feat: 허수아비 계산 시뮬레이터 추가

- 빌드 입력, 룰셋, 회전 정책, 결과/리포트 모델을 포함한 데미지 계산 시뮬레이터 기반을 추가
- 단일 실행 창과 배치 전수 조사 창, 플레이어 데미지 스윕 메뉴를 추가
- DamageEffect 계산값 접근자를 열어 기존 전투 공식을 시뮬레이터에서 재사용하도록 정리
This commit is contained in:
2026-03-28 15:07:09 +09:00
parent 29cb132d5d
commit 285da31047
30 changed files with 2909 additions and 0 deletions

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@@ -0,0 +1,176 @@
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
using Colosseum.Combat.Simulation;
using Colosseum.Passives;
using Colosseum.Skills;
namespace Colosseum.Editor
{
/// <summary>
/// 허수아비 계산 시뮬레이터의 배치 조사 실행 메뉴입니다.
/// </summary>
public static class BuildSimulationBatchCommands
{
private const string PlayerSkillFolder = "Assets/_Game/Data/Skills";
private const string PlayerGemFolder = "Assets/_Game/Data/SkillGems";
private const string PlayerPassiveFolder = "Assets/_Game/Data/Passives/Nodes";
private const string PlayerPassiveTreePath = "Assets/_Game/Data/Passives/Data_PassiveTree_Player_Prototype.asset";
private const string ReportFolder = "BuildSimulationReports";
private static readonly HashSet<string> DisabledPlayerSkillPaths = new HashSet<string>
{
"Assets/_Game/Data/Skills/Data_Skill_Player_회전베기.asset",
"Assets/_Game/Data/Skills/Data_Skill_Player_돌진.asset",
};
/// <summary>
/// 현재 기준 플레이어 단일 슬롯 데미지 전수 조사를 실행합니다.
/// </summary>
[MenuItem("Tools/Colosseum/Simulation/Run Player Damage Sweep")]
private static void RunPlayerDamageSweep()
{
PassiveTreeData passiveTree = AssetDatabase.LoadAssetAtPath<PassiveTreeData>(PlayerPassiveTreePath);
if (passiveTree == null)
{
Debug.LogError($"[BuildSimulationBatch] 패시브 트리를 찾지 못했습니다. | Path={PlayerPassiveTreePath}");
return;
}
BuildSimulationInput template = new BuildSimulationInput();
template.SetBuildName("플레이어_단일슬롯_데미지전수");
SimulationRuleSet ruleSet = new SimulationRuleSet();
ruleSet.Configure("PlayerDamageSweep10s", 10f, 1, 0f, 0f);
RotationPolicy rotationPolicy = new RotationPolicy();
rotationPolicy.Configure("Slot0Only", new[] { 0 }, false, 0, false, 5, 0f);
SimulationCombinationSpec combinationSpec = new SimulationCombinationSpec();
combinationSpec.Configure(
"PlayerDamageSweep",
combineSkills: true,
combineGems: true,
combinePassives: true,
activeSlotIndices: new[] { 0 },
allowDuplicateSkills: false,
includeEmptyGemSet: true,
passiveTree: passiveTree,
includeEmptyPassiveSelection: true,
maxPassiveNodeCount: 0,
maxBuildCount: 50000);
List<string> warnings = new List<string>();
List<SkillData> skills = LoadPlayerSkills(warnings);
List<SkillGemData> gems = LoadAssetsInFolder<SkillGemData>(PlayerGemFolder);
List<PassiveNodeData> passiveNodes = LoadAssetsInFolder<PassiveNodeData>(PlayerPassiveFolder);
List<BuildSimulationInput> builds = SimulationCombinationGenerator.GenerateBuilds(
template,
combinationSpec,
skills,
gems,
passiveNodes,
warnings,
out bool truncated);
SimulationBatchResult result = SimulationBatchRunner.Run(
combinationSpec.BatchName,
builds,
ruleSet,
rotationPolicy,
warnings,
truncated);
string reportDirectory = Path.Combine(Path.GetDirectoryName(Application.dataPath) ?? Application.dataPath, ReportFolder);
Directory.CreateDirectory(reportDirectory);
string timestamp = System.DateTime.Now.ToString("yyyyMMdd_HHmmss");
string markdownPath = Path.Combine(reportDirectory, $"PlayerDamageSweep_{timestamp}.md");
string csvPath = Path.Combine(reportDirectory, $"PlayerDamageSweep_{timestamp}.csv");
File.WriteAllText(markdownPath, SimulationBatchReportUtility.BuildMarkdown(result), Encoding.UTF8);
File.WriteAllText(csvPath, SimulationBatchReportUtility.BuildCsv(result), Encoding.UTF8);
Debug.Log(BuildSummary(result, markdownPath, csvPath));
}
private static List<SkillData> LoadPlayerSkills(List<string> warnings)
{
List<SkillData> skills = LoadAssetsInFolder<SkillData>(PlayerSkillFolder);
List<SkillData> filtered = new List<SkillData>();
for (int i = 0; i < skills.Count; i++)
{
SkillData skill = skills[i];
if (skill == null || !skill.name.StartsWith("Data_Skill_Player_", System.StringComparison.Ordinal))
continue;
string assetPath = AssetDatabase.GetAssetPath(skill);
if (DisabledPlayerSkillPaths.Contains(assetPath))
{
warnings?.Add($"애니메이션 미구현 스킬 제외: {skill.SkillName}");
continue;
}
filtered.Add(skill);
}
return filtered;
}
private static List<T> LoadAssetsInFolder<T>(string folderPath) where T : Object
{
List<T> assets = new List<T>();
string[] guids = AssetDatabase.FindAssets($"t:{typeof(T).Name}", new[] { folderPath });
for (int i = 0; i < guids.Length; i++)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
T asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
if (asset != null)
assets.Add(asset);
}
return assets;
}
private static string BuildSummary(SimulationBatchResult result, string markdownPath, string csvPath)
{
StringBuilder builder = new StringBuilder();
builder.Append("[BuildSimulationBatch] 플레이어 단일 슬롯 데미지 전수 조사 완료");
builder.Append(" | Builds=");
builder.Append(result.GeneratedBuildCount);
builder.Append(" | Truncated=");
builder.Append(result.Truncated);
builder.Append(" | Markdown=");
builder.Append(markdownPath);
builder.Append(" | CSV=");
builder.Append(csvPath);
int topCount = Mathf.Min(10, result.Entries.Count);
for (int i = 0; i < topCount; i++)
{
SimulationBatchEntry entry = result.Entries[i];
SimulationResult simulation = entry != null ? entry.Result : null;
if (simulation == null)
continue;
builder.AppendLine();
builder.Append('#');
builder.Append(i + 1);
builder.Append(' ');
builder.Append(entry.BuildLabel);
builder.Append(" | DPS=");
builder.Append(simulation.AverageDps.ToString("0.##"));
builder.Append(" | Dmg=");
builder.Append(simulation.TotalDamage.ToString("0.##"));
builder.Append(" | Mana=");
builder.Append(simulation.TotalManaUsed.ToString("0.##"));
}
return builder.ToString();
}
}
}