deploy_build.sh has two entry points — setup_kcd2_dice_solver.sh calls it
directly, and the post-commit hook starts a unit that runs it — and nothing
serialised them.
When they overlap, the second run's `vite build --emptyOutDir` truncates
dist.staging while the first run's rsync is still reading it. rsync exits 24,
`set -e` aborts before assert_mount_live, and dist/ is left holding a fresh
index.html that references assets which never arrived, with the previous
bundle's files already deleted by --delete-after.
Nothing downstream notices, which is what makes it worth fixing rather than
tolerating: `try_files {path} /index.html` answers the missing chunks with the
SPA HTML, so the browser is handed HTML where it expects JavaScript and no 404
reaches any log (verified against the live site: /assets/does-not-exist.js
returns 200 text/html). The hook's `|| true` then swallows the unit failure, so
the commit succeeds and the site is quietly broken.
Reproduced with a throttled rsync: rc=24, live left with index.html and two of
six chunks. With flock, two concurrent runs each publish a complete bundle.
Also tightened assert_mount_live, which announced success in three cases where
it had verified nothing: docker absent, container not running, and a failed
`docker exec` — the last because docker reports OCI runtime errors on stdout,
so `2>/dev/null` does not suppress them and the guard's non-empty test passed
on a 184-byte error string. It now requires an actual inode and says plainly
when the mount was not verified.
Found by the working-diff review these same changes had skipped.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
|
||
|---|---|---|
| .. | ||
| src | ||
| .gitignore | ||
| deploy_build.sh | ||
| eslint.config.js | ||
| index.html | ||
| package.json | ||
| pnpm-lock.yaml | ||
| README.md | ||
| run.sh | ||
| tsconfig.json | ||
| vite.config.ts | ||
KCD2 Dice Solver
Pick which six dice and which badge to bring to a game of dice in Kingdom Come: Deliverance II. Enter what you own; the solver evaluates every loadout your inventory allows and reports the best one with the numbers behind it.
Live at https://dice.kuhy.duckdns.org/ — no terminal needed, and usable on a phone. See Deployment for how it gets there.
pnpm install
pnpm dev # http://localhost:5174 — for working on it
pnpm test # full suite
pnpm coverage # 100% statements / branches / functions / lines
pnpm lint # tsc --noEmit + eslint (strictTypeChecked)
pnpm build
Entering an inventory
Three ways, all wired to the same state:
- Click a die's row to add one.
- Scroll the mouse wheel over its counter to step it up or down.
- Search by name — a fuzzy match, so
weifinds Weighted die andpaintbfinds Painter's die B. The same box filters the badge list.
The inventory is saved to localStorage, so it survives a reload.
All 43 dice are on screen at once at every width, phone included — there is no
inner scroll box. The column count and the type size are picked together from a
container query on the inventory panel (not the viewport: at a 1000px viewport
the panel is ~918px wide and one pixel later it drops to ~472px). Two rules
govern the choice: the list must fit above the fold, and the name column must
stay wide enough to tell Painter's die B, G and R apart, which is the
tightest constraint in the layout.
The left column holds the dice grid and nothing else. The title, the search box and the badges all live on the right, where horizontal room is going spare, rather than spending the vertical budget the grid needs. Badges are collapsed by default — open, they are the tallest thing on the page. Stacked on a phone the order becomes title/search, then the dice, then the results.
Because the grid owns that column outright, it is sized to fill the height
rather than sit in a band at the top: the 22 rows divide up whatever the
viewport has left, so the row height, the type and the −/+ buttons all scale
together off one --die-row value. A 1296px-tall screen gets a 52px row, 20px
type and 44px buttons — the accessibility minimum this layout cannot afford at
phone width, where the same rows are 20px. The type stops growing at 20px while
the row keeps going to 56px: past that the names start truncating, whereas a
taller row is pure gain. The scaling is deliberately not applied to the
stacked layout, where the title and search box sit above the grid and the height
is not the grid's to take.
Moving an inventory between devices
Import / export, below the badges, offers three routes — set your dice up once
and carry them anywhere:
- Download
.jsonand load it back with the file picker. - Copy JSON to the clipboard, paste it into the box on the other device. (If the clipboard is unavailable — an insecure origin, say — the payload is put in the box so it can still be copied by hand.)
- Copy link: the inventory is base64url-encoded into the URL fragment. Opening that link elsewhere loads it. A realistic inventory is a ~150–260 character URL.
Everything imported goes through one validator (src/lib/inventoryIo.ts), which
keeps what it can and tells you what it dropped rather than rejecting a
whole payload over one bad entry — a die added in a future game patch, or a link
a chat client truncated, should not cost you the rest of your inventory.
A link never silently overwrites what is already saved here. It loads, shows a
banner, and is only written to localStorage once you press Keep or edit
something. The fragment is cleared on arrival so a later reload does not
resurrect it.
Deployment
linux_configuration/scripts/single_use/features/setup_kcd2_dice_solver.sh
builds dist/ and serves it read-only from a loopback-bound caddy container
on 127.0.0.1:8089, fronted by the shared gitea-caddy edge. It is idempotent;
setup_kcd2_dice_solver.sh status self-diagnoses.
Committing to main with changes under kcd2_dice_solver/ republishes the site
via a post-commit hook that starts kcd2-dice-build.service. Two details that
are load-bearing rather than incidental:
deploy_build.shbuilds intodist.staging/andrsync --deletes intodist/. The container bind-mountsdist/, and a bind mount follows the inode — replacing the directory would detach the mount silently, and a plainvite buildwould empty it mid-request. The script asserts the inode is unchanged.- The build unit sets
MemorySwapMax=0. This box has zram (swap held in RAM), where a memory-capped cgroup without it thrashes instead of dying cleanly.
The rebuild builds the working tree, not the commit — an unrelated uncommitted edit present at rebuild time will ship.
How the recommendation is computed
Scoring (src/core/scoring.ts) is the wiki's table: 100 per one, 50 per
five, 1000 for three ones and 100 × face otherwise, doubled for each die
beyond three, and 500/750/1500 for the three straights. A roll scores the best
partition of its dice, which is a small memoised search.
Expected value (src/core/evaluate.ts) is exact, not sampled. Scoring
depends only on the multiset of faces, so the six dice are convolved into a
distribution over count vectors — at most 924 of them, against 6⁶ = 46,656
ordered outcomes. Those vectors stay packed as integers end to end, so the
scorer's memo is keyed on them directly. evaluate.test.ts checks the result
against a naive full enumeration that shares none of that machinery.
The search (src/core/search.ts) evaluates whole sets, because a Farkle
set's value is not the sum of its dice — ranking dice individually and taking
the top six is simply wrong. Dice with identical distributions are pooled
first (nine of the game's dice are plain uniform dice under different names).
Small inventories are enumerated exhaustively and reported as provably
optimal; larger ones use a multi-start steepest-ascent local search and are
reported as not proven.
Turn value (src/core/simulate.ts) is a Monte Carlo simulation, and unlike
the above it depends on how you play. The policy is stated explicitly in that
file and its knobs are exposed rather than buried: hold the subset maximising
points + 60 × dice-left, bank at 300.
Badges (src/core/badgeValue.ts) split in two. The five that change the
scoring table are valued on the exact EV delta after re-running the whole dice
search with the rule on — so equipping one can change which dice you should
bring. The rest are simulated one charge at a time, with each turn drawing from
its own seeded stream so the comparison is paired and the measured difference is
the badge rather than a diverged random sequence.
Nothing uses Math.random; every random source is a seeded mulberry32, so
every number here is reproducible.
What the numbers are not
- Balatro's die publishes no face probabilities: the wiki's dice-effect row
for it is six unfilled
dplaceholders, and Inara does not list the die at all. Exactly one of its faces is the joker (Jimbo's grinning face), so it is modelled as a fair die whose 1 is replaced by that joker — the same face the Devil's head die replaces, which is why holding it alone counts as a 1. Only the uniform weights are an assumption; the joker's face is not. - The two joker faces score differently, and the scorer keeps them apart. A Devil's head "matches any combination but never scores on its own", so it can never be the lone 1 or 5 that lets you hold a die; Balatro's joker can. Both are assumed able to fill in for any face of a combination, including one made entirely of jokers — the wiki's examples only ever pair a joker with natural dice, so that part is an assumption.
- The three "Advantage" formations (Carpenter's Cut, Executioner's Gallows,
Priest's Eye) and the Headstart point leads have no published values. The
constants used are marked
UNVERIFIEDinsrc/data/badges.ts. Correct them from the game's help screen if you have it open. - Badge point-per-game figures are estimates for ranking badges against each other, not a prediction of a scoreline.
- The wiki and Inara disagree on about six dice (Ci/Fer/Lu, Painted, Trinity, Holy Trinity, Devil's head). The fandom wiki is treated as canonical; the Inara figures sit in a comment beside each conflicting entry.