Survival mode bugfixes and revive mechanism
This commit is contained in:
parent
d701598350
commit
2fa85e8b1f
14 changed files with 529 additions and 35 deletions
|
|
@ -100,13 +100,43 @@ public class BalanceInvariantTests
|
|||
[Fact]
|
||||
public void Per_mode_override_applies_only_named_fields()
|
||||
{
|
||||
// The survival override down-weights the skill factors so the WAVE FLOOR drives difficulty; everything else inherits.
|
||||
// The survival override zeroes every skill factor so the WAVE FLOOR alone drives difficulty; everything else inherits.
|
||||
var baseH = T.Hcap();
|
||||
var ov = T.Surv().Handicap!; // the default survival override
|
||||
var eff = ov.ApplyTo(baseH);
|
||||
Assert.Equal(0.3, eff.KdWeight); // overridden
|
||||
Assert.Equal(0.0, eff.KdWeight); // overridden -> in-run performance cannot move the handicap
|
||||
Assert.Equal(0.0, eff.HsWeight);
|
||||
Assert.Equal(0.0, eff.StreakWeight);
|
||||
Assert.Equal(0.0, eff.LevelWeight);
|
||||
Assert.Equal(0.0, eff.ProgressWeight);
|
||||
Assert.Equal(10.0, eff.MTakeCeiling); // overridden
|
||||
Assert.Equal(baseH.MasterDifficulty, eff.MasterDifficulty); // inherited from base (not set in the override)
|
||||
Assert.Equal(baseH.Curve, eff.Curve); // inherited
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Survival_handicap_is_wave_only_and_invariant_to_performance()
|
||||
{
|
||||
// Bug fix: survival's handicap must depend ONLY on the wave (via the floor), never on K/D / headshots / streak /
|
||||
// level. A dominant player and a struggling player on the SAME wave get the SAME t, and killing more bots inside a
|
||||
// wave never changes it — so the 1st and the 100th kill of a wave take identical shots. (Before, K/D + HS saturated
|
||||
// after a handful of kills and drove a good player straight to the floor mid-wave-1.)
|
||||
var rh = T.Resolved(T.Surv().Handicap!.ApplyTo(T.Hcap()));
|
||||
|
||||
foreach (var wave in new[] { 1, 5, 12, 25 })
|
||||
{
|
||||
double floor = SurvivalEconomy.HandicapFloor(wave, T.Surv());
|
||||
double dominant = HandicapModel.ComputeT(
|
||||
T.Snap(level: 100, kills: 60, deaths: 0, headshotKills: 60, streak: 50, floor: floor), rh);
|
||||
double struggling = HandicapModel.ComputeT(
|
||||
T.Snap(level: 1, kills: 0, deaths: 20, headshotKills: 0, streak: 0, floor: floor), rh);
|
||||
double freshMidWave = HandicapModel.ComputeT(
|
||||
T.Snap(level: 1, kills: 7, deaths: 0, headshotKills: 7, streak: 7, floor: floor), rh);
|
||||
|
||||
Assert.Equal(dominant, struggling, Eps); // same wave -> same handicap, regardless of performance
|
||||
Assert.Equal(dominant, freshMidWave, Eps);
|
||||
// it IS just the eased wave floor (floor >= 0 for any real wave, so Ease reduces to Pow)
|
||||
Assert.Equal(Math.Pow(floor, rh.Config.Curve), dominant, Eps);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue