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a327ex.com

EBB Headless Mode 2

Summary

Session focused on improving the headless battle simulation system for Emoji Ball Battles — adding parallel support to single-matchup runs, fixing crashes, fixing write corruption from concurrent processes, and adding histograms and other report improvements.

Parallel Support for Single-Matchup Mode:

  • User requested 1000 gun-vs-gun simulations using the --parallel flag
  • Discovered --parallel only worked in --balance mode — the elseif headless_battles > 1 path (line 3885) ran battles sequentially with os.execute
  • Added parallel batch launching to the multi-battle path, mirroring balance mode's pattern: launch N processes with start /b, poll for completion, launch next batch
  • Usage: simulate.bat --battles=1000 --matchup=gun,gun --parallel=8

weapon_ui Nil Crash Fix:

  • First 1000-battle run hit weapon_ui nil errors at line 887 in main.lua, causing individual battles to crash
  • Crashed battles never wrote results, triggering 120s timeout penalties in the polling loop
  • User diagnosed root cause: "if a gun shoots a projectile, dies, and then its projectile connects with the enemy after death, it will try to call the juice effects on its weapon_ui object which doesn't exist anymore"
  • Added nil-guards on 5 weapon_ui calls: line 887 (owner.weapon_ui\landed_hit!), line 920 (attacker.weapon_ui\landed_hit!), line 866 (ball_object.weapon_ui\reflect!), lines 741/743 (ball_a/b.weapon_ui\reflect!)
  • Reduced timeout from 120s to 30s in both balance and multi-battle parallel paths

Parallel Write Corruption Fix:

  • 30-battle run completed all battles but headless_read_results failed to parse the .dat file
  • 28 of 30 lines started with {seed= correctly; 2 lines were corrupted by concurrent writes (two processes' output interleaved mid-line, visible as ball_b='enem1241,type=)
  • headless_append_result did a single f\write str call, but OS doesn't guarantee atomic writes for large strings
  • User suggested per-process output files merged at the end
  • Switched to per-seed .tmp files: each process writes results/{wa}_vs_{wb}.{seed}.tmp, orchestrator merges all into .dat after all batches complete
  • Polling changed from counting .dat lines to checking existence of specific seed .tmp files — no directory scanning needed

Report Improvements:

  • Added elapsed time display at top of HTML report: "X battles simulated in Ys"
  • Added timestamp to report filenames so they don't overwrite: gun_vs_gun_2026-02-13_143052.html
  • Added SVG histograms (battle duration, player remaining HP, enemy remaining HP) to single-matchup reports — these already existed in balance reports but were missing from single-matchup
  • Added --report flag to regenerate HTML from existing .dat without re-running battles: simulate.bat --matchup=gun,gun --report

Test Results:

  • Ran 5, 10, 20, 30 battles successfully after fixes (4s, 8s, 15s, 21s)
  • Ran 500 battles successfully in 341s (~5.7 minutes) with zero crashes

Documentation:

  • Wrote emoji-ball-battles/reference/headless-usage.md documenting all flags, modes, examples, output files, parallelism internals, and determinism notes

Hello, please run 1000 simulations of a gun-gun matchup in Emoji Ball Battles. I believe the scripts are properly commented, however if they aren't you may refer to our previous log @anchor.blot.im\logs\ebb-headless-mode.md and read relevant portion of it.

Opus 4.6

[Think]

The user wants me to run 1000 simulations of a gun-gun matchup in Emoji Ball Battles. Let me first check if there are headless mode scripts or simulation-related files in the emoji-ball-battles directory, and also check the referenced log file for context.

Let me check the relevant files to understand the headless simulation setup.

Glob (emoji-ball-battles/*/headless)

E:\a327ex\emoji-ball-battles\reference\headless-playthrough-plan.md

Glob (emoji-ball-battles/*.bat)

E:\a327ex\emoji-ball-battles\simulate.bat
E:\a327ex\emoji-ball-battles\run.bat
E:\a327ex\emoji-ball-battles\balance.bat

Glob (emoji-ball-battles//simulat)

E:\a327ex\emoji-ball-battles\simulate.bat

Read (E:\a327ex\emoji-ball-battles\simulate.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→.\anchor.exe . --headless %*
     6→

Read (E:\a327ex\emoji-ball-battles\balance.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→.\anchor.exe . --headless --balance --battles=5 --parallel=8 %*
     6→

Read (E:\a327ex\emoji-ball-battles\reference\headless-playthrough-plan.md)

     1→# Headless Playthrough System — Implementation Plan
     2→
     3→## Context
     4→
     5→Emoji Ball Battles needs a way to test weapon balance by running many simulated battles without graphics, as fast as possible. Currently the game has no victory condition, no event logging, no deterministic seeding, and the engine requires a window + OpenGL context. This plan adds headless simulation capability across three layers: C engine, framework, and game code.
     6→
     7→**Decisions made:**
     8→- Invocation: command-line args (`--headless`, `--battles`, `--matchup`)
     9→- Event detail: hit-level (every damage event)
    10→- Output: HTML report + raw Lua data file
    11→
    12→---
    13→
    14→## Files to Modify
    15→
    16→| File | Changes |
    17→|------|---------|
    18→| `Anchor/engine/src/anchor.c` | Headless flag, skip GL init, no-op layers, dummy resources, fast loop, CLI args, `engine_quit()` |
    19→| `emoji-ball-battles/anchor/init.yue` | Expose `an.headless` + pass CLI args |
    20→| `emoji-ball-battles/main.yue` | Victory condition, arena config, event logging, simulation runner, HTML report |
    21→| `emoji-ball-battles/simulate.bat` | New file — convenience wrapper |
    22→
    23→---
    24→
    25→## Phase 1: C Engine Headless Mode
    26→
    27→All changes in `Anchor/engine/src/anchor.c`. Every change is gated behind `if (headless_mode)` to preserve existing behavior.
    28→
    29→### 1.1 Add headless flag + Lua API
    30→
... [347 more lines]

[Think]

Now let me look at the simulate.bat more carefully. The user wants to run 1000 simulations of a gun-gun matchup. The simulate.bat takes `--battles=N` and `--matchup=weapon_a,weapon_b` arguments. Let me check the log file they mentioned as well, and also check if there's a "gun" weapon type.

Now let me check the log file for any additional context, and verify the weapon naming convention.

Grep (gun)

81:an\image 'gun', 'assets/gun.png'

133:--   gun_fire_1 (revolver_shot1): -24.7 dB → 0.54

134:--   gun_fire_2 (revolver_shot2): -24.9 dB → 0.56

135:--   gun_fire_3 (revolver_shot3): -23.3 dB → 0.46

177:an\sound 'gun_fire_1', 'assets/revolver_shot1.ogg'

178:an\sound 'gun_fire_2', 'assets/revolver_shot2.ogg'

179:an\sound 'gun_fire_3', 'assets/revolver_shot3.ogg'

1225:    if @weapon_type == 'gun'

1227:      @weapon_image = an.images.gun

1233:      @weapon_scale = 18/512 -- gun.png is 512x512

1235:      @weapon_rotation_offset = math.pi -- gun points left, rotate to point outward

1358:    @weapon_recoil = 0  -- rotation offset for gun recoil animation

1359:    @weapon_recoil_offset = 0  -- position offset for gun recoil (moves toward ball)

1390:    if @weapon_type == 'gun'

1391:      @gun_ready = true

1392:      @timer\when (-> @gun_ready and @\gun_is_aligned!), 'gun_fire', (-> @\gun_fire!)

1602:    -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)

1611:    if @weapon_type == 'gun'

1729:    if @weapon_type == 'gun'

1740:  gun_is_aligned: =>


[Showing results with pagination = limit: 20, offset: 0]

Good, the weapon is called gun. Let me run the simulation.

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=1000 --matchup=gun,g...)

The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed.

[Request interrupted by user for tool use]

Use the new parallelism feature if you can so it goes faster.

[Think]

The user wants me to use the `--parallel` flag. I saw in balance.bat that it uses `--parallel=8`. Let me run with that flag.

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=1000 --matchup=gun,g...)

The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed.

[Request interrupted by user for tool use]

Will each parallel instance start with a different set of seeds?

[Think]

The user is asking about how the parallel feature works with seeds. Let me look at the relevant code to understand how parallelism and seeding work together. I need to check the C engine code and/or the game code to see how `--parallel` is implemented.

Good question — let me check how the parallel mode distributes seeds across workers.

Grep (parallel)

No matches found

Grep (parallel)

3385-  f\write "}\n"

3386-  f\close!

3387-  print "Results written to #{filename}"

3388-

3389--- headless: append one result to data file (for per-process single battles)

3390:-- Builds full string first, then writes in a single call (safe for parallel processes)

3391-headless_append_result = (result, weapon_a, weapon_b) ->

3392-  filename = "results/#{weapon_a}_vs_#{weapon_b}.dat"

3393-  parts = {}

3394-  parts[] = "{"

3395-  parts[] = "seed=#{result.seed},"

--
3437-  unless loader

3438-    print "Error: could not parse #{filename}"

3439-    return nil

3440-  loader!

3441-

3442:-- headless: count lines in a file (for polling parallel battle completion)

3443-headless_count_file_lines = (filename) ->

3444-  f = io.open filename, 'r'

3445-  return 0 unless f

3446-  count = 0

3447-  for line in f\lines!

--
3832-

3833-  os.execute "mkdir results 2>nul"

3834-

3835-  if an.args.balance

3836-    -- Balance mode: run all weapon matchups and generate unified report

3837:    headless_parallel = tonumber(an.args.parallel) or 8

... [21 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3830→  headless_weapon_a, headless_weapon_b = headless_matchup\match('(%w+),(%w+)')
  3831→  headless_base_seed = tonumber(an.args.seed) or 1
  3832→
  3833→  os.execute "mkdir results 2>nul"
  3834→
  3835→  if an.args.balance
  3836→    -- Balance mode: run all weapon matchups and generate unified report
  3837→    headless_parallel = tonumber(an.args.parallel) or 8
  3838→    timestamp = os.date '%Y-%m-%d_%H%M'
  3839→    print "Balance report: #{#headless_weapons} weapons, #{#headless_weapons*(#headless_weapons + 1)/2} matchups, #{headless_battles} battles each (#{headless_parallel} parallel)"
  3840→    battle_count = 0
  3841→    total_matchups = #headless_weapons*(#headless_weapons + 1)/2
  3842→    matchup_count = 0
  3843→    start_time = os.time!
  3844→    for i = 1, #headless_weapons
  3845→      for j = i, #headless_weapons
  3846→        wa, wb = headless_weapons[i], headless_weapons[j]
  3847→        matchup_count += 1
  3848→        dat_file = "results/#{wa}_vs_#{wb}.dat"
  3849→        os.remove dat_file
  3850→        -- Launch battles in parallel batches
  3851→        s = 0
  3852→        while s < headless_battles
  3853→          batch_size = math.min headless_parallel, headless_battles - s
  3854→          for b = 0, batch_size - 1
  3855→            seed = headless_base_seed + s + b
  3856→            os.execute "start \"\" /b .\\anchor.exe . --headless --matchup=#{wa},#{wb} --seed=#{seed}"
  3857→          -- Poll for batch completion
  3858→          expected = s + batch_size
  3859→          wait_start = os.time!
... [50 more lines]

Now I can see the full picture. Here's how it works:

Yes, each parallel instance gets a different seed. Looking at lines 3854-3856:

for b = 0, batch_size - 1
  seed = headless_base_seed + s + b
  os.execute "start \"\" /b .\\anchor.exe . --headless --matchup=#{wa},#{wb} --seed=#{seed}"

Each worker process is spawned with a unique seed (base_seed + offset). So with base seed 1 and 8 parallel workers, the first batch runs seeds 1-8, then 9-16, etc.

However, the --parallel flag only works in --balance mode (line 3835-3837). For a regular multi-battle run (--battles=1000 without --balance), it falls to the elseif headless_battles > 1 branch (line 3885) which runs battles sequentially — one os.execute call at a time (line 3892).

So you have two options:

  1. Use --balance mode — this activates parallelism but runs all weapon matchups, not just gun-vs-gun
  2. Run without --parallel — battles run sequentially, which is slower but works for a single matchup

Would you like me to:

  • Run it sequentially with just --battles=1000 --matchup=gun,gun?
  • Add --parallel support to the single-matchup multi-battle path so you can run gun-vs-gun in parallel?

Yes, add parallel support so we can use it here too.

[Think]

Let me look at the sequential multi-battle path more carefully and model it after the balance mode's parallel approach.

Let me read the sequential path more closely to understand the full context.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3885→  elseif headless_battles > 1
  3886→    -- Multi-battle: spawn a fresh process for each battle (guarantees clean state)
  3887→    dat_file = "results/#{headless_weapon_a}_vs_#{headless_weapon_b}.dat"
  3888→    os.remove dat_file
  3889→
  3890→    for i = 0, headless_battles - 1
  3891→      seed = headless_base_seed + i
  3892→      os.execute ".\\anchor.exe . --headless --matchup=#{headless_matchup} --seed=#{seed}"
  3893→      if (i + 1) % 10 == 0
  3894→        print "#{i + 1}/#{headless_battles} battles complete"
  3895→
  3896→    -- Read accumulated results and generate reports
  3897→    results = headless_read_results headless_weapon_a, headless_weapon_b
  3898→    if results
  3899→      headless_write_results results, headless_weapon_a, headless_weapon_b
  3900→      headless_write_html_report results, headless_weapon_a, headless_weapon_b
  3901→    else
  3902→      print "Error: could not load results"
  3903→    engine_quit!
  3904→  else
  3905→    -- Single battle: run in-process, append result to .dat file
  3906→    headless_sim = object!
  3907→    headless_sim\set {
  3908→      headless_current_arena: nil
  3909→      headless_weapon_a: headless_weapon_a

Straightforward — I'll mirror the balance mode's parallel batch pattern. Here's what the change looks like:

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. The multi-battle path now supports --parallel=N. When --parallel isn't passed it defaults to 1 (sequential, same behavior as before). It uses the same pattern as balance mode: launch a batch of N processes with start /b, poll the .dat file line count until the batch finishes, then launch the next batch.

Go ahead and run: simulate.bat --battles=1000 --matchup=gun,gun --parallel=8

Please do it for me.

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=1000 --matchup=gun,g...)

Command running in background with ID: b82f888. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b82f888.output

Read (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b82f888.output)

     1→Rewritten built main.lua
     2→Rewritten built anchor/animation.lua
     3→Rewritten built anchor/array.lua
     4→Rewritten built anchor/camera.lua
     5→Rewritten built anchor/collider.lua
     6→Rewritten built anchor/color.lua
     7→Rewritten built anchor/font.lua
     8→Rewritten built anchor/image.lua
     9→Rewritten built anchor/init.lua
    10→Rewritten built anchor/layer.lua
    11→Rewritten built anchor/math.lua
    12→Rewritten built anchor/object.lua
    13→Rewritten built anchor/random.lua
    14→Rewritten built anchor/shake.lua
    15→Rewritten built anchor/spring.lua
    16→Rewritten built anchor/spritesheet.lua
    17→Rewritten built anchor/timer.lua
    18→Anchor Engine starting...
    19→Headless mode enabled
    20→Game folder: .
    21→Loading: main.lua
    22→Headless mode: skipping window and graphics initialization
    23→Engine initialized (headless): 480x270
    24→Created layer: bg
    25→Created layer: back
    26→Created layer: back_outline
    27→Created layer: game
    28→Created layer: game_outline
    29→Created layer: front
    30→Created layer: front_outline
... [2475 more lines]

[Think]

The simulation is running but hit an error. Let me check on it - it seems to have crashed at battle around seed 72 with an error about `weapon_ui` being nil. Let me check if the process is still running or if it crashed. Let me read the tail of the output.

It's running but hit an error on one battle — weapon_ui is nil at line 887. The process might still be going since the orchestrator should continue. Let me check the latest output.

TaskOutput ({"task_id": "b82f888", "block": true, "timeout": 600000})

<retrieval_status>timeout</retrieval_status>

<task_id>b82f888</task_id>

<task_type>local_bash</task_type>

<status>running</status>

<output>
[Truncated. Full output: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b82f888.output]

lized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

Created layer: cover

Created layer: weapons

Created layer: weapons_outline

Created layer: outline_only

Created layer: actual_outline_only

Created layer: effects

Created layer: effects_outline

Created layer: recolor_blue

Created layer: recolor_yellow

Created layer: ui

Created layer: ui_outline

... [926 more lines]

[Think]

It's still running, making progress through the batches. It's around batch 112/1000 now. There are occasional `weapon_ui` nil errors and timeout warnings (where the line count polling times out before the last battle in a batch writes its result). These are relatively minor — the crashed battles just don't write results, so the final count might be slightly under 1000. Let me wait for it to finish. The timeout warnings suggest some battles crash (the weapon_ui nil error) and never write a result line, causing the polling to time out. This is a pre-existing bug.

Let me just wait for the full completion. This could take a while since each batch of 8 takes ~2 minutes with polling. 1000/8 = 125 batches. That's potentially a very long time. Let me just wait with a longer timeout.


Actually, looking at the output pattern more carefully, each batch is completing faster than I initially thought — probably 20-30 seconds per batch when accounting for the actual battle execution and the polling delay. That means the full run could take 40-60 minutes, which is too long to wait synchronously. I'll check back on it in a bit.

It's running — currently past battle 112 of 1000. The parallel batches are working, processing 8 battles at a time. There are a couple of things showing up:

  1. Occasional weapon_ui nil errors (line 887 in main.lua) — a pre-existing bug that crashes some individual battles. Those battles don't write a result line.
  2. Timeout warnings — because those crashed battles never write to the .dat file, the polling loop hits its 120s timeout before moving on. This slows things down.

The orchestrator keeps going despite these — it just moves to the next batch. Let me wait for it to finish. This will take a while with 1000 battles.

TaskOutput ({"task_id": "b82f888", "block": true, "timeout": 600000})

The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). STOP what you are doing and wait for the user to tell you how to proceed.

[Request interrupted by user for tool use]

This will take too long, it seems no different than the non-parallel version.

[Think]

The user is right. Looking at the code more carefully, the issue is that `os.execute "start \"\" /b .\\anchor.exe ..."` launches the processes in the background, but then the polling loop uses `os.execute "ping -n 2 127.0.0.1 >nul 2>nul"` which is a blocking 1-second sleep, and it checks line counts. But the real bottleneck is that when a battle crashes (the weapon_ui nil error), the polling waits the full 120 seconds timeout before moving on.

But more fundamentally, the user says it seems no different from non-parallel. Let me think about why...


Actually, the parallelism IS working — the seeds come back in non-sequential order within each batch, showing 8 processes running simultaneously. The real problem is that each batch still takes 10-15 seconds for the battles themselves, plus the timeout warnings from crashed battles add 120 seconds each, and the polling overhead compounds the issue.

The timeout penalty is brutal — with 1000 battles and occasional crashes, losing 120 seconds per crash adds up fast. I should stop this run and either fix the weapon_ui crash, reduce the timeout to something like 30 seconds, or do both. Let me kill the background task first.

You're right. The parallelism itself works (seeds come back in non-sequential order within batches), but every time a battle crashes with that weapon_ui nil error, the polling loop waits the full 120 seconds before timing out and moving on. With crashes happening every few batches, that destroys any speed gain.

Let me stop the run.

TaskStop ({"task_id": "b82f888"})

{"message":"Successfully stopped task: b82f888 (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=1000 --matchup=gun,gun --parallel=8)","task_id":"b82f888","task_type":"local_bash","command":"cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=1000 --matchup=gun,gun --parallel=8"}

Two issues to address:

  1. The weapon_ui nil crash — the root cause. Some seeds trigger a path where weapon_ui is nil on line 887. When a battle crashes it never writes a result, causing the 120s timeout penalty.
  2. The timeout is too long — 120 seconds is overkill when battles normally finish in ~10 seconds.

Which would you like to tackle first — fix the weapon_ui crash, or reduce the timeout (and maybe skip crashed battles more gracefully), or both?

The weapon_ui bug likely happens because we're trying to call weapon_ui on an object that already died. i.e. if a gun shoots a projectile, dies, and then its projectile connects with the enemy after death, it will try to call the juice effects on its weapon_ui object which doesn't exist anymore.

[Think]

The user is explaining the bug. Let me look at line 887 in main.lua (the compiled Lua, since that's what the error references) and the corresponding YueScript to understand the context. Let me find the relevant code.

That makes sense. Let me look at the code around that area to understand the exact call path and figure out the right fix.

Grep (weapon_ui)

741:        ball_a.weapon_ui\reflect!

743:        ball_b.weapon_ui\reflect!

866:      ball_object.weapon_ui\reflect!

887:      owner.weapon_ui\landed_hit!

920:      attacker.weapon_ui\landed_hit!

1383:    @\add weapon_ui @team, @weapon_type, @image, @image_hit

1709:    @weapon_ui\hit!

1771:    @weapon_ui\shoot!

2023:      wx = @parent.weapon_ui.weapon_x

2024:      wy = @parent.weapon_ui.weapon_y + 17

2119:class weapon_ui extends object

2121:    super 'weapon_ui'

Read (E:\a327ex\emoji-ball-battles\main.yue)

   880→      projectile_object\hit intensity, 'ball'
   881→
   882→      ball_object\take_damage 1
   883→
   884→      -- Track hit for projectile owner
   885→      owner = if projectile_object.team == 'player' then @player_ball else @enemy_ball
   886→      owner.hits_landed += 1
   887→      owner.weapon_ui\landed_hit!
   888→
   889→      -- headless: log projectile hit
   890→      @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: owner.team, defender: ball_object.team, damage: 1, weapon: owner.weapon_type, hit_type: 'projectile'}
   891→
   892→      -- Bow scaling: +1 arrow per hit
   893→      if owner.weapon_type == 'bow'
   894→        owner.arrows_per_shot += 1
   895→
   896→      -- Spawn star particles at hit location
   897→      x = (projectile_object.x + ball_object.x)/2
   898→      y = (projectile_object.y + ball_object.y)/2
   899→      for i = 1, an.random\int 1, 3

Read (E:\a327ex\emoji-ball-battles\main.yue)

   913→      -- Apply damage (thrust hits use thrust_damage)
   914→      damage = if attacker.thrusting then attacker.thrust_damage else attacker.base_damage
   915→      attacker\flash_weapon!
   916→      defender\take_damage damage, attacker
   917→      if attacker.thrusting
   918→        an\sound_play 'sword_impact_dirt', 0.78, an.random\float(0.95, 1.05)
   919→      attacker.hits_landed += 1
   920→      attacker.weapon_ui\landed_hit!
   921→
   922→      -- headless: log melee hit
   923→      @headless_events[] = {step: @headless_step_count, type: 'hit', attacker: attacker.team, defender: defender.team, damage: damage, weapon: attacker.weapon_type, hit_type: 'melee'}
   924→
   925→      -- Weapon-specific scaling on hit
   926→      if attacker.weapon_type == 'dagger'
   927→        attacker.base_angular_velocity += attacker.base_angular_velocity_increase_per_hit

Read (E:\a327ex\emoji-ball-battles\main.yue)

   735→      @\hit_stop 0.1 * math.max(ball_a.hit_stop_multiplier, ball_b.hit_stop_multiplier)
   736→      shake_multiplier = math.max(ball_a.camera_shake_multiplier, ball_b.camera_shake_multiplier)
   737→      an.camera.shake\shake 3*shake_multiplier, 0.1*shake_multiplier
   738→
   739→      -- Trigger reflect on melee weapons
   740→      if ball_a.weapon_class == 'melee'
   741→        ball_a.weapon_ui\reflect!
   742→      if ball_b.weapon_class == 'melee'
   743→        ball_b.weapon_ui\reflect!
   744→
   745→    -- Ball-wall collision: probabilistically apply energy boost based on system energy
   746→    for event in *an\collision_begin_events 'ball', 'wall'
   747→      ball_object = event.a
   748→
   749→      -- Cancel thrust on wall hit (only after 10% progress to avoid cancelling before it starts)

Read (E:\a327ex\emoji-ball-battles\main.yue)

   860→        projectile_object.collider\set_gravity_scale 2
   861→
   862→      -- Sound
   863→      an\sound_play "weapon_projectile_#{an.random\int(1, 2)}", 1.0, an.random\float(0.95, 1.05)
   864→
   865→      @\hit_effect event.point_x, event.point_y
   866→      ball_object.weapon_ui\reflect!
   867→      ball_object.can_swing_sound_time = 0
   868→
   869→    -- Projectile-ball sensor: deal damage
   870→    for event in *an\sensor_begin_events 'projectile_sensor', 'ball'
   871→      projectile_object = event.a  -- projectile_sensor tag
   872→      ball_object = event.b        -- ball tag
   873→
   874→      -- Skip if hitting same team

Your diagnosis is exactly right. Line 887 is the projectile-hit path — the projectile's owner is resolved via team (@player_ball or @enemy_ball), and if that ball already died, its weapon_ui is gone.

The affected lines are:

  • 887: owner.weapon_ui\landed_hit! — projectile hits ball after owner died
  • 920: attacker.weapon_ui\landed_hit! — melee hit after attacker died (less likely but possible)
  • 866: ball_object.weapon_ui\reflect! — projectile-weapon collision on dead ball
  • 741/743: ball_a/b.weapon_ui\reflect! — weapon-weapon collision with dead ball

The simplest fix is nil-guarding each weapon_ui call. Does this look right?

-- line 887
owner.weapon_ui\landed_hit! if owner.weapon_ui
-- line 920  
attacker.weapon_ui\landed_hit! if attacker.weapon_ui
-- line 866
ball_object.weapon_ui\reflect! if ball_object.weapon_ui
-- line 741
ball_a.weapon_ui\reflect! if ball_a.weapon_ui
-- line 743
ball_b.weapon_ui\reflect! if ball_b.weapon_ui

Sure.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

All five nil-guards applied. Also, let me reduce that 120s timeout to something more reasonable — battles normally finish in ~10-15 seconds, so 30s should be plenty.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3856→            os.execute "start \"\" /b .\\anchor.exe . --headless --matchup=#{wa},#{wb} --seed=#{seed}"
  3857→          -- Poll for batch completion
  3858→          expected = s + batch_size
  3859→          wait_start = os.time!
  3860→          while headless_count_file_lines(dat_file) < expected
  3861→            os.execute "ping -n 2 127.0.0.1 >nul 2>nul"
  3862→            if os.time! - wait_start > 120
  3863→              print "Warning: timeout waiting for #{wa} vs #{wb} (expected #{expected} results, got #{headless_count_file_lines(dat_file)})"
  3864→              break
  3865→          s += batch_size
  3866→          battle_count += batch_size
  3867→        print "[#{matchup_count}/#{total_matchups}] #{wa} vs #{wb}: done"
  3868→
  3869→    -- Read all results
  3870→    all_matchups = {}

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3893→    s = 0
  3894→    while s < headless_battles
  3895→      batch_size = math.min headless_parallel, headless_battles - s
  3896→      for b = 0, batch_size - 1
  3897→        seed = headless_base_seed + s + b
  3898→        os.execute "start \"\" /b .\\anchor.exe . --headless --matchup=#{headless_matchup} --seed=#{seed}"
  3899→      -- Poll for batch completion
  3900→      expected = s + batch_size
  3901→      wait_start = os.time!
  3902→      while headless_count_file_lines(dat_file) < expected
  3903→        os.execute "ping -n 2 127.0.0.1 >nul 2>nul"
  3904→        if os.time! - wait_start > 120
  3905→          print "Warning: timeout (expected #{expected} results, got #{headless_count_file_lines(dat_file)})"
  3906→          break
  3907→      s += batch_size

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Two changes:

  1. Nil-guards on all 5 weapon_ui calls — crashes from post-death projectile hits should no longer happen
  2. Timeout reduced from 120s to 30s in both the balance and multi-battle parallel paths — if a battle does still crash, it won't block for 2 minutes

Want to try the 1000 gun-vs-gun run again?

Can you add the amount of time it took for all simulations to end at the top of the report?

[Think]

The user wants the elapsed time added to the HTML report. Let me find the `headless_write_html_report` function to see how it's structured and where to add the timing info.

Grep (headless_write_html_report)

3453:headless_write_html_report = (results, weapon_a, weapon_b) ->

3916:      headless_write_html_report results, headless_weapon_a, headless_weapon_b

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3453→headless_write_html_report = (results, weapon_a, weapon_b) ->
  3454→  filename = "results/#{weapon_a}_vs_#{weapon_b}.html"
  3455→  f = io.open filename, 'w'
  3456→  return print "Error: could not open #{filename} for writing" unless f
  3457→
  3458→  -- Compute stats
  3459→  headless_total = #results
  3460→  headless_player_wins = 0
  3461→  headless_enemy_wins = 0
  3462→  headless_draws = 0
  3463→  headless_total_steps = 0
  3464→  headless_total_hits = 0
  3465→  headless_total_parries = 0
  3466→  headless_player_damage_dealt = 0
  3467→  headless_enemy_damage_dealt = 0
  3468→
  3469→  for r in *results
  3470→    if r.winner == 'player'
  3471→      headless_player_wins += 1
  3472→    elseif r.winner == 'enemy'
  3473→      headless_enemy_wins += 1
  3474→    else
  3475→      headless_draws += 1
  3476→    headless_total_steps += r.steps
  3477→    for e in *r.events
  3478→      if e.type == 'hit'
  3479→        headless_total_hits += 1
  3480→        if e.attacker == 'player'
  3481→          headless_player_damage_dealt += (e.damage or 0)
  3482→        else
... [50 more lines]

Now let me see how the function is called — I need to pass the elapsed time to it.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3908→      if s % 50 == 0 or s >= headless_battles
  3909→        print "#{s}/#{headless_battles} battles complete"
  3910→
  3911→    elapsed = os.time! - start_time
  3912→    -- Read accumulated results and generate reports
  3913→    results = headless_read_results headless_weapon_a, headless_weapon_b
  3914→    if results
  3915→      headless_write_results results, headless_weapon_a, headless_weapon_b
  3916→      headless_write_html_report results, headless_weapon_a, headless_weapon_b
  3917→      print "#{headless_battles} battles completed in #{elapsed}s"
  3918→    else
  3919→      print "Error: could not load results"
  3920→    engine_quit!
  3921→  else
  3922→    -- Single battle: run in-process, append result to .dat file

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. The HTML report now shows "X battles simulated in Ys" at the top when elapsed time is available. Want to run the 1000 battles now?

Let's run 5, finish the report and open it for me. Then repeat for 10, 20 and 30 gun, gun battles.

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=5 --matchup=gun,gun ...)

Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

... [195 more lines]

5 battles done in 4s, no crashes. Let me open the report and run the next batch.

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun.html")

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=10 --matchup=gun,gun...)

Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

... [365 more lines]

10 done in 9s, no crashes. Now 20 and 30.

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun.html")

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=20 --matchup=gun,gun...)

Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

... [705 more lines]

20 done in 14s. Now 30.

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun.html")

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=30 --matchup=gun,gun...)

<persisted-output>
Output too large (32.8KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\07b2c328-9ab9-4375-b386-80fb4eeda1a8\tool-results\toolu_017MCrZtVEV8gpa7ge2VeQKJ.txt

Preview (first 2KB):
Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

... [41 more lines]

Grep (battles completed in)

No matches found

Grep ((battles complete|Results written|Error|Warning))

1069:30/30 battles complete

1070:Error: could not parse results/gun_vs_gun.dat

1071:Error: could not load results

[Think]

The 30 battles completed but the results parsing failed. Let me check what the .dat file looks like to understand the parsing error.

30 battles finished but results parsing failed. Let me check the .dat file.

Read (E:\a327ex\emoji-ball-battles\results\gun_vs_gun.dat)

<tool_use_error>This tool cannot read binary files. The file appears to be a binary .dat file. Please use appropriate tools for binary file analysis.</tool_use_error>

Bash (cd E:/a327ex/emoji-ball-battles && head -5 results/gun_vs_gun.dat)

<persisted-output>
Output too large (83.8KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\07b2c328-9ab9-4375-b386-80fb4eeda1a8\tool-results\toolu_01MwzT85vXhiSe7M1PT8yD7h.txt

Preview (first 2KB):
{seed=2,winner='player',player_hp=5,enemy_hp=0,steps=10810,weapon_a='gun',weapon_b='gun',events={{step=62,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=63,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=64,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=226,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=310,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=310,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=319,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=695,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=783,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=794,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=874,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=940,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=1030,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=1185,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=1239,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=1264,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=1380,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=1414,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=1644,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=1735,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=1765,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_typ
...
</persisted-output>

[Think]

The .dat file looks valid — it's Lua table entries, one per line. The issue might be that with parallel writes, some lines got interleaved/corrupted. Let me check if there are any malformed lines. But actually, the `headless_append_result` function builds the full string first and writes in a single call, so it should be safe. Let me look at the read function.

The data looks valid. Let me check the read function to understand the parsing error.

Grep (headless_read_results")

No matches found

Grep (headless_read_results)

3413-    part ..= ",weapon_b='#{e.weapon_b}'" if e.weapon_b

3414-    part ..= ",winner='#{e.winner}'" if e.winner

3415-    part ..= ",player_hp=#{e.player_hp}" if e.player_hp

3416-    part ..= ",enemy_hp=#{e.enemy_hp}" if e.enemy_hp

3417-    part ..= ",reason='#{e.reason}'" if e.reason

3418-    part ..= "},"

3419-    parts[] = part

3420-  parts[] = "}},\n"

3421-  str = table.concat parts

3422-  f = io.open filename, 'a'

3423-  return print "Error: could not open #{filename} for appending" unless f

3424-  f\write str

3425-  f\close!

3426-

3427--- headless: read accumulated results from data file

3428:headless_read_results = (weapon_a, weapon_b) ->

3429-  filename = "results/#{weapon_a}_vs_#{weapon_b}.dat"

3430-  f = io.open filename, 'r'

3431-  unless f

3432-    print "Error: could not read #{filename}"

3433-    return nil

3434-  content = f\read '*a'

3435-  f\close!

3436-  loader = load "return {#{content}}"

3437-  unless loader

3438-    print "Error: could not parse #{filename}"

3439-    return nil

3440-  loader!

3441-

3442--- headless: count lines in a file (for polling parallel battle completion)

... [65 more lines]

[Think]

The parser wraps the file content in `return {content}`. With 30 battles of gun-vs-gun, the file is likely very large (each battle has many events). Let me check — the file is 83KB based on the head output. The issue might be that with 30 parallel battles, two processes wrote to the file simultaneously and corrupted a line. Even though the code builds the string first and writes in a single call, two processes appending to the same file could still interleave.

Actually, let me look more carefully. The dat file had entries from the PREVIOUS run (20 battles) that weren't cleaned up? No, `os.remove dat_file` is called at the start. 


Let me examine the file more closely to see if there's actual corruption from concurrent writes.

The file is huge (83KB) — probably parallel writes interleaved and corrupted some data. Let me check for corruption.

Bash (cd E:/a327ex/emoji-ball-battles && wc -l results/gun_vs_gun.dat)

30 results/gun_vs_gun.dat

Bash (cd E:/a327ex/emoji-ball-battles && lua -e "local f=io.open('results/gun_vs_gun.d...)

Exit code 127
/usr/bin/bash: line 1: lua: command not found

30 lines, so all battles wrote results. The parse failure must be a corruption from concurrent writes. Let me check for garbled data.

Bash (cd E:/a327ex/emoji-ball-battles && grep -c "^{seed=" results/gun_vs_gun.dat)

28

Bash (cd E:/a327ex/emoji-ball-battles && grep -v "^{seed=" results/gun_vs_gun.dat | he...)

r='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=10659,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=10761,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=10763,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=10773,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=10802,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=10863,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=10944,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=10949,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11007,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=11021,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=11080,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=11097,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11103,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11162,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=11387,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11454,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=11461,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11461,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=11535,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11538,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11545,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11545,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=11596,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11642,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=11837,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11852,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11872,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=11964,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12043,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12076,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12127,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12151,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12180,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=12208,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12234,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12255,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12279,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12285,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=12292,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12323,type='parry',ball_a='player',ball_b='enem1241,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=11274,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11312,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=11402,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11536,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=11539,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11555,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=11625,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=11675,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=11727,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=11804,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11819,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=11890,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=11928,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12019,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12130,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12140,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12180,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12186,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12220,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12302,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12523,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12553,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12560,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12634,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12634,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12709,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12717,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12772,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12783,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12807,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12823,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12824,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12824,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12885,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12892,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12892,type='battle_end',winner='enemy',player_hp=0,enemy_hp=8,reason='kill'},{step=12892,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},}},
p=12780,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12801,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=12818,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=12843,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=12847,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=12910,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=12915,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=12995,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=13089,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=13112,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=13134,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=13134,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=13171,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=13205,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=13216,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=13247,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=13286,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=13329,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=13354,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=13374,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=13436,type='parry',ball_a='player',ball_b='enemy',weapon_a='gun',weapon_b='gun'},{step=13436,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=13533,type='parry',ball_a='enemy',ball_b='player',weapon_a='gun',weapon_b='gun'},{step=13602,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=13637,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=13686,type='hit',attacker='enemy',defender='player',damage=1,weapon='gun',hit_type='projectile'},{step=13815,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},{step=13818,type='battle_end',winner='player',player_hp=3,enemy_hp=0,reason='kill'},{step=13818,type='hit',attacker='player',defender='enemy',damage=1,weapon='gun',hit_type='projectile'},}},

There it is — 2 lines got corrupted by concurrent writes. Two processes wrote at the same time and their data interleaved mid-line (you can see ball_b='enem1241,type= where two writes collided). 28 of 30 lines start properly, but 2 are mangled.

This is a fundamental issue with multiple processes appending to the same file simultaneously. The headless_append_result function does a single f\write str call, but the OS doesn't guarantee atomic writes for large strings. The 5, 10, and 20 battle runs got lucky.

The fix is to use file locking or per-process output files. Per-process files would be simpler — each process writes results/gun_vs_gun_seed{N}.dat, then the orchestrator merges them.

But actually the simpler fix: since each line is a single f\write call of a potentially very long string, we could write each process's result to its own temp file, or we could use a lock file.

Want me to switch to per-process output files (each battle writes gun_vs_gun.{seed}.tmp, orchestrator merges after each batch)?

Sure. Couldn't we have the orchestrator merge only at the end?

[Think]

Yes, the orchestrator can merge only at the end. But we need to change the polling mechanism too — currently it counts lines in the .dat file to know when a batch is done. If each process writes to its own file, we'd poll for the existence of those files instead.

Yes, but the polling currently counts lines in the .dat file to know when a batch finishes. If we switch to per-process files, we'd poll for file existence instead. Let me look at the full flow.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3388→
  3389→-- headless: append one result to data file (for per-process single battles)
  3390→-- Builds full string first, then writes in a single call (safe for parallel processes)
  3391→headless_append_result = (result, weapon_a, weapon_b) ->
  3392→  filename = "results/#{weapon_a}_vs_#{weapon_b}.dat"
  3393→  parts = {}
  3394→  parts[] = "{"
  3395→  parts[] = "seed=#{result.seed},"
  3396→  parts[] = "winner='#{result.winner}',"
  3397→  parts[] = "player_hp=#{result.player_hp},"
  3398→  parts[] = "enemy_hp=#{result.enemy_hp},"
  3399→  parts[] = "steps=#{result.steps},"
  3400→  parts[] = "weapon_a='#{result.weapon_a}',"
  3401→  parts[] = "weapon_b='#{result.weapon_b}',"
  3402→  parts[] = "events={"
  3403→  for e in *result.events
  3404→    part = "{step=#{e.step},type='#{e.type}'"
  3405→    part ..= ",attacker='#{e.attacker}'" if e.attacker
  3406→    part ..= ",defender='#{e.defender}'" if e.defender
  3407→    part ..= ",damage=#{e.damage}" if e.damage
  3408→    part ..= ",weapon='#{e.weapon}'" if e.weapon
  3409→    part ..= ",hit_type='#{e.hit_type}'" if e.hit_type
  3410→    part ..= ",ball_a='#{e.ball_a}'" if e.ball_a
  3411→    part ..= ",ball_b='#{e.ball_b}'" if e.ball_b
  3412→    part ..= ",weapon_a='#{e.weapon_a}'" if e.weapon_a
  3413→    part ..= ",weapon_b='#{e.weapon_b}'" if e.weapon_b
  3414→    part ..= ",winner='#{e.winner}'" if e.winner
  3415→    part ..= ",player_hp=#{e.player_hp}" if e.player_hp
  3416→    part ..= ",enemy_hp=#{e.enemy_hp}" if e.enemy_hp
  3417→    part ..= ",reason='#{e.reason}'" if e.reason
... [25 more lines]

Now let me see where headless_append_result is called (in the single-battle path) and the single-battle runner.

Grep (headless_append_result")

No matches found

Grep (headless_append_result)

3391:headless_append_result = (result, weapon_a, weapon_b) ->

3946:        headless_append_result result, @headless_weapon_a, @headless_weapon_b

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3924→  else
  3925→    -- Single battle: run in-process, append result to .dat file
  3926→    headless_sim = object!
  3927→    headless_sim\set {
  3928→      headless_current_arena: nil
  3929→      headless_weapon_a: headless_weapon_a
  3930→      headless_weapon_b: headless_weapon_b
  3931→      headless_seed: headless_base_seed
  3932→    }
  3933→    headless_sim\action (dt) =>
  3934→      if @headless_current_arena and @headless_current_arena.headless_battle_over
  3935→        result = {
  3936→          seed: @headless_seed
  3937→          winner: @headless_current_arena.headless_winner
  3938→          winner_hp: @headless_current_arena.headless_winner_hp
  3939→          player_hp: @headless_current_arena.player_ball and math.max(0, @headless_current_arena.player_ball.hp) or 0
  3940→          enemy_hp: @headless_current_arena.enemy_ball and math.max(0, @headless_current_arena.enemy_ball.hp) or 0
  3941→          steps: @headless_current_arena.headless_step_count
  3942→          events: @headless_current_arena.headless_events
  3943→          weapon_a: @headless_weapon_a
  3944→          weapon_b: @headless_weapon_b
  3945→        }
  3946→        headless_append_result result, @headless_weapon_a, @headless_weapon_b
  3947→        print "seed=#{result.seed} winner=#{result.winner} player_hp=#{result.player_hp} enemy_hp=#{result.enemy_hp} steps=#{result.steps}"
  3948→        engine_quit!
  3949→        return true
  3950→      if not @headless_current_arena
  3951→        @headless_current_arena = arena {
  3952→          seed: @headless_seed
  3953→          player_weapon: @headless_weapon_a
... [10 more lines]

OK, here's the plan. Three changes:

  1. headless_append_result — write to a per-seed file (gun_vs_gun.{seed}.tmp) instead of appending to shared .dat
  2. Polling — count .tmp files instead of lines in .dat
  3. After all batches — merge all .tmp files into .dat, then read/report as before

[Request interrupted by user]

Can't we keep track of how many files we added or do we have to count them all the time? Disk operations are costly and this might increase the amount of time for big runs.

Good point. We can just track a counter in the orchestrator — increment it each time we detect a new .tmp file appeared, rather than scanning the directory every poll. Actually even simpler: since we know which seeds we launched, we can poll for just those specific files' existence rather than counting all files.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3888→  elseif headless_battles > 1
  3889→    -- Multi-battle: spawn a fresh process for each battle (guarantees clean state)
  3890→    headless_parallel = tonumber(an.args.parallel) or 1
  3891→    dat_file = "results/#{headless_weapon_a}_vs_#{headless_weapon_b}.dat"
  3892→    os.remove dat_file
  3893→
  3894→    start_time = os.time!
  3895→    print "#{headless_weapon_a} vs #{headless_weapon_b}: #{headless_battles} battles (#{headless_parallel} parallel)"
  3896→    s = 0
  3897→    while s < headless_battles
  3898→      batch_size = math.min headless_parallel, headless_battles - s
  3899→      for b = 0, batch_size - 1
  3900→        seed = headless_base_seed + s + b
  3901→        os.execute "start \"\" /b .\\anchor.exe . --headless --matchup=#{headless_matchup} --seed=#{seed}"
  3902→      -- Poll for batch completion
  3903→      expected = s + batch_size
  3904→      wait_start = os.time!
  3905→      while headless_count_file_lines(dat_file) < expected
  3906→        os.execute "ping -n 2 127.0.0.1 >nul 2>nul"
  3907→        if os.time! - wait_start > 30
  3908→          print "Warning: timeout (expected #{expected} results, got #{headless_count_file_lines(dat_file)})"
  3909→          break
  3910→      s += batch_size
  3911→      if s % 50 == 0 or s >= headless_battles
  3912→        print "#{s}/#{headless_battles} battles complete"
  3913→
  3914→    elapsed = os.time! - start_time
  3915→    -- Read accumulated results and generate reports
  3916→    results = headless_read_results headless_weapon_a, headless_weapon_b
  3917→    if results
... [5 more lines]

Now let me also check the balance mode path since it has the same issue.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3844→    total_matchups = #headless_weapons*(#headless_weapons + 1)/2
  3845→    matchup_count = 0
  3846→    start_time = os.time!
  3847→    for i = 1, #headless_weapons
  3848→      for j = i, #headless_weapons
  3849→        wa, wb = headless_weapons[i], headless_weapons[j]
  3850→        matchup_count += 1
  3851→        dat_file = "results/#{wa}_vs_#{wb}.dat"
  3852→        os.remove dat_file
  3853→        -- Launch battles in parallel batches
  3854→        s = 0
  3855→        while s < headless_battles
  3856→          batch_size = math.min headless_parallel, headless_battles - s
  3857→          for b = 0, batch_size - 1
  3858→            seed = headless_base_seed + s + b
  3859→            os.execute "start \"\" /b .\\anchor.exe . --headless --matchup=#{wa},#{wb} --seed=#{seed}"
  3860→          -- Poll for batch completion
  3861→          expected = s + batch_size
  3862→          wait_start = os.time!
  3863→          while headless_count_file_lines(dat_file) < expected
  3864→            os.execute "ping -n 2 127.0.0.1 >nul 2>nul"
  3865→            if os.time! - wait_start > 30
  3866→              print "Warning: timeout waiting for #{wa} vs #{wb} (expected #{expected} results, got #{headless_count_file_lines(dat_file)})"
  3867→              break
  3868→          s += batch_size

Now here's the approach:

  1. headless_append_result writes to results/{wa}_vs_{wb}.{seed}.tmp instead of appending to shared .dat
  2. Polling checks for the specific seed files we launched in this batch — no directory scanning, just io.open on each expected file
  3. After all batches — merge all .tmp files into .dat, clean up

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now update the multi-battle orchestrator to use the new polling and merge at end.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now update the balance mode path too.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Now let me run the 4 tests: 5, 10, 20, 30 battles.

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=5 --matchup=gun,gun ...)

Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

... [195 more lines]

5 done in 4s. Now 10, 20, 30.

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun.html")

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=10 --matchup=gun,gun...)

Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

... [365 more lines]

10 done in 8s. Now 20 and 30.

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun.html")

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=20 --matchup=gun,gun...)

Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

... [705 more lines]

20 done in 15s. Last one.

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun.html")

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=30 --matchup=gun,gun...)

<persisted-output>
Output too large (32.9KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\07b2c328-9ab9-4375-b386-80fb4eeda1a8\tool-results\toolu_01XxahfJ2kPJFXhMhrUAeBJA.txt

Preview (first 2KB):
Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

... [41 more lines]

Grep ((battles completed|Error|Warning))

1072:30 battles completed in 21s

30 done in 21s, no errors or warnings. Opening the report.

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun.html")

All four runs completed successfully with no crashes or corruption:

Battles Time
5 4s
10 8s
20 15s
30 21s

All four reports have been opened in your browser. The per-seed .tmp file approach eliminated the write corruption, and the weapon_ui nil-guards eliminated the crashes that were causing 120s (now 30s) timeout penalties.

Each report should be named its name + date, so all reports are unique and don't overwrite each other.

Grep (headless_write_html_report|headless_write_results")

3477:headless_write_html_report = (results, weapon_a, weapon_b, elapsed) ->

3946:      headless_write_html_report results, headless_weapon_a, headless_weapon_b, elapsed

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3477→headless_write_html_report = (results, weapon_a, weapon_b, elapsed) ->
  3478→  filename = "results/#{weapon_a}_vs_#{weapon_b}.html"
  3479→  f = io.open filename, 'w'
  3480→  return print "Error: could not open #{filename} for writing" unless f
  3481→

Grep (headless_write_results )

3355:headless_write_results = (results, weapon_a, weapon_b) ->

3945:      headless_write_results results, headless_weapon_a, headless_weapon_b

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3355→headless_write_results = (results, weapon_a, weapon_b) ->
  3356→  filename = "results/#{weapon_a}_vs_#{weapon_b}.lua"
  3357→  f = io.open filename, 'w'
  3358→  return print "Error: could not open #{filename} for writing" unless f
  3359→  f\write "return {\n"

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now update the call site to generate the timestamp and pass it.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3938→    -- Merge per-seed .tmp files into .dat
  3939→    headless_merge_results headless_weapon_a, headless_weapon_b, headless_base_seed, headless_battles
  3940→
  3941→    elapsed = os.time! - start_time
  3942→    -- Read accumulated results and generate reports
  3943→    results = headless_read_results headless_weapon_a, headless_weapon_b
  3944→    if results
  3945→      headless_write_results results, headless_weapon_a, headless_weapon_b
  3946→      headless_write_html_report results, headless_weapon_a, headless_weapon_b, elapsed
  3947→      print "#{headless_battles} battles completed in #{elapsed}s"
  3948→    else
  3949→      print "Error: could not load results"

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. Reports will now be named like gun_vs_gun_2026-02-13_143052.html and gun_vs_gun_2026-02-13_143052.lua.

OK, now run 500 battles for gun,gun.

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --battles=500 --matchup=gun,gu...)

Command running in background with ID: bb53726. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\bb53726.output

Running in the background. I'll check on it periodically.

TaskOutput ({"task_id": "bb53726", "block": true, "timeout": 600000})

<retrieval_status>success</retrieval_status>

<task_id>bb53726</task_id>

<task_type>local_bash</task_type>

<status>completed</status>

<exit_code>0</exit_code>

<output>
[Truncated. Full output: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\bb53726.output]


Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

Created layer: cover

Created layer: weapons

Created layer: weapons_outline

Created layer: outline_only

Created layer: actual_outline_only

Created layer: effects

Created layer: effects_outline

Created layer: recolor_blue

Created layer: recolor_yellow

... [938 more lines]

500 battles completed in 341s (~5.7 minutes), no errors or warnings. Opening the report.

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun_2026-02-13_070404.html...)

Done — 500 gun vs gun battles in 341s with zero crashes. Report opened: gun_vs_gun_2026-02-13_070404.html

<task-notification> <task-id>bb53726</task-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\bb53726.output</output-file> completed

Background command "Run 500 gun-vs-gun simulations with 8 parallel" completed (exit code 0) </task-notification> Read the output file to retrieve the result: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\bb53726.output

Already retrieved — the 500-battle run finished successfully in 341s and the report is open in your browser.

Where is the histogram? Previous results had that in the output.

[Think]

The user is asking about a histogram that was previously in the HTML report. Let me check the HTML report generation code to see if there's a histogram section, and also check the previous log they referenced for what the report should look like.

Let me check what the report currently generates and what might be missing.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3540→    f\write "<p>#{headless_total} battles simulated in #{elapsed}s</p>\n"
  3541→  else
  3542→    f\write "<p>#{headless_total} battles simulated</p>\n"
  3543→
  3544→  f\write "<h2>Win Rates</h2>\n"
  3545→  f\write "<div class='bar-container'>\n"
  3546→  f\write "<div class='bar-player' style='width:#{headless_player_win_pct}%'>Player (#{weapon_a}): #{headless_player_wins} (#{string.format('%.1f', headless_player_win_pct)}%)</div>\n"
  3547→  f\write "<div class='bar-enemy' style='width:#{headless_enemy_win_pct}%'>Enemy (#{weapon_b}): #{headless_enemy_wins} (#{string.format('%.1f', headless_enemy_win_pct)}%)</div>\n"
  3548→  f\write "</div>\n"
  3549→  if headless_draws > 0
  3550→    f\write "<p>Draws: #{headless_draws}</p>\n"
  3551→
  3552→  f\write "<h2>Statistics</h2>\n"
  3553→  f\write "<table>\n"
  3554→  f\write "<tr><th>Metric</th><th>Value</th></tr>\n"
  3555→  f\write "<tr><td>Avg battle duration</td><td>#{string.format('%.1f', headless_avg_duration)}s (#{string.format('%.0f', headless_avg_steps)} steps)</td></tr>\n"
  3556→  f\write "<tr><td>Avg hits per battle</td><td>#{string.format('%.1f', headless_avg_hits)}</td></tr>\n"
  3557→  f\write "<tr><td>Avg parries per battle</td><td>#{string.format('%.1f', headless_avg_parries)}</td></tr>\n"
  3558→  f\write "<tr><td>Player total damage dealt</td><td>#{headless_player_damage_dealt}</td></tr>\n"
  3559→  f\write "<tr><td>Enemy total damage dealt</td><td>#{headless_enemy_damage_dealt}</td></tr>\n"
  3560→  f\write "</table>\n"
  3561→
  3562→  f\write "<h2>Per-Battle Breakdown</h2>\n"
  3563→  for i, r in ipairs results
  3564→    headless_battle_duration = r.steps/120
  3565→    headless_battle_winner_label = if r.winner == 'player' then "#{weapon_a} (player)" elseif r.winner == 'enemy' then "#{weapon_b} (enemy)" else "Draw"
  3566→    f\write "<details>\n"
  3567→    f\write "<summary>Battle #{i} — seed #{r.seed} — #{headless_battle_winner_label} wins — #{string.format('%.1f', headless_battle_duration)}s — HP: #{r.player_hp}/#{r.enemy_hp}</summary>\n"
  3568→    for e in *r.events
  3569→      if e.type == 'hit'
... [90 more lines]

I see — the headless_svg_histogram helper exists (line 3586), but it's only used in the balance report, not in the single-matchup headless_write_html_report. The histograms need to be added between the Statistics table and Per-Battle Breakdown. Let me add them.

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Done. The single-matchup report now includes three SVG histograms between Statistics and Per-Battle Breakdown:

  • Battle Duration (yellow)
  • Player Remaining HP on Win (green)
  • Enemy Remaining HP on Win (red)

Want me to run a quick test to verify?

Can you regenerate the HTML only?

[Think]

The user wants to regenerate the HTML report from the existing .dat file without re-running all 500 battles. Let me check if there's a way to do that. The .dat file from the 500-battle run should still be there. I can write a quick command that just loads the data and generates the report.

Actually, looking at the code flow, the simulate.bat always runs the full simulation. There's no "report-only" mode. But the .dat file should still exist from the last run. Let me check what we have.

Actually, let me just run a single headless instance that reads the .dat and generates the report. But the code doesn't have that mode.

The simplest approach: run a quick simulate with --battles=1 just to get the engine running, but that would overwrite the .dat. 


Wait, I'm overcomplicating this. The .dat file already has all the battle data, and there are functions available to read it and generate the HTML report. I just need to figure out how to call those functions directly without running the full simulation again. simplest approach: temporarily modify the code to have a "report-only" mode, run it, then revert. But that's messy.

Or: I can write a small Lua script that uses the same functions. But those functions are defined in main.yue/main.lua which has a lot of dependencies.

Actually, the most practical thing: the compiled main.lua has all the functions. I could run the engine with a special flag. But there's no such flag.

Let me just do it the quick way - copy the .dat, run a small battle count (like 1) to get the engine running with the new code, then manually use the data. No wait, that would overwrite the .dat with just 1 result.

Actually wait - let me re-read the code. The multi-battle path removes the .dat first and creates new .tmp files. So running --battles=1 would create a new .dat with just 1 result.

The .dat from the 500-run should still exist since the merge process deletes the .tmp files but keeps the .dat. I could write a minimal Lua script that just includes the report generation functions and reads that existing .dat file. But I don't have a standalone Lua interpreter available. The engine executable can run Lua though, so I need to figure out how to leverage those report functions through it. defined in main.lua. I could add a `--report-only` flag that just reads the .dat and regenerates reports. But that modifies the game code for a one-off need.

Actually, let me just do it pragmatically. I'll write a small standalone Lua file that contains just the necessary functions (svg histogram, read results, write html report) and run it with the engine. Or even simpler - I could use the yue.exe to run a small YueScript that does this.

Hmm, but yue.exe compiles YueScript to Lua, it may not execute it. And anchor.exe runs Lua but expects the full game setup.

Let me think about the simplest approach... The user just wants the HTML regenerated with the histogram added. The .dat file has all the data. I think the most practical thing is to add a `--report-only` flag that checks for this argument, reads the existing results from the .dat file, and regenerates the HTML report before quitting. It's a small, useful addition to the codebase. The user probably wants a quick solution, but since I've already added the histograms, some code changes are necessary anyway. A standalone Lua script that reads the .dat and outputs the report would work too, but integrating it into the existing flow seems cleaner.

Good idea — let me add a --report flag so you can regenerate reports from existing .dat files without re-running battles.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3847→    f\write "<tr><td>Avg parries/battle</td><td>#{string.format('%.1f', s.avg_parries)}</td></tr>\n"
  3848→    if s.draws > 0
  3849→      f\write "<tr><td>Draws</td><td>#{s.draws}</td></tr>\n"
  3850→    f\write "</table>\n"
  3851→
  3852→    -- Per-battle breakdown
  3853→    for i, r in ipairs m.results
  3854→      duration = r.steps/120
  3855→      winner_label = if r.winner == 'player' then "#{wa} (player)" elseif r.winner == 'enemy' then "#{wb} (enemy)" else "Draw"
  3856→      f\write "<details>\n"

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3873→if an.headless
  3874→  headless_battles = tonumber(an.args.battles) or 1
  3875→  headless_matchup = an.args.matchup or 'dagger,sword'
  3876→  headless_weapon_a, headless_weapon_b = headless_matchup\match('(%w+),(%w+)')
  3877→  headless_base_seed = tonumber(an.args.seed) or 1
  3878→
  3879→  os.execute "mkdir results 2>nul"
  3880→
  3881→  if an.args.balance
  3882→    -- Balance mode: run all weapon matchups and generate unified report
  3883→    headless_parallel = tonumber(an.args.parallel) or 8
  3884→    timestamp = os.date '%Y-%m-%d_%H%M'
  3885→    print "Balance report: #{#headless_weapons} weapons, #{#headless_weapons*(#headless_weapons + 1)/2} matchups, #{headless_battles} battles each (#{headless_parallel} parallel)"
  3886→    battle_count = 0
  3887→    total_matchups = #headless_weapons*(#headless_weapons + 1)/2
  3888→    matchup_count = 0
  3889→    start_time = os.time!
  3890→    for i = 1, #headless_weapons
  3891→      for j = i, #headless_weapons
  3892→        wa, wb = headless_weapons[i], headless_weapons[j]
  3893→        matchup_count += 1
  3894→        -- Launch battles in parallel batches
  3895→        s = 0
  3896→        while s < headless_battles
  3897→          batch_size = math.min headless_parallel, headless_battles - s
  3898→          batch_seeds = {}
  3899→          for b = 0, batch_size - 1
  3900→            seed = headless_base_seed + s + b
  3901→            batch_seeds[] = seed
  3902→            os.execute "start \"\" /b .\\anchor.exe . --headless --matchup=#{wa},#{wb} --seed=#{seed}"

Edit (E:\a327ex\emoji-ball-battles\main.yue)

The file E:\a327ex\emoji-ball-battles\main.yue has been updated successfully.

Now let me run it.

Bash (cd E:/a327ex/emoji-ball-battles && ./simulate.bat --matchup=gun,gun --report)

Rewritten built main.lua

Rewritten built anchor/animation.lua

Rewritten built anchor/array.lua

Rewritten built anchor/camera.lua

Rewritten built anchor/collider.lua

Rewritten built anchor/color.lua

Rewritten built anchor/font.lua

Rewritten built anchor/image.lua

Rewritten built anchor/init.lua

Rewritten built anchor/layer.lua

Rewritten built anchor/math.lua

Rewritten built anchor/object.lua

Rewritten built anchor/random.lua

Rewritten built anchor/shake.lua

Rewritten built anchor/spring.lua

Rewritten built anchor/spritesheet.lua

Rewritten built anchor/timer.lua

Anchor Engine starting...

Headless mode enabled

Game folder: .

Loading: main.lua

Headless mode: skipping window and graphics initialization

Engine initialized (headless): 480x270

Created layer: bg

Created layer: back

Created layer: back_outline

Created layer: game

Created layer: game_outline

Created layer: front

Created layer: front_outline

... [22 more lines]

Bash (start "" "E:/a327ex/emoji-ball-battles/results/gun_vs_gun_2026-02-13_070935.html...)

Regenerated the 500-battle report with histograms in ~2 seconds. Opened in your browser. Also added --report as a permanent flag — usage: simulate.bat --matchup=gun,gun --report

Perfect, thank you.

You're welcome! To recap what we did this session:

  • Added --parallel support to the single-matchup multi-battle path
  • Fixed weapon_ui nil crash — 5 nil-guards for post-death projectile/melee hits
  • Reduced timeout from 120s to 30s
  • Added elapsed time to the HTML report header
  • Fixed parallel write corruption — switched from shared .dat append to per-seed .tmp files, merged at the end
  • Added timestamps to report filenames so they don't overwrite each other
  • Added histograms (duration, player/enemy remaining HP) to the single-matchup report
  • Added --report flag for regenerating HTML from existing .dat without re-running battles

Can you document the scripts properly so next instances know all the flags and how to do various things with them?

[Think]

The user wants me to document the simulate.bat and balance.bat scripts with all their flags and usage. Let me check what documentation already exists and where the best place to put this would be. The headless-playthrough-plan.md exists but is the implementation plan, not usage docs. I should probably add documentation comments at the top of main.yue in the headless section, and also update the reference doc.

Let me check what already exists.

Let me check what documentation already exists for this.

Read (E:\a327ex\emoji-ball-battles\reference\headless-playthrough-plan.md)

   326→
   327→---
   328→
   329→## Phase 4: Convenience Script
   330→
   331→### 4.1 simulate.bat
   332→
   333→```bat
   334→@echo off
   335→cd /d "%~dp0"
   336→.\yue.exe -r main.yue
   337→.\yue.exe -r anchor/
   338→.\anchor.exe . --headless %*
   339→```
   340→
   341→Usage: `simulate.bat --battles=100 --matchup=bow,sword --seed=42`
   342→
   343→### 4.2 results/ directory
   344→
   345→Create `emoji-ball-battles/results/` directory (add to .gitignore if needed).
   346→
   347→---
   348→
   349→## Implementation Order
   350→
   351→1. **C engine: headless flag + skip GL** (1.1, 1.2) — can test immediately: game should start and update without rendering
   352→2. **C engine: no-op layers + dummy resources** (1.3, 1.4) — game logic runs without crashes
   353→3. **C engine: fast loop + quit + CLI args** (1.5, 1.6, 1.7) — full speed headless
   354→4. **Build engine** (`cd E:/a327ex/Anchor/engine && ./build.bat`)
   355→5. **Framework: expose headless** (2.1) — `an.headless` available in game code
... [15 more lines]

Glob (emoji-ball-battles/docs/*)

E:\a327ex\emoji-ball-battles\docs\PHASE2_WEAPONS.md
E:\a327ex\emoji-ball-battles\docs\ENGINE_API_QUICK.md
E:\a327ex\emoji-ball-battles\docs\ENGINE_API.md
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API_QUICK.md
E:\a327ex\emoji-ball-battles\docs\FRAMEWORK_API.md
E:\a327ex\emoji-ball-battles\docs\WEAPON_DESIGN.md

Now let me see the full set of flags by reading the headless argument parsing section.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3873→if an.headless
  3874→  headless_battles = tonumber(an.args.battles) or 1
  3875→  headless_matchup = an.args.matchup or 'dagger,sword'
  3876→  headless_weapon_a, headless_weapon_b = headless_matchup\match('(%w+),(%w+)')
  3877→  headless_base_seed = tonumber(an.args.seed) or 1
  3878→
  3879→  os.execute "mkdir results 2>nul"
  3880→
  3881→  if an.args.report
  3882→    -- Report-only mode: regenerate HTML from existing .dat file
  3883→    timestamp = os.date '%Y-%m-%d_%H%M%S'
  3884→    results = headless_read_results headless_weapon_a, headless_weapon_b
  3885→    if results
  3886→      headless_write_html_report results, headless_weapon_a, headless_weapon_b, nil, timestamp
  3887→      print "Report regenerated: #{#results} battles"
  3888→    else
  3889→      print "Error: no .dat file found for #{headless_weapon_a} vs #{headless_weapon_b}"
  3890→    engine_quit!
  3891→
  3892→  elseif an.args.balance
  3893→    -- Balance mode: run all weapon matchups and generate unified report
  3894→    headless_parallel = tonumber(an.args.parallel) or 8
  3895→    timestamp = os.date '%Y-%m-%d_%H%M'
  3896→    print "Balance report: #{#headless_weapons} weapons, #{#headless_weapons*(#headless_weapons + 1)/2} matchups, #{headless_battles} battles each (#{headless_parallel} parallel)"
  3897→    battle_count = 0
  3898→    total_matchups = #headless_weapons*(#headless_weapons + 1)/2
  3899→    matchup_count = 0
  3900→    start_time = os.time!
  3901→    for i = 1, #headless_weapons
  3902→      for j = i, #headless_weapons
... [70 more lines]

Read (E:\a327ex\emoji-ball-battles\main.yue)

  3972→    timestamp = os.date '%Y-%m-%d_%H%M%S'
  3973→    -- Read accumulated results and generate reports
  3974→    results = headless_read_results headless_weapon_a, headless_weapon_b
  3975→    if results
  3976→      headless_write_results results, headless_weapon_a, headless_weapon_b, timestamp
  3977→      headless_write_html_report results, headless_weapon_a, headless_weapon_b, elapsed, timestamp
  3978→      print "#{headless_battles} battles completed in #{elapsed}s"
  3979→    else
  3980→      print "Error: could not load results"
  3981→    engine_quit!
  3982→  else
  3983→    -- Single battle: run in-process, append result to .dat file
  3984→    headless_sim = object!
  3985→    headless_sim\set {
  3986→      headless_current_arena: nil
  3987→      headless_weapon_a: headless_weapon_a
  3988→      headless_weapon_b: headless_weapon_b
  3989→      headless_seed: headless_base_seed
  3990→    }
  3991→    headless_sim\action (dt) =>
  3992→      if @headless_current_arena and @headless_current_arena.headless_battle_over
  3993→        result = {
  3994→          seed: @headless_seed
  3995→          winner: @headless_current_arena.headless_winner
  3996→          winner_hp: @headless_current_arena.headless_winner_hp
  3997→          player_hp: @headless_current_arena.player_ball and math.max(0, @headless_current_arena.player_ball.hp) or 0
  3998→          enemy_hp: @headless_current_arena.enemy_ball and math.max(0, @headless_current_arena.enemy_ball.hp) or 0
  3999→          steps: @headless_current_arena.headless_step_count
  4000→          events: @headless_current_arena.headless_events
  4001→          weapon_a: @headless_weapon_a

Now I have the full picture. Let me also check the balance.bat.

Read (E:\a327ex\emoji-ball-battles\balance.bat)

     1→@echo off
     2→cd /d "%~dp0"
     3→.\yue.exe -r main.yue
     4→.\yue.exe -r anchor/
     5→.\anchor.exe . --headless --balance --battles=5 --parallel=8 %*
     6→

Now let me also check the weapons list and the visual (non-headless) args.

Read (E:\a327ex\emoji-ball-battles\main.yue)

  4007→        return true
  4008→      if not @headless_current_arena
  4009→        @headless_current_arena = arena {
  4010→          seed: @headless_seed
  4011→          player_weapon: @headless_weapon_a
  4012→          enemy_weapon: @headless_weapon_b
  4013→        }
  4014→        an\add @headless_current_arena
  4015→    headless_sim\flow_to an
  4016→else
  4017→  visual_args = {}
  4018→  if an.args
  4019→    visual_args.seed = tonumber(an.args.seed) if an.args.seed
  4020→    if an.args.matchup
  4021→      visual_args.player_weapon, visual_args.enemy_weapon = an.args.matchup\match('(%w+),(%w+)')

Good, I have everything. Now let me write the docs. I'll put them in the reference/ folder since that's where the headless plan already lives.

Write (E:\a327ex\emoji-ball-battles\reference\headless-usage.md)

File created successfully at: E:\a327ex\emoji-ball-battles\reference\headless-usage.md

Written to emoji-ball-battles/reference/headless-usage.md. Covers all flags, modes, examples, output files, how parallelism works, determinism notes, and known behaviors.