hensei-api/app/services/artifact_grader.rb
Justin Edmund 1cbfa90428 update artifact skill tier ratings based on community data
- Remap Group I skills: TA Rate and Debuff Success as ideal;
  Elemental ATK as good; ATK/HP/CA DMG/DEF as neutral;
  Skill DMG/Crit/DA/Debuff Resist as bad
- Remap Group II skills: all caps and supplemental damage as ideal;
  tradeoff skills as good; chain amplify/situational defensive as neutral;
  regeneration and turn-based reduction as bad
- Remap Group III skills: 10+ turn amp and stackable supp as ideal;
  CD reduction/cap up/farming skills as good; conditional buffs as neutral;
  healing bonus/linked/buff removal/turn skip as bad
- Fix synergy pairs to use correct modifier references matching
  actual skill definitions from artifact_skills.json
2025-12-03 13:51:20 -08:00

442 lines
13 KiB
Ruby

# frozen_string_literal: true
##
# Grades artifacts based on skill selection, base strength, and synergy.
# Provides recommendations: scrap, keep, or reroll with target line.
#
# @example
# grader = ArtifactGrader.new(collection_artifact)
# result = grader.grade
# # => { letter: "A", score: 85, recommendation: { action: :keep, ... } }
#
class ArtifactGrader
# Skill priority tiers by group (modifier => tier)
# Based on community ratings for burst, HL, and general use cases
SKILL_TIERS = {
group_i: {
# Ideal (Good): Triple Attack Rate (8), Debuff Success Rate (13)
ideal: [8, 13],
# Good (Nice to have): Elemental ATK (5)
good: [5],
# Neutral (Meh/Situational): ATK (1), HP (2), CA DMG (3), DEF (9),
# Superior Element Reduction (10), Dodge Rate (11), Healing (12)
neutral: [1, 2, 3, 9, 10, 11, 12],
# Bad (Garbage): Skill DMG (4), Critical Hit Rate (6), Double Attack Rate (7), Debuff Resistance (14)
bad: [4, 6, 7, 14]
},
group_ii: {
# Ideal (Good): NA Cap (1), Skill Cap (2), CA Cap (3), Crit DMG Cap (5), Supp NA (9), Supp Skill (10),
# Supp CA (11), TA at 50%+ (13), 100% HP Amplify (14), HP/-DEF (15)
ideal: [1, 2, 3, 5, 9, 10, 11, 13, 14, 15],
# Good (Situational): Special CA Cap (4), NA/Skill/CA tradeoffs (6,7,8)
good: [4, 6, 7, 8],
# Neutral (Meh/Very situational): Chain Amplify (12), DMG reduction <50% (16),
# Debuff removal (19), Dispel cancel (20)
neutral: [12, 16, 19, 20],
# Bad (Garbage): Regeneration (17), Turn-Based DMG Reduction (18)
bad: [17, 18]
},
group_iii: {
# Ideal (Good): 10+ turn skill amplified (11), Stackable Supp Skill DMG (22)
ideal: [11, 22],
# Good (Situationally core/Nice to have/Free stuff): First-slot CD (7), Stackable Cap Up (10),
# CA Supp DMG (13), EXP (27), Drop rate (28), Earrings (29)
good: [7, 10, 13, 27, 28, 29],
# Neutral (Situational/Meh/Very situational): Random buffs start (2), HP consumed/Cap Up (3),
# KO buffs (4), Switch amplified (5), HP restore (6), Debuff skill amplify (8),
# Non-attacker buffs (14), Shield (17), 6-hit Flurry (18), Targeted bonus (19),
# Flurry 3-hit (20), Plain DMG (21), Potion FC (24), Armored (25), Sub debuff (26)
neutral: [1, 2, 3, 4, 5, 6, 8, 14, 17, 18, 19, 20, 21, 24, 25, 26],
# Bad (Garbage/Probably garbage): Healing skill bonus (9), Linked skill (12),
# Buff removal (15), Turn skip (16), Single attack buffs (23)
bad: [9, 12, 15, 16, 23]
}
}.freeze
# Points awarded per tier
TIER_POINTS = {
ideal: 100,
good: 70,
neutral: 50,
bad: 10
}.freeze
# Letter grade thresholds
GRADE_THRESHOLDS = {
95 => 'S',
85 => 'A',
70 => 'B',
55 => 'C',
40 => 'D'
}.freeze
# Synergy bonuses: pairs of (group, modifier) that work well together
# Based on actual skill modifiers from artifact_skills.json
SYNERGY_PAIRS = [
# Triple Attack Rate (I-8) + TA at 50%+ HP (II-13)
[[:group_i, 8], [:group_ii, 13]],
# Triple Attack Rate (I-8) + Supplemental N.A. DMG (II-9)
[[:group_i, 8], [:group_ii, 9]],
# Elemental ATK (I-5) + Crit DMG Cap (II-5)
[[:group_i, 5], [:group_ii, 5]],
# N.A. DMG Cap (II-1) + Supplemental N.A. DMG (II-9)
[[:group_ii, 1], [:group_ii, 9]],
# Skill DMG Cap (II-2) + Supplemental Skill DMG (II-10)
[[:group_ii, 2], [:group_ii, 10]],
# C.A. DMG Cap (II-3) + Supplemental C.A. DMG (II-11)
[[:group_ii, 3], [:group_ii, 11]],
# Skill DMG Cap (II-2) + Stackable Supp Skill DMG (III-22)
[[:group_ii, 2], [:group_iii, 22]],
# 10+ turn skill amplified (III-11) + Skill DMG Cap (II-2)
[[:group_iii, 11], [:group_ii, 2]]
].freeze
SYNERGY_BONUS = 10
# Recommendation thresholds
SCRAP_THRESHOLD = 45 # Score below this = scrap
KEEP_THRESHOLD = 80 # Score at or above this = keep (no reroll needed)
# Between SCRAP_THRESHOLD and KEEP_THRESHOLD = reroll
def initialize(artifact_instance)
@artifact = artifact_instance
end
##
# Calculates the full grade for the artifact.
#
# @return [Hash] Grade result with letter, score, breakdown, lines, and recommendation
def grade
return quirk_grade if quirk_artifact?
lines = calculate_line_scores
selection_score = skill_selection_score(lines)
strength_score = base_strength_score(lines)
synergy = synergy_score(lines)
overall = weighted_score(selection_score, strength_score, synergy)
{
letter: letter_grade(overall),
score: overall,
breakdown: {
skill_selection: selection_score,
base_strength: strength_score,
synergy: synergy
},
lines: lines,
recommendation: build_recommendation(overall, lines)
}
end
private
def quirk_artifact?
@artifact.respond_to?(:quirk_artifact?) ? @artifact.quirk_artifact? : @artifact.artifact&.quirk?
end
def quirk_grade
{
letter: nil,
score: nil,
breakdown: nil,
lines: nil,
recommendation: nil,
note: 'Quirk artifacts cannot be graded'
}
end
def calculate_line_scores
[
score_line(1, @artifact.skill1, :group_i),
score_line(2, @artifact.skill2, :group_i),
score_line(3, @artifact.skill3, :group_ii),
score_line(4, @artifact.skill4, :group_iii)
]
end
def score_line(slot, skill_data, group)
return nil if skill_data.blank? || skill_data == {}
modifier = skill_data['modifier']
strength = skill_data['strength']
level = skill_data['level']
return nil unless modifier
tier = tier_for_modifier(group, modifier)
tier_score = TIER_POINTS[tier]
str_score = score_base_strength(group, modifier, strength)
combined = (tier_score * 0.7 + str_score * 0.3).round
{
slot: slot,
group: group,
modifier: modifier,
tier: tier,
tier_score: tier_score,
strength_score: str_score,
combined_score: combined,
level: level
}
end
def tier_for_modifier(group, modifier)
tiers = SKILL_TIERS[group]
return :ideal if tiers[:ideal].include?(modifier)
return :good if tiers[:good].include?(modifier)
return :bad if tiers[:bad].include?(modifier)
:neutral
end
def score_base_strength(group, modifier, strength)
return 50 if strength.nil?
skill_def = ArtifactSkill.find_skill(group_number(group), modifier)
return 50 unless skill_def
base_values = skill_def.base_values
return 50 if base_values.blank? || base_values.include?(nil)
# Find position in base_values array (0-4 for 5 possible values)
index = base_values.index(strength)
return 50 unless index
# Convert to percentage: index 0 = 20%, index 4 = 100%
((index + 1) * 20).clamp(0, 100)
end
def group_number(group)
case group
when :group_i then 1
when :group_ii then 2
when :group_iii then 3
end
end
def skill_selection_score(lines)
valid_lines = lines.compact
return 0 if valid_lines.empty?
total = valid_lines.sum { |l| l[:tier_score] }
(total.to_f / valid_lines.size).round
end
def base_strength_score(lines)
valid_lines = lines.compact
return 0 if valid_lines.empty?
total = valid_lines.sum { |l| l[:strength_score] }
(total.to_f / valid_lines.size).round
end
def synergy_score(lines)
valid_lines = lines.compact
return 0 if valid_lines.empty?
# Build a set of (group, modifier) pairs from the artifact
skill_pairs = valid_lines.map { |l| [l[:group], l[:modifier]] }.to_set
# Count matching synergy pairs
matches = SYNERGY_PAIRS.count do |pair|
pair.all? { |gm| skill_pairs.include?(gm) }
end
# Base synergy score + bonus per match
base = 50
bonus = matches * SYNERGY_BONUS
(base + bonus).clamp(0, 100)
end
def weighted_score(selection, strength, synergy)
# Skill selection: 50%, Base strength: 30%, Synergy: 20%
((selection * 0.5) + (strength * 0.3) + (synergy * 0.2)).round
end
def letter_grade(score)
GRADE_THRESHOLDS.each do |threshold, letter|
return letter if score >= threshold
end
'F'
end
##
# Builds a recommendation based on overall score and line analysis.
# Actions: :scrap, :keep, or :reroll
#
# @param overall [Integer] The overall artifact score
# @param lines [Array<Hash>] The scored lines
# @return [Hash] Recommendation with action and details
def build_recommendation(overall, lines)
valid_lines = lines.compact
return nil if valid_lines.empty?
# Check for immediate scrap conditions
if should_scrap?(overall, valid_lines)
return scrap_recommendation(overall, valid_lines)
end
# Check if artifact is good enough to keep
if should_keep?(overall, valid_lines)
return keep_recommendation(overall, valid_lines)
end
# Otherwise, recommend rerolling the weakest line
reroll_recommendation(overall, valid_lines)
end
def should_scrap?(overall, lines)
# Scrap if overall score is very low
return true if overall < SCRAP_THRESHOLD
# Scrap if we have a bad skill and multiple neutral/bad skills
bad_count = lines.count { |l| l[:tier] == :bad }
neutral_or_worse = lines.count { |l| %i[bad neutral].include?(l[:tier]) }
return true if bad_count >= 1 && neutral_or_worse >= 3
# Scrap if no ideal or good skills at all
good_or_better = lines.count { |l| %i[ideal good].include?(l[:tier]) }
return true if good_or_better.zero?
false
end
def should_keep?(overall, lines)
# Keep if score is high enough
return true if overall >= KEEP_THRESHOLD
# Keep if all lines are ideal tier (even with mediocre rolls)
ideal_count = lines.count { |l| l[:tier] == :ideal }
return true if ideal_count == lines.size
# Keep if we have 3+ ideal skills with good synergy
return true if ideal_count >= 3 && overall >= 75
false
end
def scrap_recommendation(overall, lines)
bad_lines = lines.select { |l| l[:tier] == :bad }
neutral_lines = lines.select { |l| l[:tier] == :neutral }
reason = if overall < SCRAP_THRESHOLD
'Overall score is too low to justify investment'
elsif bad_lines.any?
bad_names = bad_lines.map { |l| skill_name_for_line(l) }.join(', ')
"Contains detrimental skill(s): #{bad_names}"
else
'No valuable skills worth building around'
end
{
action: :scrap,
reason: reason,
details: {
bad_skills: bad_lines.map { |l| skill_name_for_line(l) },
neutral_skills: neutral_lines.map { |l| skill_name_for_line(l) }
}
}
end
def keep_recommendation(overall, lines)
ideal_lines = lines.select { |l| l[:tier] == :ideal }
good_lines = lines.select { |l| l[:tier] == :good }
reason = if overall >= KEEP_THRESHOLD
'Artifact is well-optimized'
elsif ideal_lines.size == lines.size
'All skills are ideal tier'
else
'Strong skill combination with good synergy'
end
{
action: :keep,
reason: reason,
details: {
ideal_skills: ideal_lines.map { |l| skill_name_for_line(l) },
good_skills: good_lines.map { |l| skill_name_for_line(l) }
}
}
end
def reroll_recommendation(overall, lines)
# Find the weakest line
weakest = lines.min_by { |l| l[:combined_score] }
# Calculate potential gain if rerolled to ideal with max strength
potential_ideal_score = (TIER_POINTS[:ideal] * 0.7 + 100 * 0.3).round
potential_gain = potential_ideal_score - weakest[:combined_score]
# Get ideal skills for this slot's group
ideal_skills = ideal_skills_for_slot(weakest[:slot])
{
action: :reroll,
reason: reroll_reason(weakest),
slot: weakest[:slot],
current_skill: skill_name_for_line(weakest),
current_tier: weakest[:tier],
potential_gain: potential_gain,
priority: reroll_priority(weakest, potential_gain),
target_skills: ideal_skills
}
end
def ideal_skills_for_slot(slot)
group = slot <= 2 ? :group_i : (slot == 3 ? :group_ii : :group_iii)
group_num = group_number(group)
SKILL_TIERS[group][:ideal].map do |modifier|
skill = ArtifactSkill.find_skill(group_num, modifier)
next unless skill
{
modifier: modifier,
name_en: skill.name_en,
name_jp: skill.name_jp
}
end.compact
end
def skill_name_for_line(line)
skill = ArtifactSkill.find_skill(group_number(line[:group]), line[:modifier])
skill&.name_en || "Skill #{line[:modifier]}"
end
def reroll_reason(line)
skill_name = skill_name_for_line(line)
case line[:tier]
when :bad
"#{skill_name} is a detrimental skill"
when :neutral
"#{skill_name} provides minimal value"
when :good
if line[:strength_score] < 50
"#{skill_name} has a low base roll"
else
"#{skill_name} could be upgraded to an ideal skill"
end
when :ideal
if line[:strength_score] < 60
"#{skill_name} is ideal but has a poor base roll"
else
'Weakest line is already well-optimized'
end
end
end
def reroll_priority(line, potential_gain)
if line[:tier] == :bad || potential_gain > 60
:high
elsif potential_gain > 30
:medium
else
:low
end
end
end