refactor: extract magic numbers to named constants

Frontend: choreography selection ratios, morph trigger chances,
creator cameo/ultimate chances, dodge/counter probabilities.
Server: HP, K-factors, Elo divisor, tier thresholds, fight loop interval.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dorian
2026-03-08 23:34:05 +00:00
co-authored by Claude Opus 4.6
parent 1731a64ae8
commit 7c8e404cf1
8 changed files with 129 additions and 45 deletions
+12 -11
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@@ -5,6 +5,11 @@ import { generateSpriteSheet, generateJudgeSpriteSheet, generateHumanSpriteSheet
import type { Fighter, FightSceneConfig, RoundEvent, FightContext, ChoreoContext } from './fight/types' import type { Fighter, FightSceneConfig, RoundEvent, FightContext, ChoreoContext } from './fight/types'
export type { FightSceneConfig, RoundEvent } from './fight/types' export type { FightSceneConfig, RoundEvent } from './fight/types'
import { ARENA_THEMES, spriteAnims, CHALLENGE_THEMED, TIER_ULTIMATES, CREATOR_MOVES, CREATOR_ULTIMATES } from './fight/constants' import { ARENA_THEMES, spriteAnims, CHALLENGE_THEMED, TIER_ULTIMATES, CREATOR_MOVES, CREATOR_ULTIMATES } from './fight/constants'
import {
CREATOR_ULTIMATE_CHANCE, CREATOR_THEMED_MOVE_RATIO,
CRIT_THEMED_RATIO, CHOREOGRAPHY_THEMED_RATIO, CHOREOGRAPHY_GENERIC_CUTOFF,
TIER_ULTIMATE_CHANCES,
} from './fight/config'
import { spawnSparks as _spawnSparks, spawnBulletHoles as _spawnBulletHoles, spawnExhaust as _spawnExhaust } from './fight/particles' import { spawnSparks as _spawnSparks, spawnBulletHoles as _spawnBulletHoles, spawnExhaust as _spawnExhaust } from './fight/particles'
import { glitchRGB as _glitchRGB, scanlineGlitch as _scanlineGlitch, vhsTracking as _vhsTracking, dimensionalShift as _dimensionalShift } from './fight/effects' import { glitchRGB as _glitchRGB, scanlineGlitch as _scanlineGlitch, vhsTracking as _vhsTracking, dimensionalShift as _dimensionalShift } from './fight/effects'
import { spawnProjectile as _spawnProjectile } from './fight/projectiles' import { spawnProjectile as _spawnProjectile } from './fight/projectiles'
@@ -46,9 +51,9 @@ import {
export function pickChoreography(challengeType: string, isCritical: boolean, _round: number, attackerTier: number = 0, attackerArchetype?: string): string { export function pickChoreography(challengeType: string, isCritical: boolean, _round: number, attackerTier: number = 0, attackerArchetype?: string): string {
// THE CREATOR: special move selection — 50% ultimate, 60% creator moves, rest normal // THE CREATOR: special move selection
if (attackerArchetype === 'the_creator') { if (attackerArchetype === 'the_creator') {
const ultimateChance = isCritical ? 1.0 : 0.5 const ultimateChance = isCritical ? 1.0 : CREATOR_ULTIMATE_CHANCE
if (Math.random() < ultimateChance) { if (Math.random() < ultimateChance) {
// Creator gets ALL ultimates + their 4 exclusive ones // Creator gets ALL ultimates + their 4 exclusive ones
const all: string[] = [...CREATOR_ULTIMATES] const all: string[] = [...CREATOR_ULTIMATES]
@@ -57,17 +62,15 @@ export function pickChoreography(challengeType: string, isCritical: boolean, _ro
} }
return all[Math.floor(Math.random() * all.length)] return all[Math.floor(Math.random() * all.length)]
} }
// 60% creator-themed, 40% normal selection if (Math.random() < CREATOR_THEMED_MOVE_RATIO) {
if (Math.random() < 0.6) {
return CREATOR_MOVES[Math.floor(Math.random() * CREATOR_MOVES.length)] return CREATOR_MOVES[Math.floor(Math.random() * CREATOR_MOVES.length)]
} }
// Fall through to normal selection // Fall through to normal selection
} }
// Tier-gated ultimates: higher tier = higher chance of spectacular ultimate moves // Tier-gated ultimates: higher tier = higher chance of spectacular ultimate moves
// Tier 2: 15% chance, Tier 3: 20%, Tier 4: 30%, Tier 5: 40%
if (attackerTier >= 2) { if (attackerTier >= 2) {
const ultimateChance = attackerTier === 2 ? 0.15 : attackerTier === 3 ? 0.20 : attackerTier === 4 ? 0.30 : 0.40 const ultimateChance = TIER_ULTIMATE_CHANCES[attackerTier] ?? TIER_ULTIMATE_CHANCES[5]
// On crits, double the chance // On crits, double the chance
const roll = isCritical ? ultimateChance * 2 : ultimateChance const roll = isCritical ? ultimateChance * 2 : ultimateChance
if (Math.random() < roll) { if (Math.random() < roll) {
@@ -85,8 +88,7 @@ export function pickChoreography(challengeType: string, isCritical: boolean, _ro
// Critical hits always get BIG moves (but can still be themed) // Critical hits always get BIG moves (but can still be themed)
if (isCritical) { if (isCritical) {
const entry = CHALLENGE_THEMED[challengeType] const entry = CHALLENGE_THEMED[challengeType]
// 50% themed, 50% epic generic for crits if (entry && Math.random() < CRIT_THEMED_RATIO) {
if (entry && Math.random() < 0.5) {
return entry.themed[Math.floor(Math.random() * entry.themed.length)] return entry.themed[Math.floor(Math.random() * entry.themed.length)]
} }
const critMoves = [ const critMoves = [
@@ -111,11 +113,10 @@ export function pickChoreography(challengeType: string, isCritical: boolean, _ro
return fallback[Math.floor(Math.random() * fallback.length)] return fallback[Math.floor(Math.random() * fallback.length)]
} }
// 60% themed, 25% generic fallback, 15% wild card
const roll = Math.random() const roll = Math.random()
if (roll < 0.6) { if (roll < CHOREOGRAPHY_THEMED_RATIO) {
return entry.themed[Math.floor(Math.random() * entry.themed.length)] return entry.themed[Math.floor(Math.random() * entry.themed.length)]
} else if (roll < 0.85) { } else if (roll < CHOREOGRAPHY_GENERIC_CUTOFF) {
return entry.generic[Math.floor(Math.random() * entry.generic.length)] return entry.generic[Math.floor(Math.random() * entry.generic.length)]
} else { } else {
const wild = [ const wild = [
+43
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@@ -0,0 +1,43 @@
// ═══════════════════════════════════════════════════════════════
// Gameplay constants — all tunable magic numbers in one place
// ═══════════════════════════════════════════════════════════════
// --- Choreography selection probabilities ---
export const CREATOR_ULTIMATE_CHANCE = 0.5 // Creator ultimate chance (non-crit); 1.0 on crits
export const CREATOR_THEMED_MOVE_RATIO = 0.6 // Creator uses creator-themed moves 60% of the time
export const CRIT_THEMED_RATIO = 0.5 // On crits: 50% themed, 50% epic generic
export const CHOREOGRAPHY_THEMED_RATIO = 0.6 // Normal: 60% themed
export const CHOREOGRAPHY_GENERIC_CUTOFF = 0.85 // Normal: 25% generic (0.600.85), 15% wild (0.851.0)
// --- Tier-gated ultimate chances ---
export const TIER_ULTIMATE_CHANCES: Record<number, number> = {
2: 0.15,
3: 0.20,
4: 0.30,
5: 0.40,
}
// --- Morph system ---
export const CREATOR_MORPH_CRIT_CHANCE = 0.7 // Creator morphs on devastating crits 70%
export const CREATOR_MORPH_INTENSITY_THRESHOLD = 0.6 // Creator morphs when intensity > 0.6
export const BOT_MORPH_CRIT_CHANCE = 0.4 // Regular bots morph on devastating crits 40%
export const BOT_MORPH_INTENSITY_THRESHOLD = 0.7 // Regular bots morph when intensity > 0.7
// --- Creator cameo ---
export const CREATOR_CAMEO_CHANCE = 0.06 // 6% per round in non-creator fights
// --- Round exchange probabilities ---
export const DODGE_CHANCE = 0.12 // Defender dodges instead of being hit
export const COUNTER_ATTACK_CHANCE = 0.25 // Defender counters after getting hit
export const SCANLINE_GLITCH_CHANCE = 0.25 // Random scanline glitch during exchanges
export const COMEDY_SFX_CHANCE = 0.15 // Comedy sound on non-decisive hits
export const PHYSICAL_CONTACT_BASE = 0.35 // Base chance for brawl/clinch
export const PHYSICAL_CONTACT_INTENSITY_SCALE = 0.2 // Added per unit of intensity
export const PHYSICAL_CONTACT_EXCHANGE_BONUS = 0.15 // Added after first exchange
export const CROWD_REACTION_CHANCE = 0.4 // Crowd reacts to round results
export const MAYBE_SHOW_HUMAN_CHANCE = 0.2 // Show human coach
export const CREATOR_VOICE_LINE_CHANCE = 0.6 // Creator gets a voice line
// --- Hyperdetail (grotesque close-up) ---
export const HYPERDETAIL_BASE_CHANCE = 0.05 // Base hyperdetail chance
export const HYPERDETAIL_INTENSITY_SCALE = 0.45 // Scales with intensity
+22 -13
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@@ -10,6 +10,15 @@ import {
sfxDrumRoll, sfxPowerUp, sfxVineBoom, sfxRandomSilly, sfxRandomComedy, sfxDrumRoll, sfxPowerUp, sfxVineBoom, sfxRandomSilly, sfxRandomComedy,
sfxBoneCrack, sfxSlideWhistleDown, sfxDodge, sfxRandomFail, sfxSlideUp, sfxBoneCrack, sfxSlideWhistleDown, sfxDodge, sfxRandomFail, sfxSlideUp,
} from '../audio' } from '../audio'
import {
CREATOR_MORPH_CRIT_CHANCE, CREATOR_MORPH_INTENSITY_THRESHOLD,
BOT_MORPH_CRIT_CHANCE, BOT_MORPH_INTENSITY_THRESHOLD,
CREATOR_CAMEO_CHANCE, DODGE_CHANCE, COUNTER_ATTACK_CHANCE,
SCANLINE_GLITCH_CHANCE, COMEDY_SFX_CHANCE,
PHYSICAL_CONTACT_BASE, PHYSICAL_CONTACT_INTENSITY_SCALE, PHYSICAL_CONTACT_EXCHANGE_BONUS,
CROWD_REACTION_CHANCE, MAYBE_SHOW_HUMAN_CHANCE, CREATOR_VOICE_LINE_CHANCE,
HYPERDETAIL_BASE_CHANCE, HYPERDETAIL_INTENSITY_SCALE,
} from './config'
interface RoundDeps { interface RoundDeps {
HOME_A: number HOME_A: number
@@ -691,7 +700,7 @@ async function playRound(event: RoundEvent) {
const roundBonus = Math.min(2, Math.floor(event.round / 2)) const roundBonus = Math.min(2, Math.floor(event.round / 2))
const exchangeCount = 3 + roundBonus + Math.floor(Math.random() * 3) + (intensity > 0.5 ? 1 : 0) const exchangeCount = 3 + roundBonus + Math.floor(Math.random() * 3) + (intensity > 0.5 ? 1 : 0)
// Hyperdetail scales with intensity // Hyperdetail scales with intensity
const hyperDetail = Math.random() < (0.05 + intensity * 0.45) const hyperDetail = Math.random() < (HYPERDETAIL_BASE_CHANCE + intensity * HYPERDETAIL_INTENSITY_SCALE)
const savedScaleAX = fA?.scale.x const savedScaleAX = fA?.scale.x
const savedScaleAY = fA?.scale.y const savedScaleAY = fA?.scale.y
const savedScaleBX = fB?.scale.x const savedScaleBX = fB?.scale.x
@@ -702,7 +711,7 @@ async function playRound(event: RoundEvent) {
let didChallengeVoice = false let didChallengeVoice = false
if (Math.random() < (creatorInFight ? 0.5 : 0.3)) { if (Math.random() < (creatorInFight ? 0.5 : 0.3)) {
// Creator fights get existential commentary more often // Creator fights get existential commentary more often
if (creatorInFight && Math.random() < 0.6) { if (creatorInFight && Math.random() < CREATOR_VOICE_LINE_CHANCE) {
announceCreatorRound(); didChallengeVoice = true announceCreatorRound(); didChallengeVoice = true
} else { } else {
const challengeVoice: Record<string, () => void> = { const challengeVoice: Record<string, () => void> = {
@@ -883,7 +892,7 @@ async function playRound(event: RoundEvent) {
attackerSide = Math.random() < Math.max(0.1, 0.4 - intensity * 0.25) ? loserSide : winnerSide attackerSide = Math.random() < Math.max(0.1, 0.4 - intensity * 0.25) ? loserSide : winnerSide
exchangeCritical = false exchangeCritical = false
// Occasionally play a comedy sound on non-decisive hits // Occasionally play a comedy sound on non-decisive hits
if (Math.random() < 0.15) { Math.random() < 0.5 ? sfxRandomComedy() : sfxRandomSilly() } if (Math.random() < COMEDY_SFX_CHANCE) { Math.random() < 0.5 ? sfxRandomComedy() : sfxRandomSilly() }
} else { } else {
// Draw: alternate // Draw: alternate
attackerSide = ex % 2 === 0 ? 'a' : 'b' attackerSide = ex % 2 === 0 ? 'a' : 'b'
@@ -898,8 +907,8 @@ async function playRound(event: RoundEvent) {
const isCreatorFighter = attackerArch === 'the_creator' const isCreatorFighter = attackerArch === 'the_creator'
// Creator: always morph on ultimates, 70% on devastating crits // Creator: always morph on ultimates, 70% on devastating crits
const shouldMorph = isCreatorFighter const shouldMorph = isCreatorFighter
? (isUltimate || (exchangeCritical && intensity > 0.6 && Math.random() < 0.7)) ? (isUltimate || (exchangeCritical && intensity > CREATOR_MORPH_INTENSITY_THRESHOLD && Math.random() < CREATOR_MORPH_CRIT_CHANCE))
: (isUltimate || (exchangeCritical && intensity > 0.7 && Math.random() < 0.4)) : (isUltimate || (exchangeCritical && intensity > BOT_MORPH_INTENSITY_THRESHOLD && Math.random() < BOT_MORPH_CRIT_CHANCE))
let morphRevert: (() => Promise<void>) | null = null let morphRevert: (() => Promise<void>) | null = null
if (shouldMorph) { if (shouldMorph) {
const attacker = k.get(attackerSide === 'a' ? 'fighterA' : 'fighterB')[0] as Fighter const attacker = k.get(attackerSide === 'a' ? 'fighterA' : 'fighterB')[0] as Fighter
@@ -985,7 +994,7 @@ async function playRound(event: RoundEvent) {
} }
// Random scanline glitch during exchanges (25%) // Random scanline glitch during exchanges (25%)
if (Math.random() < 0.25) scanlineGlitch(0.2) if (Math.random() < SCANLINE_GLITCH_CHANCE) scanlineGlitch(0.2)
// Play the exchange — mix of choreography, brawls, clinches for ~50% physical contact // Play the exchange — mix of choreography, brawls, clinches for ~50% physical contact
if (!aWon && !bWon && isLastExchange) { if (!aWon && !bWon && isLastExchange) {
@@ -994,7 +1003,7 @@ async function playRound(event: RoundEvent) {
} else { } else {
// Decide exchange type: choreography, brawl, or clinch // Decide exchange type: choreography, brawl, or clinch
// Brawl/clinch chance increases with later exchanges and higher intensity // Brawl/clinch chance increases with later exchanges and higher intensity
const physicalChance = 0.35 + intensity * 0.2 + (ex > 1 ? 0.15 : 0) const physicalChance = PHYSICAL_CONTACT_BASE + intensity * PHYSICAL_CONTACT_INTENSITY_SCALE + (ex > 1 ? PHYSICAL_CONTACT_EXCHANGE_BONUS : 0)
const exchangeType = Math.random() const exchangeType = Math.random()
if (!isLastExchange && exchangeType < physicalChance * 0.5) { if (!isLastExchange && exchangeType < physicalChance * 0.5) {
@@ -1003,17 +1012,17 @@ async function playRound(event: RoundEvent) {
} else if (!isLastExchange && exchangeType < physicalChance) { } else if (!isLastExchange && exchangeType < physicalChance) {
// CLINCH COMBO: attacker grapples defender at close range // CLINCH COMBO: attacker grapples defender at close range
await _clinchCombo(attackerSide, intensity) await _clinchCombo(attackerSide, intensity)
} else if (!isLastExchange && Math.random() < 0.12) { } else if (!isLastExchange && Math.random() < DODGE_CHANCE) {
// DODGE: defender dodges (reduced from 15% to 12% — more contact, fewer misses)
await playDodge(attackerSide === 'a' ? 'b' : 'a') await playDodge(attackerSide === 'a' ? 'b' : 'a')
sfxDodge() sfxDodge()
if (Math.random() < 0.4) sfxRandomFail(); else sfxBoing() if (Math.random() < 0.4) sfxRandomFail()
else sfxBoing()
} else { } else {
// CHOREOGRAPHY: signature move from the pool // CHOREOGRAPHY: signature move from the pool
await playAttack(attackerSide, choreo, exchangeCritical) await playAttack(attackerSide, choreo, exchangeCritical)
// COUNTER-ATTACK: defender fights back after getting hit (25% chance on non-final exchanges) // COUNTER-ATTACK: defender fights back after getting hit (25% chance on non-final exchanges)
if (!isLastExchange && !exchangeCritical && Math.random() < 0.25) { if (!isLastExchange && !exchangeCritical && Math.random() < COUNTER_ATTACK_CHANCE) {
await k.wait(0.08) await k.wait(0.08)
await _counterAttack(attackerSide === 'a' ? 'b' : 'a') await _counterAttack(attackerSide === 'a' ? 'b' : 'a')
} }
@@ -1070,7 +1079,7 @@ async function playRound(event: RoundEvent) {
// === THE CREATOR CAMEO === // === THE CREATOR CAMEO ===
// 6% chance per round (only if neither fighter IS the creator) // 6% chance per round (only if neither fighter IS the creator)
const neitherIsCreator = botA.archetype !== 'the_creator' && botB.archetype !== 'the_creator' const neitherIsCreator = botA.archetype !== 'the_creator' && botB.archetype !== 'the_creator'
if (neitherIsCreator && Math.random() < 0.06) { if (neitherIsCreator && Math.random() < CREATOR_CAMEO_CHANCE) {
const cameoX = k.width() / 2 const cameoX = k.width() / 2
const cameoY = GROUND_Y - 80 const cameoY = GROUND_Y - 80
// Golden portal flash // Golden portal flash
@@ -1195,7 +1204,7 @@ async function playRound(event: RoundEvent) {
announceCrowdReaction('cheer') announceCrowdReaction('cheer')
} else if (aWon || bWon) { } else if (aWon || bWon) {
// Regular round win: crowd reacts (40%) — only SFX, no speech // Regular round win: crowd reacts (40%) — only SFX, no speech
if (Math.random() < 0.4) announceCrowdReaction(Math.random() < 0.5 ? 'cheer' : 'applause') if (Math.random() < CROWD_REACTION_CHANCE) announceCrowdReaction(Math.random() < 0.5 ? 'cheer' : 'applause')
// Heartfelt announcer moment (10% chance on normal, non-critical rounds) // Heartfelt announcer moment (10% chance on normal, non-critical rounds)
if (Math.random() < 0.1) { if (Math.random() < 0.1) {
await k.wait(0.3) await k.wait(0.3)
+4 -3
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@@ -1,3 +1,4 @@
import { FIGHT_LOOP_INTERVAL_MS, ELO_MATCHING_RANDOMNESS } from '../lib/constants.js'
import { db, schema } from '../db/index.js' import { db, schema } from '../db/index.js'
import { runMockFight } from './mock.js' import { runMockFight } from './mock.js'
import { eq } from 'drizzle-orm' import { eq } from 'drizzle-orm'
@@ -31,7 +32,7 @@ export interface FightLoopOptions {
export async function startFightLoop(options: FightLoopOptions = {}): Promise<void> { export async function startFightLoop(options: FightLoopOptions = {}): Promise<void> {
const { const {
intervalMs = 8000, intervalMs = FIGHT_LOOP_INTERVAL_MS,
maxFights = Infinity, maxFights = Infinity,
matchmakingStyle = 'mixed', matchmakingStyle = 'mixed',
onFightStart, onFightStart,
@@ -161,8 +162,8 @@ function pickMatchup(
const bot = pick(bots) const bot = pick(bots)
const others = bots.filter(b => b.id !== bot.id) const others = bots.filter(b => b.id !== bot.id)
others.sort((a, b) => { others.sort((a, b) => {
const diffA = Math.abs(a.eloRating - bot.eloRating) + Math.random() * 150 const diffA = Math.abs(a.eloRating - bot.eloRating) + Math.random() * ELO_MATCHING_RANDOMNESS
const diffB = Math.abs(b.eloRating - bot.eloRating) + Math.random() * 150 const diffB = Math.abs(b.eloRating - bot.eloRating) + Math.random() * ELO_MATCHING_RANDOMNESS
return diffA - diffB return diffA - diffB
}) })
return [bot, others[0]] return [bot, others[0]]
+3 -2
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@@ -1,3 +1,4 @@
import { STARTING_HP } from '../lib/constants.js'
import { nanoid } from 'nanoid' import { nanoid } from 'nanoid'
import { logger } from '../lib/logger.js' import { logger } from '../lib/logger.js'
import { createHash, randomBytes } from 'crypto' import { createHash, randomBytes } from 'crypto'
@@ -433,8 +434,8 @@ export async function runMockFight(botAId: string, botBId: string): Promise<stri
createdAt: now, createdAt: now,
}) })
let hpA = 200 let hpA = STARTING_HP
let hpB = 200 let hpB = STARTING_HP
let comboA = 0 let comboA = 0
let comboB = 0 let comboB = 0
let winnerId: string | null = null let winnerId: string | null = null
+6 -8
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@@ -35,9 +35,7 @@ interface WebhookResponse {
error: boolean error: boolean
} }
const MAX_ROUNDS = 10 import { MAX_ROUNDS, KO_THRESHOLD, MAX_RESPONSE_BYTES, STARTING_HP, ELO_K_FACTOR, ELO_K_FACTOR_MOCK } from '../lib/constants.js'
const KO_THRESHOLD = 0
const MAX_RESPONSE_BYTES = 10 * 1024 // 10KB
// Track bots currently in a fight to prevent concurrent fights // Track bots currently in a fight to prevent concurrent fights
const activeFighters = new Set<string>() const activeFighters = new Set<string>()
@@ -333,8 +331,8 @@ async function trackWebhookResult(botId: string, webhookUrl: string, succeeded:
} }
async function executeFightRounds(fightId: string, botA: BotRecord, botB: BotRecord, arena: Arena, mode: 'free' | 'ranked' = 'free'): Promise<void> { async function executeFightRounds(fightId: string, botA: BotRecord, botB: BotRecord, arena: Arena, mode: 'free' | 'ranked' = 'free'): Promise<void> {
let hpA = 200 let hpA = STARTING_HP
let hpB = 200 let hpB = STARTING_HP
let comboA = 0 let comboA = 0
let comboB = 0 let comboB = 0
let winnerId: string | null = null let winnerId: string | null = null
@@ -447,13 +445,13 @@ async function executeFightRounds(fightId: string, botA: BotRecord, botB: BotRec
const winnerName = winnerId === botA.id ? botA.name : winnerId === botB.id ? botB.name : 'nobody' const winnerName = winnerId === botA.id ? botA.name : winnerId === botB.id ? botB.name : 'nobody'
const isPerfect = winnerId && ( const isPerfect = winnerId && (
(winnerId === botA.id && hpA === 200) || (winnerId === botA.id && hpA === STARTING_HP) ||
(winnerId === botB.id && hpB === 200) (winnerId === botB.id && hpB === STARTING_HP)
) )
// Finalize fight + update bot stats atomically // Finalize fight + update bot stats atomically
const isMockFight = isMockBot(botA.webhookUrl) || isMockBot(botB.webhookUrl) || isClassicBot(botA.webhookUrl) || isClassicBot(botB.webhookUrl) const isMockFight = isMockBot(botA.webhookUrl) || isMockBot(botB.webhookUrl) || isClassicBot(botA.webhookUrl) || isClassicBot(botB.webhookUrl)
const kFactor = isMockFight ? 12 : 32 // Dampened Elo for mock/classic fights const kFactor = isMockFight ? ELO_K_FACTOR_MOCK : ELO_K_FACTOR
let winnerEloChange = 0 let winnerEloChange = 0
let loserEloChange = 0 let loserEloChange = 0
let newWinnerEloFinal = 0 let newWinnerEloFinal = 0
+5 -7
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@@ -1,3 +1,4 @@
import { ELO_DIVISOR, TIER_THRESHOLDS } from '../lib/constants.js'
import type { Challenge } from './challenges.js' import type { Challenge } from './challenges.js'
import { pick } from '../lib/utils.js' import { pick } from '../lib/utils.js'
import { checkAnswer } from './answers.js' import { checkAnswer } from './answers.js'
@@ -523,7 +524,7 @@ export function calculateElo(
loserElo: number, loserElo: number,
k: number = 32, k: number = 32,
): { newWinnerElo: number; newLoserElo: number } { ): { newWinnerElo: number; newLoserElo: number } {
const expectedWinner = 1 / (1 + Math.pow(10, (loserElo - winnerElo) / 400)) const expectedWinner = 1 / (1 + Math.pow(10, (loserElo - winnerElo) / ELO_DIVISOR))
const expectedLoser = 1 - expectedWinner const expectedLoser = 1 - expectedWinner
return { return {
@@ -534,12 +535,9 @@ export function calculateElo(
// Tier calculation // Tier calculation
export function calculateTier(elo: number, wins: number): number { export function calculateTier(elo: number, wins: number): number {
if (elo >= 1900 && wins >= 40) return 6 // Legend for (const t of TIER_THRESHOLDS) {
if (elo >= 1700 && wins >= 25) return 5 // Diamond if (elo >= t.elo && wins >= t.wins) return t.tier
if (elo >= 1500 && wins >= 15) return 4 // Platinum }
if (elo >= 1350 && wins >= 7) return 3 // Gold
if (elo >= 1200 && wins >= 3) return 2 // Silver
if (wins >= 1) return 1 // Bronze
return 0 // Baby return 0 // Baby
} }
+33
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@@ -0,0 +1,33 @@
// ═══════════════════════════════════════════════════════════════
// Server constants — all tunable magic numbers in one place
// ═══════════════════════════════════════════════════════════════
// --- Fight rules ---
export const MAX_ROUNDS = 10
export const KO_THRESHOLD = 0
export const STARTING_HP = 200
export const MAX_RESPONSE_BYTES = 10 * 1024 // 10KB
export const MAX_ANSWER_LENGTH = 2000
export const MAX_TRASH_TALK_LENGTH = 200
// --- Elo ---
export const ELO_K_FACTOR = 32 // K-factor for real fights
export const ELO_K_FACTOR_MOCK = 12 // Dampened K-factor for mock/classic fights
export const ELO_DIVISOR = 400 // Standard Elo divisor
// --- Tier thresholds ---
export const TIER_THRESHOLDS = [
{ tier: 6, elo: 1900, wins: 40 }, // Legend
{ tier: 5, elo: 1700, wins: 25 }, // Diamond
{ tier: 4, elo: 1500, wins: 15 }, // Platinum
{ tier: 3, elo: 1350, wins: 7 }, // Gold
{ tier: 2, elo: 1200, wins: 3 }, // Silver
{ tier: 1, elo: 0, wins: 1 }, // Bronze
] as const
// --- Default challenge timeout ---
export const DEFAULT_CHALLENGE_TIMEOUT_MS = 8000
// --- Fight loop ---
export const FIGHT_LOOP_INTERVAL_MS = 8000
export const ELO_MATCHING_RANDOMNESS = 150