Files
RingBRP/tools/check-lethality.mjs
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slaguru666andClaude Opus 5 869dc748a8 check-lethality: an unmeasured creature is a failure, not a note
A creature with no entry in the baseline was printed as a note and then
counted in the success line, which read "every one fighting exactly as
recorded" while N of them had no record to fight differently from. The claim
was false by exactly the number in the note above it, and a note is the part
a green build does not get read for.

It is the same shape this guard was already on the wrong side of once: before
the seam fix it measured 47 creatures and printed OK for 184.

Recording a new creature is one --update in the commit that adds it, which
this guard's own failure message has always instructed. Proved by planting a
creature with no baseline: it now stops the build and names it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 00:38:50 +01:00

209 lines
11 KiB
JavaScript

/**
* check-lethality — no creature may quietly become something else.
*
* The seven guards before this one check that content is WELL FORMED. None of them
* checks what it DOES. A creature can validate perfectly, pack perfectly, and have
* become twice as dangerous as it was last week because somebody adjusted a damage
* modifier, a hit-point formula or the armour on a service vest. That change is
* invisible in a diff of the creature, because the creature did not change.
*
* This is the guard the creature-forge plan called for, built as a regression test
* rather than as a set of hand-declared bands. Bands were the plan's design and they
* are the wrong one here: declaring "keepers: dangerous" on forty-six creatures means
* inventing forty-six judgements, and the judgement that matters is not "is this
* dangerous" but "is this the same as it was". A baseline answers that exactly, needs
* no authoring, and cannot be argued with.
*
* node tools/check-lethality.mjs compare against the committed baseline
* node tools/check-lethality.mjs --update re-record it (after a deliberate change)
* node tools/check-lethality.mjs --verbose print every creature, not just drift
*
* WHY A FIXED PARTY. --spread exists because one number cannot describe an encounter:
* the Act Three standoff runs 0% to 100% depending which four agents were picked. That
* is true and it is why this guard does NOT try to describe danger. It measures the
* same creature against the same four agents with the same seed, so the only thing that
* can move the number is a change to the rules or to the creature. The party below is
* deliberately mixed — two armed postings and two trades — so that a change affecting
* either kind of agent shows up, and it is frozen for reproducibility rather than
* chosen for realism.
*/
import { readFile, writeFile } from "node:fs/promises";
import { existsSync } from "node:fs";
import path from "node:path";
import { collectSpecs } from "./all-specs.mjs";
import { ROSTER } from "./roster.mjs";
import { measure, seedFor } from "./simulate.mjs";
const ROOT = path.resolve(path.dirname(new URL(import.meta.url).pathname.replace(/^\/([A-Za-z]:)/, "$1")), "..");
const BASELINE = path.join(ROOT, "tools", "lethality-baseline.json");
const argv = process.argv.slice(2);
const UPDATE = argv.includes("--update");
const VERBOSE = argv.includes("--verbose");
/* Frozen. Changing this invalidates every recorded number, so if it ever must change,
change it in the same commit as a --update and say why in the message. */
const PARTY_KEYS = ["pc_holloway", "pc_okonkwo", "pc_nkemdirim", "pc_ferriby"];
const RUNS = 2000;
const SEED = 11;
/* Recorded alongside the numbers, because changing HOW the seed is derived changes every
row without changing SEED itself — a baseline taken under the old shared-seed scheme
would otherwise be compared, silently and wrongly, against this one. */
const SEED_MODE = "per-creature";
/* NO TOLERANCE, deliberately. The reasoning it replaces sounded right — "200 runs of a
coin flip has a standard error around 3.5 points, so anything under 6 is inside the
noise" — and it is exactly backwards for this measurement. Sampling error would apply
if the runs were random; they are not. The guard used to allow six points of wipe
rate and a third of an agent before it complained, which sounds prudent and was why it
sat silent through the largest combat change the system has had: ddc4f99 routed every
ordinary blow through the hit location table, 26 of 46 creatures moved, and not one
of them moved far enough in a single number to trip the threshold. The baseline went
four commits describing a game nobody was playing.
A tolerance is for noise, and there is none here: same party, same seed, same counts,
and measure() builds its own generator per creature, so two recordings of unchanged
code are byte-identical. Anything that moves is a real change to the rules or to the
creature, which is exactly what this file exists to notice. `rounds` is compared too;
it was recorded and then ignored, so a creature could take a round longer to kill
forever without a word. */
const party = PARTY_KEYS.map(k => {
const found = ROSTER.find(r => r.key === k);
if (!found) {
console.error(`check-lethality: the frozen party names "${k}", which is not on the roster.`);
process.exit(1);
}
return found;
});
/* WHAT IS MEASURED.
*
* Every npc-kind spec in the repository, read through collectSpecs() — the one list that
* check-creatures, make-portraits and mj-queue already share. This file used to import
* NPCS from content.mjs directly, which was the same thing until the 100-creature
* bestiary landed in its own files: after that it measured 47 of 147 and reported OK.
* A guard that cannot see two thirds of the creatures it guards is not a guard, and it
* failed silently, which is worse than failing loudly.
*
* Scenario casts come in with them. They were never measured before and they should have
* been: the Act Three standoff this repository publishes wipe rates for IS a scenario
* cast, and a rules change reaches a ticket inspector exactly as it reaches a barghest.
* 184 specs at roughly 47ms each is about nine seconds. */
const SPECS = (await collectSpecs()).filter(r => r.kind === "npc").map(r => r.spec);
/** Solo, because a creature is the unit under test — counts are an encounter's business. */
const current = {};
for (const spec of SPECS) {
const r = measure(party, [spec], { runs: RUNS, seed: seedFor(SEED, spec.key) });
current[spec.key] = {
wipe: Number((r.wipeRate * 100).toFixed(1)),
down: Number(r.downMean.toFixed(2)),
rounds: r.roundsMedian
};
}
if (UPDATE) {
await writeFile(BASELINE, JSON.stringify({
note: "Generated by tools/check-lethality.mjs --update. Do not edit by hand.",
party: PARTY_KEYS, runs: RUNS, seed: SEED, seedMode: SEED_MODE,
creatures: current
}, null, 2) + "\n", "utf8");
console.log(`check-lethality: baseline recorded — ${Object.keys(current).length} creatures, `
+ `party ${PARTY_KEYS.map(k => k.replace(/^pc_/, "")).join(", ")}, ${RUNS} runs, `
+ `seed ${SEED} ${SEED_MODE}`);
process.exit(0);
}
if (!existsSync(BASELINE)) {
console.error("check-lethality: no baseline. Run with --update to record one.");
process.exit(1);
}
const base = JSON.parse(await readFile(BASELINE, "utf8"));
/* The recorded numbers mean nothing if they were taken under different conditions, and
a guard comparing incomparable numbers is worse than no guard. */
if (base.runs !== RUNS || base.seed !== SEED
|| base.seedMode !== SEED_MODE
|| base.party.join() !== PARTY_KEYS.join()) {
console.error("check-lethality: FAILED — the baseline was recorded under different conditions "
+ `(party ${base.party.join(",")}, ${base.runs} runs, seed ${base.seed} `
+ `${base.seedMode ?? "shared"}). Re-record it with --update.`);
process.exit(1);
}
/* Comparing exactly is only honest if the measurement IS exact. Prove it here rather
than trust it: one creature, measured twice, must come back identical. If a future
change reaches for Math.random or a Set iteration order, this says so instead of
letting the whole guard degrade into noise-chasing. */
{
const probe = SPECS[0];
const a = measure(party, [probe], { runs: RUNS, seed: seedFor(SEED, probe.key) });
const b = measure(party, [probe], { runs: RUNS, seed: seedFor(SEED, probe.key) });
const shape = r => JSON.stringify([r.wipeRate, r.downMean, r.roundsMedian, r.hurtMean]);
if (shape(a) !== shape(b)) {
console.error("check-lethality: FAILED — the simulation is not deterministic, so an exact "
+ `baseline cannot mean anything. ${probe.key} measured twice gave ${shape(a)} and ${shape(b)}.`);
process.exit(1);
}
}
const problems = [];
const added = [], removed = [];
for (const [key, now] of Object.entries(current)) {
const was = base.creatures[key];
if (!was) { added.push(key); continue; }
if (now.wipe === was.wipe && now.down === was.down && now.rounds === was.rounds) continue;
const dWipe = now.wipe - was.wipe, dDown = now.down - was.down;
const bits = [];
if (now.wipe !== was.wipe)
bits.push(`wiped ${was.wipe}% -> ${now.wipe}% (${dWipe >= 0 ? "+" : ""}${dWipe.toFixed(1)})`);
if (now.down !== was.down)
bits.push(`down ${was.down} -> ${now.down} (${dDown >= 0 ? "+" : ""}${dDown.toFixed(2)} of 4)`);
if (now.rounds !== was.rounds)
bits.push(`rounds ${was.rounds} -> ${now.rounds}`);
problems.push({ key, dWipe, text: `${key}: ${bits.join(", ")}` });
}
for (const key of Object.keys(base.creatures)) if (!(key in current)) removed.push(key);
if (VERBOSE) {
for (const [key, now] of Object.entries(current)) {
console.log(` ${key.padEnd(22)} ${String(now.wipe).padStart(5)}% wiped ${now.down.toFixed(2)} down ${now.rounds} rounds`);
}
}
if (removed.length) console.log(` note: ${removed.length} creature(s) gone from content — ${removed.join(", ")}`);
/* A creature with no entry in the baseline is UNMEASURED, and it used to be a note.
The success line underneath said "every one fighting exactly as recorded" while N of
them had no record to fight differently from — the claim was false by exactly the
number in the note above it, and the note is the part a green build does not get read
for. It is the same shape as the seam defect this guard was on the wrong side of
earlier: 47 creatures measured, OK printed for 184.
Recording a new creature is one `--update` in the commit that adds it, which this
guard's own failure message has always instructed. That is a cheap price for a
success line that means what it says. */
if (added.length) {
console.error(`check-lethality: FAILED — ${added.length} creature(s) have no recorded fight, `
+ `so nothing here says how they behave:`);
for (const k of added) console.error(` ${k}`);
console.error(`\n Run with --update in the same commit that adds them, and say in the message `
+ `what they are. A creature nobody has measured is not a creature this guard covers.`);
process.exit(1);
}
if (problems.length) {
console.error(`check-lethality: FAILED — ${problems.length} of ${Object.keys(current).length} `
+ `creature(s) fight differently than recorded`);
problems.sort((a, b) => Math.abs(b.dWipe) - Math.abs(a.dWipe));
for (const p of problems) console.error(" " + p.text);
console.error("\n If this was deliberate, re-record with --update and say what changed in the commit.");
process.exit(1);
}
console.log(`check-lethality: OK — ${Object.keys(current).length} creatures, every one fighting `
+ `exactly as recorded against the frozen party`);