Tales-of-PKMN/game/battle/battle_debug.gd
2026-10-18 11:32:51 +02:00

245 lines
9.3 KiB
GDScript

class_name BattleDebug
extends Node
#banc d'essai du moteur de combat (IA contre IA). Trois modes :
#
#1. COMBAT UNIQUE (par defaut) : format reglable dans l'inspecteur, journal complet.
#2. SIMULATION DE MASSE : mass_simulation_count > 0 -> N combats aleatoires (formats, equipes et niveaux varies),
# sans affichage. Le rapport liste les combats suspects (limite de tours atteinte, changements de Pokemon
# excessifs...), chacun avec son "seed".
#3. REJEU : replay_seed = un seed du rapport -> rejoue exactement ce combat, avec le journal complet.
#
#le journal n'est PAS ecrit dans la console (trop lent) : il est affiche a l'ecran et/ou ecrit dans un fichier.
#la console ne recoit que de courtes lignes de progression.
@export var run_on_ready : bool = true
@export var max_turns : int = 100 #securite : match nul au-dela (0 = illimite)
@export_group("Combat unique")
@export_range(1, 3) var player_slots : int = 1 #emplacements du joueur
@export_range(1, 5) var enemy_count : int = 1 #nombre d'adversaires (chacun est un participant)
@export_range(1, 3) var enemy_slots_each : int = 1 #emplacements de chaque adversaire
@export_range(1, 6) var team_size : int = 3
@export_range(1, 100) var level : int = 10
@export var use_game_team : bool = false #true : utilise GameData.player_team (qui sera modifiee !)
@export_group("Simulation de masse")
@export var mass_simulation_count : int = 0 #0 = desactivee
@export_range(1, 100) var level_min : int = 5
@export_range(1, 100) var level_max : int = 50
@export var replay_seed : int = 0 #0 = desactive ; sinon rejoue le combat de ce seed
@export_group("Sortie")
@export var show_log_on_screen : bool = true
@export var write_log_file : bool = true
const LOG_PATH : String = "user://battle_debug.log"
var _log_layer : CanvasLayer = null
func _ready() -> void:
if !run_on_ready: return
await get_tree().create_timer(0.5).timeout
if mass_simulation_count > 0: run_mass_simulation()
elif replay_seed != 0: replay(replay_seed)
else: run_test()
#---------- 1. combat unique ----------
func run_test() -> void:
var player_team : PokemonTeam = GameData.player_team if use_game_team else _random_team(maxi(team_size, player_slots))
var setup := BattleSetup.new()
setup.add(BattleSetup.player_participant(player_team, player_slots, null, BattleAI.new()))
for i in enemy_count:
var team : PokemonTeam = _random_team(enemy_slots_each + 1)
setup.add(BattleParticipant.new("Adversaire %d" % (i + 1), team, 1, BattleAI.new(), enemy_slots_each))
if !setup.is_valid():
push_error("BattleDebug : combat invalide (une equipe n'a aucun pokemon apte)")
return
await _run_with_log(setup, "Combat : %s" % _describe(setup))
func _random_team(size : int) -> PokemonTeam:
var team := PokemonTeam.new()
var ids : Array = Pokedex.all_ids()
if ids.is_empty():
push_error("BattleDebug : le Pokedex ne contient aucun pokemon")
return team
for i in size:
var species : PokemonData = Pokedex.get_pokemon(ids.pick_random())
if species: team.add_pokemon(PokemonInstance.create(species, level))
return team
#---------- 3. rejeu ----------
func replay(seed_value : int) -> void:
var setup : BattleSetup = _build_setup(seed_value)
if !setup.is_valid():
push_error("BattleDebug : le seed %d ne donne pas de combat valide" % seed_value)
return
await _run_with_log(setup, "Rejeu du seed %d : %s" % [seed_value, _describe(setup)])
func _run_with_log(setup : BattleSetup, title : String) -> void:
var presenter := BattleLogPresenter.new()
var battle := Battle.new(setup, presenter)
battle.max_turns = max_turns
var outcome : Battle.Outcome = await battle.run()
var summary : String = "Résultat : %s après %d tours (%d lignes de journal)" % [Battle.Outcome.keys()[outcome], battle.turn, presenter.lines.size()]
var text : String = "===== " + title + " =====\n" + "\n".join(presenter.lines) + "\n===== " + summary + " ====="
print("[BattleDebug] " + summary)
_output(text, summary)
#---------- 2. simulation de masse ----------
func run_mass_simulation() -> void:
var base_seed : int = randi() % 900000 + 1
var wins : int = 0
var losses : int = 0
var draws : int = 0
var played : int = 0
var total_turns : int = 0
var max_turns_seen : int = 0
var total_switches : int = 0
var max_switches : int = 0
var suspects : PackedStringArray = PackedStringArray()
for i in mass_simulation_count:
var seed_value : int = base_seed + i
var setup : BattleSetup = _build_setup(seed_value)
if !setup.is_valid(): continue
var stats := BattleStatsPresenter.new()
var battle := Battle.new(setup, stats)
battle.max_turns = max_turns
var outcome : Battle.Outcome = await battle.run()
played += 1
total_turns += battle.turn
max_turns_seen = maxi(max_turns_seen, battle.turn)
var switches : int = stats.count(BattleEvent.Type.WITHDRAWN)
total_switches += switches
max_switches = maxi(max_switches, switches)
match outcome:
Battle.Outcome.PLAYER_WON: wins += 1
Battle.Outcome.PLAYER_LOST: losses += 1
_: draws += 1
if outcome == Battle.Outcome.DRAW:
suspects.append("seed %d | %s | match nul : %d tours sans vainqueur" % [seed_value, _describe(setup), battle.turn])
elif switches > battle.turn:
suspects.append("seed %d | %s | %d changements de Pokémon en %d tours" % [seed_value, _describe(setup), switches, battle.turn])
#le moteur tourne sans rendre la main : on laisse respirer l'editeur
if i % 10 == 9:
print("[BattleDebug] simulation %d/%d" % [i + 1, mass_simulation_count])
await get_tree().process_frame
var n : float = maxf(played, 1)
var lines : PackedStringArray = PackedStringArray()
lines.append("===== Simulation de masse : %d combats =====" % played)
lines.append("Victoires du camp 1 : %d | Défaites : %d | Nuls (limite de %d tours) : %d" % [wins, losses, max_turns, draws])
lines.append("Tours : moyenne %.1f, maximum %d" % [total_turns / n, max_turns_seen])
lines.append("Changements de Pokémon par combat : moyenne %.1f, maximum %d" % [total_switches / n, max_switches])
lines.append("")
if suspects.is_empty():
lines.append("Aucun combat suspect.")
else:
lines.append("%d combat(s) suspect(s) :" % suspects.size())
lines.append_array(suspects.slice(0, 50))
lines.append("")
lines.append("Pour en rejouer un : replay_seed = <seed>, mass_simulation_count = 0, puis relance.")
var summary : String = "%d combats, %d suspect(s)" % [played, suspects.size()]
print("[BattleDebug] " + summary)
_output("\n".join(lines), summary)
#---------- construction reproductible ----------
func _build_setup(seed_value : int) -> BattleSetup:
#tout (format, equipes, niveaux, natures, combat) est derive du seed : meme seed = meme combat
var rng := RandomNumberGenerator.new()
rng.seed = seed_value
var ids : Array = Pokedex.all_ids()
var setup := BattleSetup.new()
setup.seed_value = seed_value
setup.can_flee = false
if ids.is_empty():
push_error("BattleDebug : le Pokedex ne contient aucun pokemon")
return setup
var my_slots : int = rng.randi_range(1, 3)
setup.add(BattleSetup.player_participant(_seeded_team(rng, ids, rng.randi_range(my_slots, 6)), my_slots, null, BattleAI.new()))
var enemy_participants : int = rng.randi_range(1, 3)
for i in enemy_participants:
var slots : int = rng.randi_range(1, 3)
var team : PokemonTeam = _seeded_team(rng, ids, rng.randi_range(slots, 6))
setup.add(BattleParticipant.new("Adversaire %d" % (i + 1), team, 1, BattleAI.new(), slots))
return setup
func _seeded_team(rng : RandomNumberGenerator, ids : Array, size : int) -> PokemonTeam:
var team := PokemonTeam.new()
for i in size:
var species : PokemonData = Pokedex.get_pokemon(ids[rng.randi_range(0, ids.size() - 1)])
if species == null: continue
team.add_pokemon(PokemonInstance.create(species, rng.randi_range(level_min, level_max), rng.randi_range(0, 24)))
return team
func _describe(setup : BattleSetup) -> String:
var mine : int = 0
var enemies : PackedStringArray = PackedStringArray()
for p in setup.participants:
if p.side == 0: mine += p.slot_count
else: enemies.append(str(p.slot_count))
return "%d contre %s" % [mine, "+".join(enemies)]
#---------- sortie ----------
func _output(text : String, summary : String) -> void:
if write_log_file: _write_log(text)
if show_log_on_screen: _show_log(text, summary)
func _write_log(text : String) -> void:
var file := FileAccess.open(LOG_PATH, FileAccess.WRITE)
if file == null:
push_warning("BattleDebug : impossible d'ecrire le journal (%s)" % LOG_PATH)
return
file.store_string(text)
file.close()
print("[BattleDebug] Journal ecrit dans : " + ProjectSettings.globalize_path(LOG_PATH))
func _show_log(text : String, summary : String) -> void:
#panneau plein ecran avec le journal defilant, ferme par un bouton
if _log_layer != null: _log_layer.queue_free()
_log_layer = CanvasLayer.new()
_log_layer.layer = 100
add_child(_log_layer)
var panel := PanelContainer.new()
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
_log_layer.add_child(panel)
var box := VBoxContainer.new()
panel.add_child(box)
var title := Label.new()
title.text = summary
box.add_child(title)
var log_label := RichTextLabel.new()
log_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
log_label.selection_enabled = true
log_label.scroll_active = true
log_label.text = text
box.add_child(log_label)
var close := Button.new()
close.text = "Fermer"
close.pressed.connect(func() -> void:
_log_layer.queue_free()
_log_layer = null)
box.add_child(close)
close.grab_focus()