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:
co-authored by
Claude Opus 4.6
parent
1731a64ae8
commit
7c8e404cf1
@@ -5,6 +5,11 @@ import { generateSpriteSheet, generateJudgeSpriteSheet, generateHumanSpriteSheet
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import type { Fighter, FightSceneConfig, RoundEvent, FightContext, ChoreoContext } from './fight/types'
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export type { FightSceneConfig, RoundEvent } from './fight/types'
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import { ARENA_THEMES, spriteAnims, CHALLENGE_THEMED, TIER_ULTIMATES, CREATOR_MOVES, CREATOR_ULTIMATES } from './fight/constants'
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import {
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CREATOR_ULTIMATE_CHANCE, CREATOR_THEMED_MOVE_RATIO,
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CRIT_THEMED_RATIO, CHOREOGRAPHY_THEMED_RATIO, CHOREOGRAPHY_GENERIC_CUTOFF,
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TIER_ULTIMATE_CHANCES,
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} from './fight/config'
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import { spawnSparks as _spawnSparks, spawnBulletHoles as _spawnBulletHoles, spawnExhaust as _spawnExhaust } from './fight/particles'
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import { glitchRGB as _glitchRGB, scanlineGlitch as _scanlineGlitch, vhsTracking as _vhsTracking, dimensionalShift as _dimensionalShift } from './fight/effects'
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import { spawnProjectile as _spawnProjectile } from './fight/projectiles'
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@@ -46,9 +51,9 @@ import {
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export function pickChoreography(challengeType: string, isCritical: boolean, _round: number, attackerTier: number = 0, attackerArchetype?: string): string {
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// THE CREATOR: special move selection — 50% ultimate, 60% creator moves, rest normal
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// THE CREATOR: special move selection
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if (attackerArchetype === 'the_creator') {
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const ultimateChance = isCritical ? 1.0 : 0.5
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const ultimateChance = isCritical ? 1.0 : CREATOR_ULTIMATE_CHANCE
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if (Math.random() < ultimateChance) {
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// Creator gets ALL ultimates + their 4 exclusive ones
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const all: string[] = [...CREATOR_ULTIMATES]
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@@ -57,17 +62,15 @@ export function pickChoreography(challengeType: string, isCritical: boolean, _ro
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}
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return all[Math.floor(Math.random() * all.length)]
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}
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// 60% creator-themed, 40% normal selection
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if (Math.random() < 0.6) {
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if (Math.random() < CREATOR_THEMED_MOVE_RATIO) {
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return CREATOR_MOVES[Math.floor(Math.random() * CREATOR_MOVES.length)]
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}
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// Fall through to normal selection
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}
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// Tier-gated ultimates: higher tier = higher chance of spectacular ultimate moves
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// Tier 2: 15% chance, Tier 3: 20%, Tier 4: 30%, Tier 5: 40%
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if (attackerTier >= 2) {
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const ultimateChance = attackerTier === 2 ? 0.15 : attackerTier === 3 ? 0.20 : attackerTier === 4 ? 0.30 : 0.40
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const ultimateChance = TIER_ULTIMATE_CHANCES[attackerTier] ?? TIER_ULTIMATE_CHANCES[5]
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// On crits, double the chance
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const roll = isCritical ? ultimateChance * 2 : ultimateChance
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if (Math.random() < roll) {
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@@ -85,8 +88,7 @@ export function pickChoreography(challengeType: string, isCritical: boolean, _ro
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// Critical hits always get BIG moves (but can still be themed)
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if (isCritical) {
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const entry = CHALLENGE_THEMED[challengeType]
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// 50% themed, 50% epic generic for crits
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if (entry && Math.random() < 0.5) {
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if (entry && Math.random() < CRIT_THEMED_RATIO) {
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return entry.themed[Math.floor(Math.random() * entry.themed.length)]
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}
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const critMoves = [
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@@ -111,11 +113,10 @@ export function pickChoreography(challengeType: string, isCritical: boolean, _ro
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return fallback[Math.floor(Math.random() * fallback.length)]
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}
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// 60% themed, 25% generic fallback, 15% wild card
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const roll = Math.random()
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if (roll < 0.6) {
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if (roll < CHOREOGRAPHY_THEMED_RATIO) {
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return entry.themed[Math.floor(Math.random() * entry.themed.length)]
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} else if (roll < 0.85) {
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} else if (roll < CHOREOGRAPHY_GENERIC_CUTOFF) {
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return entry.generic[Math.floor(Math.random() * entry.generic.length)]
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} else {
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const wild = [
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@@ -0,0 +1,43 @@
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// ═══════════════════════════════════════════════════════════════
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// Gameplay constants — all tunable magic numbers in one place
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// ═══════════════════════════════════════════════════════════════
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// --- Choreography selection probabilities ---
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export const CREATOR_ULTIMATE_CHANCE = 0.5 // Creator ultimate chance (non-crit); 1.0 on crits
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export const CREATOR_THEMED_MOVE_RATIO = 0.6 // Creator uses creator-themed moves 60% of the time
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export const CRIT_THEMED_RATIO = 0.5 // On crits: 50% themed, 50% epic generic
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export const CHOREOGRAPHY_THEMED_RATIO = 0.6 // Normal: 60% themed
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export const CHOREOGRAPHY_GENERIC_CUTOFF = 0.85 // Normal: 25% generic (0.60–0.85), 15% wild (0.85–1.0)
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// --- Tier-gated ultimate chances ---
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export const TIER_ULTIMATE_CHANCES: Record<number, number> = {
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2: 0.15,
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3: 0.20,
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4: 0.30,
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5: 0.40,
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}
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// --- Morph system ---
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export const CREATOR_MORPH_CRIT_CHANCE = 0.7 // Creator morphs on devastating crits 70%
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export const CREATOR_MORPH_INTENSITY_THRESHOLD = 0.6 // Creator morphs when intensity > 0.6
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export const BOT_MORPH_CRIT_CHANCE = 0.4 // Regular bots morph on devastating crits 40%
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export const BOT_MORPH_INTENSITY_THRESHOLD = 0.7 // Regular bots morph when intensity > 0.7
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// --- Creator cameo ---
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export const CREATOR_CAMEO_CHANCE = 0.06 // 6% per round in non-creator fights
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// --- Round exchange probabilities ---
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export const DODGE_CHANCE = 0.12 // Defender dodges instead of being hit
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export const COUNTER_ATTACK_CHANCE = 0.25 // Defender counters after getting hit
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export const SCANLINE_GLITCH_CHANCE = 0.25 // Random scanline glitch during exchanges
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export const COMEDY_SFX_CHANCE = 0.15 // Comedy sound on non-decisive hits
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export const PHYSICAL_CONTACT_BASE = 0.35 // Base chance for brawl/clinch
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export const PHYSICAL_CONTACT_INTENSITY_SCALE = 0.2 // Added per unit of intensity
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export const PHYSICAL_CONTACT_EXCHANGE_BONUS = 0.15 // Added after first exchange
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export const CROWD_REACTION_CHANCE = 0.4 // Crowd reacts to round results
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export const MAYBE_SHOW_HUMAN_CHANCE = 0.2 // Show human coach
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export const CREATOR_VOICE_LINE_CHANCE = 0.6 // Creator gets a voice line
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// --- Hyperdetail (grotesque close-up) ---
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export const HYPERDETAIL_BASE_CHANCE = 0.05 // Base hyperdetail chance
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export const HYPERDETAIL_INTENSITY_SCALE = 0.45 // Scales with intensity
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@@ -10,6 +10,15 @@ import {
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sfxDrumRoll, sfxPowerUp, sfxVineBoom, sfxRandomSilly, sfxRandomComedy,
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sfxBoneCrack, sfxSlideWhistleDown, sfxDodge, sfxRandomFail, sfxSlideUp,
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} from '../audio'
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import {
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CREATOR_MORPH_CRIT_CHANCE, CREATOR_MORPH_INTENSITY_THRESHOLD,
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BOT_MORPH_CRIT_CHANCE, BOT_MORPH_INTENSITY_THRESHOLD,
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CREATOR_CAMEO_CHANCE, DODGE_CHANCE, COUNTER_ATTACK_CHANCE,
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SCANLINE_GLITCH_CHANCE, COMEDY_SFX_CHANCE,
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PHYSICAL_CONTACT_BASE, PHYSICAL_CONTACT_INTENSITY_SCALE, PHYSICAL_CONTACT_EXCHANGE_BONUS,
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CROWD_REACTION_CHANCE, MAYBE_SHOW_HUMAN_CHANCE, CREATOR_VOICE_LINE_CHANCE,
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HYPERDETAIL_BASE_CHANCE, HYPERDETAIL_INTENSITY_SCALE,
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} from './config'
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interface RoundDeps {
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HOME_A: number
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@@ -691,7 +700,7 @@ async function playRound(event: RoundEvent) {
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const roundBonus = Math.min(2, Math.floor(event.round / 2))
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const exchangeCount = 3 + roundBonus + Math.floor(Math.random() * 3) + (intensity > 0.5 ? 1 : 0)
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// Hyperdetail scales with intensity
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const hyperDetail = Math.random() < (0.05 + intensity * 0.45)
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const hyperDetail = Math.random() < (HYPERDETAIL_BASE_CHANCE + intensity * HYPERDETAIL_INTENSITY_SCALE)
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const savedScaleAX = fA?.scale.x
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const savedScaleAY = fA?.scale.y
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const savedScaleBX = fB?.scale.x
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@@ -702,7 +711,7 @@ async function playRound(event: RoundEvent) {
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let didChallengeVoice = false
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if (Math.random() < (creatorInFight ? 0.5 : 0.3)) {
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// Creator fights get existential commentary more often
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if (creatorInFight && Math.random() < 0.6) {
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if (creatorInFight && Math.random() < CREATOR_VOICE_LINE_CHANCE) {
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announceCreatorRound(); didChallengeVoice = true
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} else {
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const challengeVoice: Record<string, () => void> = {
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@@ -883,7 +892,7 @@ async function playRound(event: RoundEvent) {
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attackerSide = Math.random() < Math.max(0.1, 0.4 - intensity * 0.25) ? loserSide : winnerSide
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exchangeCritical = false
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// Occasionally play a comedy sound on non-decisive hits
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if (Math.random() < 0.15) { Math.random() < 0.5 ? sfxRandomComedy() : sfxRandomSilly() }
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if (Math.random() < COMEDY_SFX_CHANCE) { Math.random() < 0.5 ? sfxRandomComedy() : sfxRandomSilly() }
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} else {
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// Draw: alternate
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attackerSide = ex % 2 === 0 ? 'a' : 'b'
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@@ -898,8 +907,8 @@ async function playRound(event: RoundEvent) {
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const isCreatorFighter = attackerArch === 'the_creator'
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// Creator: always morph on ultimates, 70% on devastating crits
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const shouldMorph = isCreatorFighter
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? (isUltimate || (exchangeCritical && intensity > 0.6 && Math.random() < 0.7))
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: (isUltimate || (exchangeCritical && intensity > 0.7 && Math.random() < 0.4))
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? (isUltimate || (exchangeCritical && intensity > CREATOR_MORPH_INTENSITY_THRESHOLD && Math.random() < CREATOR_MORPH_CRIT_CHANCE))
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: (isUltimate || (exchangeCritical && intensity > BOT_MORPH_INTENSITY_THRESHOLD && Math.random() < BOT_MORPH_CRIT_CHANCE))
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let morphRevert: (() => Promise<void>) | null = null
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if (shouldMorph) {
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const attacker = k.get(attackerSide === 'a' ? 'fighterA' : 'fighterB')[0] as Fighter
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@@ -985,7 +994,7 @@ async function playRound(event: RoundEvent) {
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}
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// Random scanline glitch during exchanges (25%)
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if (Math.random() < 0.25) scanlineGlitch(0.2)
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if (Math.random() < SCANLINE_GLITCH_CHANCE) scanlineGlitch(0.2)
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// Play the exchange — mix of choreography, brawls, clinches for ~50% physical contact
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if (!aWon && !bWon && isLastExchange) {
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@@ -994,7 +1003,7 @@ async function playRound(event: RoundEvent) {
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} else {
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// Decide exchange type: choreography, brawl, or clinch
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// Brawl/clinch chance increases with later exchanges and higher intensity
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const physicalChance = 0.35 + intensity * 0.2 + (ex > 1 ? 0.15 : 0)
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const physicalChance = PHYSICAL_CONTACT_BASE + intensity * PHYSICAL_CONTACT_INTENSITY_SCALE + (ex > 1 ? PHYSICAL_CONTACT_EXCHANGE_BONUS : 0)
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const exchangeType = Math.random()
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if (!isLastExchange && exchangeType < physicalChance * 0.5) {
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@@ -1003,17 +1012,17 @@ async function playRound(event: RoundEvent) {
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} else if (!isLastExchange && exchangeType < physicalChance) {
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// CLINCH COMBO: attacker grapples defender at close range
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await _clinchCombo(attackerSide, intensity)
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} else if (!isLastExchange && Math.random() < 0.12) {
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// DODGE: defender dodges (reduced from 15% to 12% — more contact, fewer misses)
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} else if (!isLastExchange && Math.random() < DODGE_CHANCE) {
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await playDodge(attackerSide === 'a' ? 'b' : 'a')
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sfxDodge()
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if (Math.random() < 0.4) sfxRandomFail(); else sfxBoing()
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if (Math.random() < 0.4) sfxRandomFail()
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else sfxBoing()
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} else {
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// CHOREOGRAPHY: signature move from the pool
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await playAttack(attackerSide, choreo, exchangeCritical)
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// COUNTER-ATTACK: defender fights back after getting hit (25% chance on non-final exchanges)
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if (!isLastExchange && !exchangeCritical && Math.random() < 0.25) {
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if (!isLastExchange && !exchangeCritical && Math.random() < COUNTER_ATTACK_CHANCE) {
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await k.wait(0.08)
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await _counterAttack(attackerSide === 'a' ? 'b' : 'a')
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}
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@@ -1070,7 +1079,7 @@ async function playRound(event: RoundEvent) {
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// === THE CREATOR CAMEO ===
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// 6% chance per round (only if neither fighter IS the creator)
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const neitherIsCreator = botA.archetype !== 'the_creator' && botB.archetype !== 'the_creator'
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if (neitherIsCreator && Math.random() < 0.06) {
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if (neitherIsCreator && Math.random() < CREATOR_CAMEO_CHANCE) {
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const cameoX = k.width() / 2
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const cameoY = GROUND_Y - 80
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// Golden portal flash
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@@ -1195,7 +1204,7 @@ async function playRound(event: RoundEvent) {
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announceCrowdReaction('cheer')
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} else if (aWon || bWon) {
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// Regular round win: crowd reacts (40%) — only SFX, no speech
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if (Math.random() < 0.4) announceCrowdReaction(Math.random() < 0.5 ? 'cheer' : 'applause')
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if (Math.random() < CROWD_REACTION_CHANCE) announceCrowdReaction(Math.random() < 0.5 ? 'cheer' : 'applause')
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// Heartfelt announcer moment (10% chance on normal, non-critical rounds)
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if (Math.random() < 0.1) {
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await k.wait(0.3)
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@@ -1,3 +1,4 @@
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import { FIGHT_LOOP_INTERVAL_MS, ELO_MATCHING_RANDOMNESS } from '../lib/constants.js'
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import { db, schema } from '../db/index.js'
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import { runMockFight } from './mock.js'
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import { eq } from 'drizzle-orm'
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@@ -31,7 +32,7 @@ export interface FightLoopOptions {
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export async function startFightLoop(options: FightLoopOptions = {}): Promise<void> {
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const {
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intervalMs = 8000,
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intervalMs = FIGHT_LOOP_INTERVAL_MS,
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maxFights = Infinity,
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matchmakingStyle = 'mixed',
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onFightStart,
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@@ -161,8 +162,8 @@ function pickMatchup(
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const bot = pick(bots)
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const others = bots.filter(b => b.id !== bot.id)
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others.sort((a, b) => {
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const diffA = Math.abs(a.eloRating - bot.eloRating) + Math.random() * 150
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const diffB = Math.abs(b.eloRating - bot.eloRating) + Math.random() * 150
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const diffA = Math.abs(a.eloRating - bot.eloRating) + Math.random() * ELO_MATCHING_RANDOMNESS
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const diffB = Math.abs(b.eloRating - bot.eloRating) + Math.random() * ELO_MATCHING_RANDOMNESS
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return diffA - diffB
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})
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return [bot, others[0]]
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@@ -1,3 +1,4 @@
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import { STARTING_HP } from '../lib/constants.js'
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import { nanoid } from 'nanoid'
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import { logger } from '../lib/logger.js'
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import { createHash, randomBytes } from 'crypto'
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@@ -433,8 +434,8 @@ export async function runMockFight(botAId: string, botBId: string): Promise<stri
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createdAt: now,
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})
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let hpA = 200
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let hpB = 200
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let hpA = STARTING_HP
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let hpB = STARTING_HP
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let comboA = 0
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let comboB = 0
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let winnerId: string | null = null
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@@ -35,9 +35,7 @@ interface WebhookResponse {
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error: boolean
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}
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const MAX_ROUNDS = 10
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const KO_THRESHOLD = 0
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const MAX_RESPONSE_BYTES = 10 * 1024 // 10KB
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import { MAX_ROUNDS, KO_THRESHOLD, MAX_RESPONSE_BYTES, STARTING_HP, ELO_K_FACTOR, ELO_K_FACTOR_MOCK } from '../lib/constants.js'
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// Track bots currently in a fight to prevent concurrent fights
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const activeFighters = new Set<string>()
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@@ -333,8 +331,8 @@ async function trackWebhookResult(botId: string, webhookUrl: string, succeeded:
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}
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async function executeFightRounds(fightId: string, botA: BotRecord, botB: BotRecord, arena: Arena, mode: 'free' | 'ranked' = 'free'): Promise<void> {
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let hpA = 200
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let hpB = 200
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let hpA = STARTING_HP
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let hpB = STARTING_HP
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let comboA = 0
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let comboB = 0
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let winnerId: string | null = null
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@@ -447,13 +445,13 @@ async function executeFightRounds(fightId: string, botA: BotRecord, botB: BotRec
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const winnerName = winnerId === botA.id ? botA.name : winnerId === botB.id ? botB.name : 'nobody'
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const isPerfect = winnerId && (
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(winnerId === botA.id && hpA === 200) ||
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(winnerId === botB.id && hpB === 200)
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(winnerId === botA.id && hpA === STARTING_HP) ||
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(winnerId === botB.id && hpB === STARTING_HP)
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)
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// Finalize fight + update bot stats atomically
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const isMockFight = isMockBot(botA.webhookUrl) || isMockBot(botB.webhookUrl) || isClassicBot(botA.webhookUrl) || isClassicBot(botB.webhookUrl)
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const kFactor = isMockFight ? 12 : 32 // Dampened Elo for mock/classic fights
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const kFactor = isMockFight ? ELO_K_FACTOR_MOCK : ELO_K_FACTOR
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let winnerEloChange = 0
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let loserEloChange = 0
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let newWinnerEloFinal = 0
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@@ -1,3 +1,4 @@
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import { ELO_DIVISOR, TIER_THRESHOLDS } from '../lib/constants.js'
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import type { Challenge } from './challenges.js'
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import { pick } from '../lib/utils.js'
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import { checkAnswer } from './answers.js'
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@@ -523,7 +524,7 @@ export function calculateElo(
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loserElo: number,
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k: number = 32,
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): { newWinnerElo: number; newLoserElo: number } {
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const expectedWinner = 1 / (1 + Math.pow(10, (loserElo - winnerElo) / 400))
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const expectedWinner = 1 / (1 + Math.pow(10, (loserElo - winnerElo) / ELO_DIVISOR))
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const expectedLoser = 1 - expectedWinner
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return {
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@@ -534,12 +535,9 @@ export function calculateElo(
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// Tier calculation
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export function calculateTier(elo: number, wins: number): number {
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if (elo >= 1900 && wins >= 40) return 6 // Legend
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if (elo >= 1700 && wins >= 25) return 5 // Diamond
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if (elo >= 1500 && wins >= 15) return 4 // Platinum
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if (elo >= 1350 && wins >= 7) return 3 // Gold
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if (elo >= 1200 && wins >= 3) return 2 // Silver
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if (wins >= 1) return 1 // Bronze
|
||||
for (const t of TIER_THRESHOLDS) {
|
||||
if (elo >= t.elo && wins >= t.wins) return t.tier
|
||||
}
|
||||
return 0 // Baby
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
Reference in New Issue
Block a user