volleyballsimtypes 0.0.433 → 0.0.434

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@@ -123,10 +123,27 @@ function selectImprovableStat(rarity, trainingFocus, currentStats) {
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  if ((multipliers[key] ?? 0) > 0)
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  focusPool.push(col);
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  }
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- if (focusPool.length > 0) {
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- return focusPool[Math.floor(Math.random() * focusPool.length)];
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- }
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- if (fallbackPool.length === 0)
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+ const pool = focusPool.length > 0 ? focusPool : fallbackPool;
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+ if (pool.length === 0)
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  return null;
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- return fallbackPool[Math.floor(Math.random() * fallbackPool.length)];
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+ return weightedPickByRoom(pool, currentStats, cap);
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+ }
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+ // Pick a stat biased toward the ones furthest below the cap (weight = cap - stat), so improvements fill a
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+ // player's weaknesses first and they are far less likely to end lopsided by chance. The bias is linear and
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+ // soft: a low stat is more likely but a higher one can still be picked, so players keep some natural variance
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+ // rather than converging on an identical flat sheet. Capped stats carry weight 0 (and are already excluded).
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+ function weightedPickByRoom(pool, currentStats, cap) {
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+ let total = 0;
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+ for (const col of pool)
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+ total += Math.max(0, cap - (currentStats[col] ?? 0));
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+ // Degenerate guard: if every stat is at the cap (total room 0), fall back to a uniform pick.
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+ if (total <= 0)
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+ return pool[Math.floor(Math.random() * pool.length)];
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+ let r = Math.random() * total;
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+ for (const col of pool) {
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+ r -= Math.max(0, cap - (currentStats[col] ?? 0));
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+ if (r < 0)
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+ return col;
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+ }
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+ return pool[pool.length - 1];
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  }
@@ -113,10 +113,27 @@ export function selectImprovableStat(rarity, trainingFocus, currentStats) {
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  if ((multipliers[key] ?? 0) > 0)
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  focusPool.push(col);
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  }
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- if (focusPool.length > 0) {
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- return focusPool[Math.floor(Math.random() * focusPool.length)];
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- }
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- if (fallbackPool.length === 0)
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+ const pool = focusPool.length > 0 ? focusPool : fallbackPool;
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+ if (pool.length === 0)
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  return null;
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- return fallbackPool[Math.floor(Math.random() * fallbackPool.length)];
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+ return weightedPickByRoom(pool, currentStats, cap);
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+ }
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+ // Pick a stat biased toward the ones furthest below the cap (weight = cap - stat), so improvements fill a
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+ // player's weaknesses first and they are far less likely to end lopsided by chance. The bias is linear and
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+ // soft: a low stat is more likely but a higher one can still be picked, so players keep some natural variance
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+ // rather than converging on an identical flat sheet. Capped stats carry weight 0 (and are already excluded).
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+ function weightedPickByRoom(pool, currentStats, cap) {
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+ let total = 0;
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+ for (const col of pool)
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+ total += Math.max(0, cap - (currentStats[col] ?? 0));
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+ // Degenerate guard: if every stat is at the cap (total room 0), fall back to a uniform pick.
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+ if (total <= 0)
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+ return pool[Math.floor(Math.random() * pool.length)];
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+ let r = Math.random() * total;
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+ for (const col of pool) {
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+ r -= Math.max(0, cap - (currentStats[col] ?? 0));
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+ if (r < 0)
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+ return col;
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+ }
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+ return pool[pool.length - 1];
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  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "volleyballsimtypes",
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- "version": "0.0.433",
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+ "version": "0.0.434",
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  "description": "vbsim types",
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  "main": "./dist/cjs/src/index.js",
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  "module": "./dist/esm/src/index.js",