fable/val Public Public: anyone can read this; nobody can change it.
forked from benjivers/val
workbenchthis machine
Files c8ea83f25aa0be359368817293ebc3f7f1d27dd4
| 1 | /** |
| 2 | * The bots' flashes, measured. |
| 3 | * |
| 4 | * A flash used to reach 900 units — 70% of the map — and a bot threw every |
| 5 | * charge the moment it was bought, so in a bot round somebody was blind |
| 6 | * most of the time. The numbers below are the bug and the fix: a headless |
| 7 | * match, the share of live player-seconds spent blind, and how many flashes |
| 8 | * go off a round. Before this file: 4.4% blind, 6.5 flashes a round, and a |
| 9 | * flash blinded 0.86 players on average — 0.20 of them the thrower, 0.43 a |
| 10 | * team mate, 0.23 an enemy. |
| 11 | */ |
| 12 | |
| 13 | import { expect, test } from "bun:test"; |
| 14 | import { agentById } from "./abilities.ts"; |
| 15 | import { attackSite, FLASH_REPEAT, FLASH_SPACING, flashCall, flashSpot, runBots } from "./bots.ts"; |
| 16 | import { siteCentre } from "./map.ts"; |
| 17 | import { newMatch, ROUND_TIME, tick } from "./match.ts"; |
| 18 | import type { MatchState, Player } from "./state.ts"; |
| 19 | |
| 20 | const flashZones = (state: MatchState): Set<number> => |
| 21 | new Set(state.zones.filter((z) => z.kind === "flash").map((z) => z.id)); |
| 22 | |
| 23 | /** Held where it stands: a plant in progress is the one thing that sets a body's speed to zero. */ |
| 24 | const pin = (p: Player): void => { |
| 25 | p.planting = 1; |
| 26 | }; |
| 27 | |
| 28 | /** |
| 29 | * One live round in the side corridor of the site the attack is going to: |
| 30 | * an Ember bot with two flashes at the bottom of it, 860 from the site — an |
| 31 | * entry, as far as its kit is concerned — and an enemy standing still at |
| 32 | * the top facing down it, 800 away, so a 620 throw pops 180 in front of |
| 33 | * the enemy's face. Everybody else is parked on the far site, not looking. |
| 34 | */ |
| 35 | function corridor(): { state: MatchState; bot: Player; enemy: Player; mates: Player[]; x: number } { |
| 36 | const state = newMatch(21); |
| 37 | state.phase = "live"; |
| 38 | state.clock = ROUND_TIME; |
| 39 | const site = attackSite(state); |
| 40 | const x = site === "A" ? 120 : 2280; |
| 41 | const far = siteCentre(site === "A" ? "B" : "A"); |
| 42 | const atk = state.players.filter((p) => p.side === "atk"); |
| 43 | const def = state.players.filter((p) => p.side === "def"); |
| 44 | for (const p of state.players) { |
| 45 | p.bot = false; |
| 46 | p.x = far.x; |
| 47 | p.y = far.y; |
| 48 | p.angle = Math.PI / 2; |
| 49 | p.input.angle = p.angle; |
| 50 | p.input.mx = 0; |
| 51 | p.input.my = 0; |
| 52 | p.spike = false; |
| 53 | } |
| 54 | state.spike.carried = null; |
| 55 | state.spike.x = far.x; |
| 56 | state.spike.y = far.y; |
| 57 | const bot = atk[0]!; |
| 58 | bot.bot = true; |
| 59 | bot.agent = "ember"; |
| 60 | bot.charges = { c: 2, q: 0, e: 0, x: 0 }; |
| 61 | bot.x = x; |
| 62 | bot.y = 1150; |
| 63 | bot.angle = -Math.PI / 2; |
| 64 | bot.input.angle = bot.angle; |
| 65 | pin(bot); |
| 66 | const enemy = def[0]!; |
| 67 | enemy.x = x; |
| 68 | enemy.y = 350; |
| 69 | enemy.angle = Math.PI / 2; |
| 70 | enemy.input.angle = Math.PI / 2; |
| 71 | // A sandbag: the bot shoots at it too, and these tests are about the flash. |
| 72 | enemy.hp = 1e6; |
| 73 | return { state, bot, enemy, mates: atk.slice(1), x }; |
| 74 | } |
| 75 | |
| 76 | const play = (state: MatchState, seconds: number, seen?: Set<number>): void => { |
| 77 | for (let i = 0; i < Math.round(seconds * 30); i++) { |
| 78 | runBots(state, 1 / 30); |
| 79 | tick(state, 1 / 30); |
| 80 | if (seen) for (const id of flashZones(state)) seen.add(id); |
| 81 | } |
| 82 | }; |
| 83 | |
| 84 | test("a bot throws one flash at the enemy in front of it, not both charges at once", () => { |
| 85 | const { state, bot, enemy } = corridor(); |
| 86 | const seen = new Set<number>(); |
| 87 | play(state, 0.1, seen); |
| 88 | expect(seen.size).toBe(1); |
| 89 | // The one that went does its job: the enemy facing the thrower is blinded. |
| 90 | play(state, 1.5, seen); |
| 91 | expect(enemy.blind).toBeGreaterThan(0); |
| 92 | // The second charge stays in hand for the repeat, however often it thinks. |
| 93 | play(state, FLASH_REPEAT - 2, seen); |
| 94 | expect(seen.size).toBe(1); |
| 95 | expect(bot.charges.c).toBe(1); |
| 96 | // And it is not lost: once the repeat has passed it goes. |
| 97 | for (let i = 0; i < 3 * 30 && seen.size < 2; i++) play(state, 1 / 30, seen); |
| 98 | expect(seen.size).toBe(2); |
| 99 | }); |
| 100 | |
| 101 | test("a team waits between flashes: one bot's throw holds a team mate's", () => { |
| 102 | const { state, bot, mates, x } = corridor(); |
| 103 | const mate = mates[0]!; |
| 104 | // A second thrower right beside the first, with two flashes of its own. |
| 105 | mate.bot = true; |
| 106 | mate.agent = "ember"; |
| 107 | mate.charges = { c: 2, q: 0, e: 0, x: 0 }; |
| 108 | mate.x = x; |
| 109 | mate.y = 1190; |
| 110 | mate.angle = -Math.PI / 2; |
| 111 | mate.input.angle = mate.angle; |
| 112 | pin(mate); |
| 113 | play(state, FLASH_SPACING - 0.5); |
| 114 | expect(4 - bot.charges.c - mate.charges.c).toBe(1); |
| 115 | // Past the team's spacing the other thrower's own goes. |
| 116 | play(state, 1.5); |
| 117 | expect(4 - bot.charges.c - mate.charges.c).toBe(2); |
| 118 | expect(bot.charges.c).toBe(1); |
| 119 | expect(mate.charges.c).toBe(1); |
| 120 | }); |
| 121 | |
| 122 | test("a bot holds the flash while a team mate stands in it facing the pop", () => { |
| 123 | const { state, bot, mates, enemy, x } = corridor(); |
| 124 | const mate = mates[0]!; |
| 125 | mate.x = x; |
| 126 | mate.y = 650; |
| 127 | mate.angle = -Math.PI / 2; |
| 128 | mate.input.angle = mate.angle; |
| 129 | play(state, 2); |
| 130 | expect(bot.charges.c).toBe(2); |
| 131 | expect(flashZones(state).size).toBe(0); |
| 132 | // The same team mate back beside the thrower, looking the other way, is |
| 133 | // not in the flash's business: the throw goes, and lands on the enemy. |
| 134 | mate.y = 1200; |
| 135 | mate.angle = Math.PI / 2; |
| 136 | mate.input.angle = mate.angle; |
| 137 | play(state, 2); |
| 138 | expect(bot.charges.c).toBe(1); |
| 139 | expect(mate.blind).toBe(0); |
| 140 | expect(enemy.blind).toBeGreaterThan(0); |
| 141 | }); |
| 142 | |
| 143 | test("a bot never throws a flash it could run into, or one that pops behind the enemy's head", () => { |
| 144 | const { state, bot, enemy, x } = corridor(); |
| 145 | const ability = agentById("ember").abilities.c; |
| 146 | // Into the wall right behind it: the pop would land inside its own radius. |
| 147 | expect(flashCall(state, bot, ability, { x, y: 1440 }, null)).toBe(false); |
| 148 | // Up the corridor at the enemy 800 out: the pop lands in front of it. |
| 149 | const spot = flashSpot(bot, ability, enemy); |
| 150 | expect(spot.y).toBeGreaterThan(enemy.y); |
| 151 | expect(flashCall(state, bot, ability, enemy, enemy)).toBe(true); |
| 152 | // An enemy 450 out facing the thrower: the throw flies 620 and pops behind |
| 153 | // them, where they are not looking. Not thrown. |
| 154 | enemy.y = 700; |
| 155 | expect(flashCall(state, bot, ability, enemy, enemy)).toBe(false); |
| 156 | // Turned around, that same pop is right in front of them. Thrown. |
| 157 | enemy.angle = -Math.PI / 2; |
| 158 | expect(flashCall(state, bot, ability, enemy, enemy)).toBe(true); |
| 159 | enemy.angle = Math.PI / 2; |
| 160 | enemy.input.angle = enemy.angle; |
| 161 | play(state, 2); |
| 162 | expect(bot.charges.c).toBe(2); |
| 163 | }); |
| 164 | |
| 165 | test("a flash is for taking a site, not for every duel on the way", () => { |
| 166 | const { state, bot } = corridor(); |
| 167 | // The same bot and the same enemy, but far from the site it is attacking. |
| 168 | bot.y = 1400; |
| 169 | const enemyY = 600; |
| 170 | const enemy = state.players.find((p) => p.side === "def" && p.y === 350)!; |
| 171 | enemy.y = enemyY; |
| 172 | play(state, 2); |
| 173 | expect(bot.charges.c).toBe(2); |
| 174 | }); |
| 175 | |
| 176 | /** A headless match, and the numbers the issue is about. */ |
| 177 | function measure(seeds: number[], minutes: number) { |
| 178 | let liveSeconds = 0; |
| 179 | let blindSeconds = 0; |
| 180 | let anyBlindSeconds = 0; |
| 181 | let flashes = 0; |
| 182 | let rounds = 0; |
| 183 | const hit = { self: 0, own: 0, enemy: 0 }; |
| 184 | for (const seed of seeds) { |
| 185 | const state = newMatch(seed); |
| 186 | const seen = new Set<number>(); |
| 187 | const before = new Map<string, number>(); |
| 188 | let round = 0; |
| 189 | for (let i = 0; i < 30 * 60 * minutes && state.phase !== "over"; i++) { |
| 190 | if (state.round !== round) { |
| 191 | round = state.round; |
| 192 | rounds++; |
| 193 | } |
| 194 | runBots(state, 1 / 30); |
| 195 | const popping = state.phase === "live" ? state.zones.filter((z) => z.kind === "flash" && z.fuse > 0 && z.fuse - 1 / 30 <= 0) : []; |
| 196 | for (const p of state.players) before.set(p.id, p.blind); |
| 197 | tick(state, 1 / 30); |
| 198 | for (const id of flashZones(state)) |
| 199 | if (!seen.has(id)) { |
| 200 | seen.add(id); |
| 201 | flashes++; |
| 202 | } |
| 203 | const pop = popping[0]; |
| 204 | if (pop) |
| 205 | for (const p of state.players) |
| 206 | if (p.blind > (before.get(p.id) ?? 0)) hit[pop.owner === p.id ? "self" : pop.side === p.side ? "own" : "enemy"]++; |
| 207 | if (state.phase !== "live") continue; |
| 208 | const alive = state.players.filter((p) => p.alive); |
| 209 | liveSeconds += alive.length / 30; |
| 210 | const blind = alive.filter((p) => p.blind > 0).length; |
| 211 | blindSeconds += blind / 30; |
| 212 | if (blind > 0) anyBlindSeconds += 1 / 30; |
| 213 | } |
| 214 | } |
| 215 | const per = (n: number) => n / Math.max(1, flashes); |
| 216 | return { |
| 217 | rounds, |
| 218 | flashesPerRound: flashes / rounds, |
| 219 | blindShare: blindSeconds / liveSeconds, |
| 220 | anyoneBlindShare: anyBlindSeconds / (liveSeconds / 10), |
| 221 | perFlash: { self: per(hit.self), own: per(hit.own), enemy: per(hit.enemy) }, |
| 222 | }; |
| 223 | } |
| 224 | |
| 225 | test("a flash is a tool, not weather: the blind share of a bot match, measured", () => { |
| 226 | const m = measure([1, 2, 3, 4], 10); |
| 227 | const pct = (n: number) => `${(n * 100).toFixed(2)}%`; |
| 228 | const f = (n: number) => n.toFixed(2); |
| 229 | console.log( |
| 230 | `flashes: ${m.rounds} rounds, ${f(m.flashesPerRound)} a round (was 6.48); blind ${pct(m.blindShare)} of live player-seconds (was 4.36%), ` + |
| 231 | `somebody blind ${pct(m.anyoneBlindShare)} of live seconds (was 15.97%); a flash blinds ${f(m.perFlash.self)} self / ${f(m.perFlash.own)} own / ${f(m.perFlash.enemy)} enemy (was 0.20 / 0.43 / 0.23)`, |
| 232 | ); |
| 233 | expect(m.rounds).toBeGreaterThan(20); |
| 234 | expect(m.flashesPerRound).toBeLessThan(2); |
| 235 | expect(m.blindShare).toBeLessThan(0.015); |
| 236 | expect(m.anyoneBlindShare).toBeLessThan(0.1); |
| 237 | // A flash is thrown at the other team: it blinds them, and not its own. |
| 238 | expect(m.perFlash.self).toBeLessThan(0.01); |
| 239 | expect(m.perFlash.own).toBeLessThan(0.05); |
| 240 | expect(m.perFlash.enemy).toBeGreaterThan(0.5); |
| 241 | }); |