Spaces:
Sleeping
Sleeping
| # === HP === | |
| MAX_HP = 1200 # Agent HP | |
| ENEMY_HP = 1000 # Enemy HP (asymmetric) | |
| MAX_TURNS = 25 | |
| # === Attack Categories (RL Level) === | |
| ATTACK_TYPES = ["PHYSICAL", "CE", "TECHNIQUE"] | |
| # === Base Damage per Category === | |
| BASE_DAMAGE = { | |
| "PHYSICAL": 120, | |
| "CE": 150, | |
| "TECHNIQUE": 220 | |
| } | |
| # === Resistance === | |
| RESISTANCE_MIN = 0 | |
| RESISTANCE_MAX = 80 | |
| ADAPT_INCREASE = 40 | |
| ADAPT_DECREASE = 20 | |
| # === Judgment Strike === | |
| JUDGMENT_BASE_DAMAGE = 100 | |
| JUDGMENT_BURST_DAMAGE = 350 | |
| # === Regeneration === | |
| HEAL_AMOUNT = 300 | |
| HEAL_COOLDOWN = 3 | |
| # === Action Mapping === | |
| ACTION_ADAPT_PHYSICAL = 0 | |
| ACTION_ADAPT_CE = 1 | |
| ACTION_ADAPT_TECHNIQUE = 2 | |
| ACTION_JUDGMENT = 3 | |
| ACTION_REGENERATION = 4 | |
| VALID_ACTIONS = [0, 1, 2, 3, 4] | |
| # === Action to Resistance Category === | |
| ACTION_TO_TYPE = { | |
| 0: "PHYSICAL", | |
| 1: "CE", | |
| 2: "TECHNIQUE" | |
| } | |
| # === Subtypes === | |
| SUBTYPES = { | |
| "PHYSICAL": ["SLASH", "IMPACT", "PIERCE"], | |
| "CE": ["BLAST", "WAVE", "BEAM"], | |
| "TECHNIQUE": ["SPIKE", "DELAYED", "PATTERN"] | |
| } | |
| # === Subtype Effects === | |
| ARMOR_BYPASS_RATIO = 0.2 # PIERCE ignores 20% resistance (ignore_armor) | |
| # === Curriculum Enemy Phases === | |
| PHASE_1_END = 5 # Turns 1-5: always PHYSICAL | |
| PHASE_2_END = 15 # Turns 6-15: cycling with 15% randomness | |
| PHASE_2_DEVIATION = 0.15 | |