Update and fix the existing Machinations diagram for a MOBA system (similar to Mobile Legends) where the simulation stops at "Team Gold" or "Team XP".
Ensure the system flows continuously and does not get stuck. Apply the following fixes and improvements:
1. RESOURCE FLOW FIX:
* Ensure "Team Gold" and "Team XP" have outgoing connections.
* Connect:
* Team Gold → Combat Power
* Team XP → Combat Power
* Set flow rates explicitly (e.g., "all" or numeric values) so resources always move forward.
2. FUNCTION / CONVERTER USAGE:
* Use a Function (fx) or Converter node to transform:
* Gold and XP into Combat Power
* Label it clearly as "Combat Power (derived from Gold and XP)"
3. CONTINUOUS LOOP (CRITICAL):
* Add a feedback loop:
* Battle Outcome → Reward → Team Gold / Team XP
* This ensures the system keeps running and does not stop.
4. COMBAT FLOW:
* Connect Combat Power → Battle Outcome
* Add probability:
* Win (e.g., 60%)
* Lose (e.g., 40%)
5. ENSURE ACTIVE SYSTEM:
* Make sure at least one source (e.g., Passive Gold/XP) continuously generates resources.
* Avoid dead-end nodes (nodes without outputs).
6. VALID FLOW STRUCTURE:
* Every resource node must:
* Receive input
* Have at least one valid output
* Avoid isolated or terminal nodes unless they are final win conditions.
7. WIN CONDITION:
* Keep final node:
* Enemy Base Integrity → Victory
* Ensure flow continues until this condition is met.
8. DEBUGGING IMPROVEMENT:
* Ensure all connections have defined flow rates
* Ensure nodes are properly triggered (push-based or automatic)
Goal:
Create a fully functional, continuous simulation where resources flow from Gold/XP → Combat Power → Battle Outcome → Rewards → back to Gold/XP, forming a complete loop without stopping.