_dir if randf() < 0.6 else _juke_dir
_juke_range = randf_range(8.0, 13.0)
var inward := aim * clampf(dist - _juke_range, -1.0, 1.0)
var tangent := Vector3(-aim.z, 0.0, aim.x) * _juke_dir
vel = (tangent + inward).normalized() * KITE_SPEED
&"passive":
# Sit just inside the matador's attack range so it commits to a strike.
if dist > 6.5:
vel = aim * 6.0
elif dist < 5.0:
vel = -aim * 4.0
_player.velocity = Vector3(vel.x, 0.0, vel.z)
_player.move_and_slide()
var p := _player.global_position
p.y = 1.0
_player.global_position = p
func _strip_match_machinery() -> void:
for m: Node in get_nodes_in_group(&"matador"):
m.queue_free()
for s: Node in get_nodes_in_group(&"matador_spawn"):
s.queue_free()
var hud := _find_hud(_scene)
if hud != null:
hud.queue_free()
func _find_hud(n: Node) -> Node:
if n is CanvasLayer and n.has_method(&"_show_game_over"):
return n
for c: Node in n.get_children():
var r := _find_hud(c)
if r != null:
return r
return null
func _print_row(label: String, r: Dictionary) -> void:
var n: int = r["n"]
var win: int = r["win"]
var pct := 100.0 * float(win) / maxf(float(n), 1.0)
print(" %s %5.1f%% (%d win / %d loss / %d timeout)" % [
label, pct, win, r["loss"], r["timeout"]])