@firestone-hs/simulate-bgs-battle 1.1.145 → 1.1.149

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -19,8 +19,6 @@ const simulateAttack = (attackingBoard, attackingBoardHero, defendingBoard, defe
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  const defendingHeroPowerId = defendingBoardHero.heroPowerId || start_of_combat_1.getHeroPowerForHero(defendingBoardHero.cardId);
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  const numberOfDeathwingPresents = (attackingHeroPowerId === "TB_BaconShop_HP_061" ? 1 : 0) +
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  (defendingHeroPowerId === "TB_BaconShop_HP_061" ? 1 : 0);
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- auras_1.applyAuras(attackingBoard, numberOfDeathwingPresents, spawns, allCards);
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- auras_1.applyAuras(defendingBoard, numberOfDeathwingPresents, spawns, allCards);
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  const attackingEntity = forceAttackingEntityIndex != null
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  ? attackingBoard[forceAttackingEntityIndex]
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  : getAttackingEntity(attackingBoard, lastAttackerEntityId);
@@ -29,6 +27,8 @@ const simulateAttack = (attackingBoard, attackingBoardHero, defendingBoard, defe
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  attackingEntity.attacking = true;
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  const numberOfAttacks = attackingEntity.megaWindfury ? 4 : attackingEntity.windfury ? 2 : 1;
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  for (let i = 0; i < numberOfAttacks; i++) {
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+ auras_1.applyAuras(attackingBoard, numberOfDeathwingPresents, spawns, allCards);
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+ auras_1.applyAuras(defendingBoard, numberOfDeathwingPresents, spawns, allCards);
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  if (attackingBoard.length === 0 || defendingBoard.length === 0) {
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  return;
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  }
@@ -45,11 +45,11 @@ const simulateAttack = (attackingBoard, attackingBoardHero, defendingBoard, defe
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  defendingEntity.attackImmediately = true;
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  }
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  }
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+ auras_1.removeAuras(attackingBoard, spawns);
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+ auras_1.removeAuras(defendingBoard, spawns);
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  }
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  attackingEntity.attacking = false;
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  }
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- auras_1.removeAuras(attackingBoard, spawns);
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- auras_1.removeAuras(defendingBoard, spawns);
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  return attackingEntityIndex;
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  };
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  exports.simulateAttack = simulateAttack;
@@ -271,6 +271,7 @@ const bumpEntities = (entity, bumpInto, entityBoard, entityBoardHero, otherBoard
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  utils_2.modifyHealth(entity, 2, entityBoard, allCards);
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  spectator.registerPowerTarget(bot, entity, entityBoard);
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  });
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+ spectator.registerDamageDealt(bumpInto, entity, 0, entityBoard);
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  return 0;
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  }
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  entity.health = entity.health - bumpInto.attack;
@@ -1 +1 @@
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- 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { pickRandom } from '../services/utils';\r\nimport { validEnchantments } from '../simulate-bgs-battle';\r\nimport { afterStatsUpdate, hasCorrectTribe, hasMechanic, isCorrectTribe, modifyAttack, modifyHealth } from '../utils';\r\nimport { applyAuras, removeAuras } from './auras';\r\nimport {\r\n\taddCardsInHand,\r\n\tapplyMinionDeathEffect,\r\n\tapplyMonstrosity,\r\n\thandleDeathrattleEffects,\r\n\trememberDeathrattles,\r\n} from './deathrattle-effects';\r\nimport { spawnEntities, spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { applyFrenzy } from './frenzy';\r\nimport { SharedState } from './shared-state';\r\nimport { handleSpawnEffects } from './spawn-effect';\r\nimport { Spectator } from './spectator/spectator';\r\nimport { getHeroPowerForHero } from './start-of-combat';\r\n\r\n// Only use it to simulate actual attack. To simulate damage, or something similar, use bumpInto\r\nexport const simulateAttack = (\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tlastAttackerEntityId: number,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n\tforceAttackingEntityIndex?: number,\r\n): number => {\r\n\tif (attackingBoard.length === 0 || defendingBoard.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tconst attackingHeroPowerId = attackingBoardHero.heroPowerId || getHeroPowerForHero(attackingBoardHero.cardId);\r\n\tconst defendingHeroPowerId = defendingBoardHero.heroPowerId || getHeroPowerForHero(defendingBoardHero.cardId);\r\n\tconst numberOfDeathwingPresents =\r\n\t\t(attackingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0) +\r\n\t\t(defendingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0);\r\n\tapplyAuras(attackingBoard, numberOfDeathwingPresents, spawns, allCards);\r\n\tapplyAuras(defendingBoard, numberOfDeathwingPresents, spawns, allCards);\r\n\r\n\tconst attackingEntity =\r\n\t\tforceAttackingEntityIndex != null\r\n\t\t\t? attackingBoard[forceAttackingEntityIndex]\r\n\t\t\t: getAttackingEntity(attackingBoard, lastAttackerEntityId);\r\n\tconst attackingEntityIndex = attackingBoard.map((e) => e.entityId).indexOf(attackingEntity?.entityId);\r\n\tif (attackingEntity) {\r\n\t\tattackingEntity.attacking = true;\r\n\t\t// console.log('attack by', stringifySimpleCard(attackingEntity, allCards), attackingEntity.attacking);\r\n\t\tconst numberOfAttacks = attackingEntity.megaWindfury ? 4 : attackingEntity.windfury ? 2 : 1;\r\n\t\tfor (let i = 0; i < numberOfAttacks; i++) {\r\n\t\t\t// We refresh the entity in case of windfury\r\n\t\t\tif (attackingBoard.length === 0 || defendingBoard.length === 0) {\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\t\t\t// Check that didn't die\r\n\t\t\tif (attackingBoard.find((entity) => entity.entityId === attackingEntity.entityId)) {\r\n\t\t\t\tapplyOnAttackBuffs(attackingEntity, attackingBoard, allCards, spectator);\r\n\t\t\t\tconst defendingEntity: BoardEntity = getDefendingEntity(defendingBoard, attackingEntity);\r\n\t\t\t\tspectator.registerAttack(attackingEntity, defendingEntity, attackingBoard, defendingBoard);\r\n\t\t\t\tapplyOnBeingAttackedBuffs(defendingEntity, defendingBoard, allCards, spectator);\r\n\t\t\t\tperformAttack(\r\n\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\tdefendingEntity,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\tallCards,\r\n\t\t\t\t\tspawns,\r\n\t\t\t\t\tsharedState,\r\n\t\t\t\t\tspectator,\r\n\t\t\t\t);\r\n\t\t\t\tapplyAfterAttackEffects(attackingEntity, attackingBoard, attackingBoardHero, allCards, spectator);\r\n\t\t\t\t// FIXME: I don't know the behavior with Windfury. Should the attack be done right away, before\r\n\t\t\t\t// the windfury triggers again? The current behavior attacks after the windfury is over\r\n\t\t\t\tif (\r\n\t\t\t\t\tdefendingEntity.health > 0 &&\r\n\t\t\t\t\t!defendingEntity.definitelyDead &&\r\n\t\t\t\t\t(defendingEntity.cardId === CardIds.YoHoOgre || defendingEntity.cardId === CardIds.YoHoOgreBattlegrounds)\r\n\t\t\t\t) {\r\n\t\t\t\t\tdefendingEntity.attackImmediately = true;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\tattackingEntity.attacking = false;\r\n\t}\r\n\tremoveAuras(attackingBoard, spawns);\r\n\tremoveAuras(defendingBoard, spawns);\r\n\t// If entities that were before the attacker died, we need to update the attacker index\r\n\treturn attackingEntityIndex;\r\n};\r\n\r\nconst applyAfterAttackEffects = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (attackingEntity.cardId === CardIds.Bonker || attackingEntity.cardId === CardIds.BonkerBattlegrounds) {\r\n\t\taddCardsInHand(attackingBoardHero, 1, attackingBoard, allCards, spectator, CardIds.BloodGem);\r\n\t}\r\n};\r\n\r\nconst performAttack = (\r\n\tattackingEntity: BoardEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (hasCorrectTribe(attackingEntity, Race.DRAGON, allCards)) {\r\n\t\tconst prestors = attackingBoard\r\n\t\t\t.filter((e) => e.entityId !== attackingEntity.entityId)\r\n\t\t\t.filter((e) => e.cardId === CardIds.PrestorsPyrospawn || e.cardId === CardIds.PrestorsPyrospawnBattlegrounds);\r\n\t\tprestors.forEach((prestor) => {\r\n\t\t\tspectator.registerPowerTarget(prestor, defendingEntity, defendingBoard);\r\n\t\t\tdealDamageToEnemy(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tprestor,\r\n\t\t\t\tprestor.cardId === CardIds.PrestorsPyrospawnBattlegrounds ? 6 : 3,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t});\r\n\t}\r\n\r\n\t// For Prestor\r\n\tconst defenderAliveBeforeAttack = defendingEntity.health > 0 && !defendingEntity.definitelyDead;\r\n\tif (defenderAliveBeforeAttack) {\r\n\t\tif (!attackingEntity.immuneWhenAttackCharges || attackingEntity.immuneWhenAttackCharges <= 0) {\r\n\t\t\tbumpEntities(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t} else {\r\n\t\t\t// console.log('immune when attack', attackingEntity);\r\n\t\t}\r\n\t\tbumpEntities(\r\n\t\t\tdefendingEntity,\r\n\t\t\tattackingEntity,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\t// Cleave\r\n\tif (attackingEntity.cleave) {\r\n\t\tconst defenderNeighbours: readonly BoardEntity[] = getNeighbours(defendingBoard, defendingEntity);\r\n\t\tfor (const neighbour of defenderNeighbours) {\r\n\t\t\tbumpEntities(\r\n\t\t\t\tneighbour,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\t// After attack hooks\r\n\t// Arcane Cannon\r\n\t// Monstrous Macaw\r\n\tif (attackingEntity.cardId === CardIds.MonstrousMacaw) {\r\n\t\ttriggerRandomDeathrattle(\r\n\t\t\tattackingEntity,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t} else if (attackingEntity.cardId === CardIds.MonstrousMacawBattlegrounds) {\r\n\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\ttriggerRandomDeathrattle(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t\ttrue,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tattackingEntity.attackImmediately = false;\r\n\tprocessMinionDeath(attackingBoard, attackingBoardHero, defendingBoard, defendingBoardHero, allCards, spawns, sharedState, spectator);\r\n\tattackingEntity.immuneWhenAttackCharges = Math.max(0, attackingEntity.immuneWhenAttackCharges - 1);\r\n};\r\n\r\nconst triggerRandomDeathrattle = (\r\n\tsourceEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n\texcludeSource = false,\r\n): void => {\r\n\tconst validDeathrattles = attackingBoard\r\n\t\t.filter((entity) => !excludeSource || entity.entityId !== sourceEntity.entityId)\r\n\t\t.filter((entity) => {\r\n\t\t\tif (hasMechanic(allCards.getCard(entity.cardId), 'DEATHRATTLE')) {\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t\tif (entity.rememberedDeathrattles?.length) {\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t\tif (\r\n\t\t\t\tentity.enchantments &&\r\n\t\t\t\tentity.enchantments\r\n\t\t\t\t\t.map((enchantment) => enchantment.cardId)\r\n\t\t\t\t\t.some((enchantmentId) => validEnchantments.includes(enchantmentId as CardIds))\r\n\t\t\t) {\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t\treturn false;\r\n\t\t});\r\n\tif (validDeathrattles.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tconst targetEntity = validDeathrattles[Math.floor(Math.random() * validDeathrattles.length)];\r\n\tspectator.registerPowerTarget(sourceEntity, targetEntity, attackingBoard);\r\n\tbuildBoardAfterDeathrattleSpawns(\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\ttargetEntity,\r\n\t\t-1,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tallCards,\r\n\t\tspawns,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\tbuildBoardAfterRebornSpawns(\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\ttargetEntity,\r\n\t\t-1,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tallCards,\r\n\t\tspawns,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n};\r\n\r\nconst getAttackingEntity = (attackingBoard: BoardEntity[], lastAttackerIndex: number): BoardEntity => {\r\n\tlet validAttackers = attackingBoard.filter((entity) => entity.attack > 0).filter((entity) => !entity.cantAttack);\r\n\tif (validAttackers.length === 0) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tif (validAttackers.some((entity) => entity.attackImmediately)) {\r\n\t\tvalidAttackers = validAttackers.filter((entity) => entity.attackImmediately);\r\n\t}\r\n\r\n\t// Once an entity has attacked, no entity to the left of it can attack until all entities\r\n\t// on the board have attacked\r\n\tif (lastAttackerIndex != null) {\r\n\t\t// This doesn't work if any entity that appears before the attacked index died in-between\r\n\t\tconst candidates = validAttackers.slice(lastAttackerIndex);\r\n\t\tif (candidates.length > 0) {\r\n\t\t\tvalidAttackers = candidates;\r\n\t\t}\r\n\t}\r\n\r\n\tlet attackingEntity = validAttackers[0];\r\n\tlet minNumberOfAttacks: number = attackingEntity.attacksPerformed || 0;\r\n\tfor (const entity of validAttackers) {\r\n\t\tif ((entity.attacksPerformed || 0) < minNumberOfAttacks) {\r\n\t\t\tattackingEntity = entity;\r\n\t\t\tminNumberOfAttacks = entity.attacksPerformed;\r\n\t\t}\r\n\t}\r\n\r\n\tif (!attackingEntity.attackImmediately) {\r\n\t\tattackingEntity.attacksPerformed = (attackingEntity.attacksPerformed || 0) + 1;\r\n\t}\r\n\treturn attackingEntity;\r\n};\r\n\r\nexport const getNeighbours = (board: BoardEntity[], entity: BoardEntity, deadEntityIndex?: number): readonly BoardEntity[] => {\r\n\tconst neighbours = [];\r\n\tif (deadEntityIndex != null) {\r\n\t\tif (deadEntityIndex < board.length - 1) {\r\n\t\t\tneighbours.push(board[deadEntityIndex]);\r\n\t\t}\r\n\t\t// Could happen if a cleave kills several entities at the same time\r\n\t\tif (deadEntityIndex > 0 && deadEntityIndex <= board.length) {\r\n\t\t\tneighbours.push(board[deadEntityIndex - 1]);\r\n\t\t}\r\n\t} else {\r\n\t\tconst index = board.map((e) => e.entityId).indexOf(entity.entityId);\r\n\t\tif (index - 1 >= 0) {\r\n\t\t\tneighbours.push(board[index - 1]);\r\n\t\t}\r\n\t\t// neighbours.push(entity);\r\n\t\tif (index + 1 < board.length) {\r\n\t\t\tneighbours.push(board[index + 1]);\r\n\t\t}\r\n\t}\r\n\treturn neighbours;\r\n};\r\n\r\nexport const dealDamageToRandomEnemy = (\r\n\tboardToBeDamaged: BoardEntity[],\r\n\tboardToBeDamagedHero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamage: number,\r\n\tboardWithAttackOrigin: BoardEntity[],\r\n\tboardWithAttackOriginHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (boardToBeDamaged.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tconst validTargets = boardToBeDamaged.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst defendingEntity: BoardEntity = pickRandom(validTargets);\r\n\tif (defendingEntity) {\r\n\t\tspectator.registerPowerTarget(damageSource, defendingEntity, boardToBeDamaged);\r\n\t\tdealDamageToEnemy(\r\n\t\t\tdefendingEntity,\r\n\t\t\tboardToBeDamaged,\r\n\t\t\tboardToBeDamagedHero,\r\n\t\t\tdamageSource,\r\n\t\t\tdamage,\r\n\t\t\tboardWithAttackOrigin,\r\n\t\t\tboardWithAttackOriginHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n};\r\n\r\nexport const dealDamageToEnemy = (\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamage: number,\r\n\tboardWithAttackOrigin: BoardEntity[],\r\n\tboardWithAttackOriginHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// console.log('dealing damage to', damage, stringifySimpleCard(defendingEntity, allCards));\r\n\tif (!defendingEntity) {\r\n\t\treturn 0;\r\n\t}\r\n\r\n\tconst fakeAttacker = {\r\n\t\t...(damageSource || {}),\r\n\t\tentityId: -1,\r\n\t\tattack: damage,\r\n\t\tattacking: true,\r\n\t} as BoardEntity;\r\n\tconst actualDamageDone = bumpEntities(\r\n\t\tdefendingEntity,\r\n\t\tfakeAttacker,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tboardWithAttackOrigin,\r\n\t\tboardWithAttackOriginHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\tconst defendingEntityIndex = defendingBoard.map((entity) => entity.entityId).indexOf(defendingEntity.entityId);\r\n\tdefendingBoard[defendingEntityIndex] = defendingEntity;\r\n\treturn actualDamageDone;\r\n};\r\n\r\nexport const getDefendingEntity = (defendingBoard: BoardEntity[], attackingEntity: BoardEntity, ignoreTaunts = false): BoardEntity => {\r\n\tlet possibleDefenders: readonly BoardEntity[];\r\n\tif (attackingEntity.cardId === CardIds.ZappSlywick || attackingEntity.cardId === CardIds.ZappSlywickBattlegrounds) {\r\n\t\tconst minAttack = Math.min(...defendingBoard.map((entity) => entity.attack));\r\n\t\tpossibleDefenders = defendingBoard.filter((entity) => entity.attack === minAttack);\r\n\t} else if (!ignoreTaunts) {\r\n\t\tconst taunts = defendingBoard.filter((entity) => entity.taunt);\r\n\t\tpossibleDefenders = taunts.length > 0 ? taunts : defendingBoard;\r\n\t} else {\r\n\t\tpossibleDefenders = defendingBoard;\r\n\t}\r\n\tlet chosenDefender = possibleDefenders[Math.floor(Math.random() * possibleDefenders.length)];\r\n\tif (chosenDefender.taunt) {\r\n\t\tconst elistras = defendingBoard.filter(\r\n\t\t\t(entity) => entity.cardId === CardIds.ElistraTheImmortal2 || entity.cardId === CardIds.ElistraTheImmortalBattlegrounds,\r\n\t\t);\r\n\t\tif (elistras.length > 0) {\r\n\t\t\tchosenDefender = elistras[Math.floor(Math.random() * elistras.length)];\r\n\t\t}\r\n\t}\r\n\treturn chosenDefender;\r\n};\r\nexport const bumpEntities = (\r\n\tentity: BoardEntity,\r\n\tbumpInto: BoardEntity,\r\n\tentityBoard: BoardEntity[],\r\n\tentityBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// No attack has no impact\r\n\tif (bumpInto.attack === 0) {\r\n\t\treturn 0;\r\n\t}\r\n\r\n\tif (entity.divineShield) {\r\n\t\t// Handle all the divine shield loss effects here\r\n\t\tfor (let i = 0; i < entityBoard.length; i++) {\r\n\t\t\tif (entityBoard[i].cardId === CardIds.BolvarFireblood) {\r\n\t\t\t\tmodifyAttack(entityBoard[i], 2, entityBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entityBoard[i], entityBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entityBoard[i], entityBoard[i], entityBoard);\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.BolvarFirebloodBattlegrounds) {\r\n\t\t\t\tmodifyAttack(entityBoard[i], 4, entityBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entityBoard[i], entityBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entityBoard[i], entityBoard[i], entityBoard);\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.DrakonidEnforcer) {\r\n\t\t\t\tmodifyAttack(entityBoard[i], 2, entityBoard, allCards);\r\n\t\t\t\tmodifyHealth(entityBoard[i], 2, entityBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entityBoard[i], entityBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entityBoard[i], entityBoard[i], entityBoard);\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.DrakonidEnforcerBattlegrounds) {\r\n\t\t\t\tmodifyAttack(entityBoard[i], 4, entityBoard, allCards);\r\n\t\t\t\tmodifyHealth(entityBoard[i], 4, entityBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entityBoard[i], entityBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entityBoard[i], entityBoard[i], entityBoard);\r\n\t\t\t} else if (\r\n\t\t\t\tentityBoard[i].entityId !== entity.entityId &&\r\n\t\t\t\t(entityBoard[i].cardId === CardIds.HolyMecherel || entityBoard[i].cardId === CardIds.HolyMecherelBattlegrounds)\r\n\t\t\t) {\r\n\t\t\t\tentityBoard[i].divineShield = true;\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.Gemsplitter) {\r\n\t\t\t\taddCardsInHand(entityBoardHero, 1, entityBoard, allCards, spectator, CardIds.BloodGem);\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.GemsplitterBattlegrounds) {\r\n\t\t\t\taddCardsInHand(entityBoardHero, 2, entityBoard, allCards, spectator, CardIds.BloodGem);\r\n\t\t\t}\r\n\r\n\t\t\t// So that self-buffs from Bolvar are taken into account\r\n\t\t\tif (entityBoard[i].entityId === entity.entityId) {\r\n\t\t\t\tentity.divineShield = false;\r\n\t\t\t}\r\n\t\t}\r\n\t\tconst greaseBots = entityBoard.filter((entity) => entity.cardId === CardIds.GreaseBot);\r\n\t\tconst greaseBotBattlegrounds = entityBoard.filter((entity) => entity.cardId === CardIds.GreaseBotBattlegrounds);\r\n\t\tgreaseBots.forEach((bot) => {\r\n\t\t\tmodifyAttack(entity, 1, entityBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 1, entityBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(bot, entity, entityBoard);\r\n\t\t});\r\n\t\tgreaseBotBattlegrounds.forEach((bot) => {\r\n\t\t\tmodifyAttack(entity, 2, entityBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 2, entityBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(bot, entity, entityBoard);\r\n\t\t});\r\n\t\treturn 0;\r\n\t\t// return entity;\r\n\t}\r\n\tentity.health = entity.health - bumpInto.attack;\r\n\t// Do it last, so that other effects are still processed\r\n\tif (bumpInto.poisonous) {\r\n\t\t// So that further buffs don't revive it\r\n\t\t// And we don't just set the health to avoid applying overkill effects\r\n\t\tentity.definitelyDead = true;\r\n\t\t// return entity;\r\n\t}\r\n\t// FIXME: This will likely be incorrect in terms of timings, e.g. if the entity ends up\r\n\t// surviving following a buff like Spawn.\r\n\tspectator.registerDamageDealt(bumpInto, entity, bumpInto.attack, entityBoard);\r\n\tentity.lastAffectedByEntity = bumpInto;\r\n\tif (!entity.frenzyApplied && entity.health > 0 && !entity.definitelyDead) {\r\n\t\tapplyFrenzy(entity, entityBoard, entityBoardHero, allCards, cardsData, sharedState, spectator);\r\n\t\tentity.frenzyApplied = true;\r\n\t}\r\n\r\n\t// We spawn them here, because it says \"whenever\", and so happens right away\r\n\t// FIXME: there could be a bug here, if a Cleave attacks several IGB at the same time. The current\r\n\t// implementation could spawn minions above the max board size. Fringe case though, so leaving it\r\n\t// like this for now\r\n\tconst entitySpawns = getWheneverEntitySpawns(\r\n\t\tentity,\r\n\t\tentityBoard,\r\n\t\tentityBoardHero,\r\n\t\totherBoard,\r\n\t\totherHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\tif (!!entitySpawns?.length) {\r\n\t\tconst index = entityBoard.map((e) => e.entityId).indexOf(entity.entityId);\r\n\t\tentityBoard.splice(index + 1, 0, ...entitySpawns);\r\n\t\tspectator.registerMinionsSpawn(entity, entityBoard, entitySpawns);\r\n\t\thandleSpawnEffects(entityBoard, entitySpawns, allCards, spectator);\r\n\t}\r\n\treturn bumpInto.attack;\r\n};\r\n\r\nconst getWheneverEntitySpawns = (\r\n\tentity: BoardEntity,\r\n\tentityBoard: BoardEntity[],\r\n\tentityBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): readonly BoardEntity[] => {\r\n\tif (entityBoard.length === 7) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tif (entity.cardId === CardIds.ImpGangBoss) {\r\n\t\treturn spawnEntities(\r\n\t\t\tCardIds.ImpGangBoss_ImpToken,\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t} else if (entity.cardId === CardIds.ImpGangBossBattlegrounds) {\r\n\t\treturn spawnEntities(\r\n\t\t\tCardIds.ImpGangBoss_ImpTokenBattlegrounds,\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t} else if (entity.cardId === CardIds.ImpMama) {\r\n\t\treturn spawnEntities(\r\n\t\t\tcardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)],\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t).map((entity) => ({ ...entity, taunt: true }));\r\n\t} else if (entity.cardId === CardIds.ImpMamaBattlegrounds) {\r\n\t\treturn spawnEntities(\r\n\t\t\tcardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)],\r\n\t\t\t2,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t).map((entity) => ({ ...entity, taunt: true }));\r\n\t} else if (entity.cardId === CardIds.SecurityRover) {\r\n\t\treturn spawnEntities(\r\n\t\t\tCardIds.SecurityRover_GuardBotToken,\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t} else if (entity.cardId === CardIds.SecurityRoverBattlegrounds) {\r\n\t\treturn spawnEntities(\r\n\t\t\tCardIds.SecurityRover_GuardBotTokenBattlegrounds,\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t}\r\n\treturn null;\r\n};\r\n\r\nexport const processMinionDeath = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst [deadMinionIndexes1, deadEntities1] = makeMinionsDie(board1, allCards);\r\n\tconst [deadMinionIndexes2, deadEntities2] = makeMinionsDie(board2, allCards);\r\n\tspectator.registerDeadEntities(deadMinionIndexes1, deadEntities1, deadMinionIndexes2, deadEntities2);\r\n\t// No death to process, we can return\r\n\tif (deadEntities1.length === 0 && deadEntities2.length === 0) {\r\n\t\treturn;\r\n\t\t// return [board1, board2];\r\n\t}\r\n\r\n\tsharedState.deaths.push(...deadEntities1);\r\n\tsharedState.deaths.push(...deadEntities2);\r\n\r\n\t// First process all DRs, then process the reborn\r\n\tif (Math.random() > 0.5) {\r\n\t\t// Now proceed to trigger all deathrattle effects on baord1\r\n\t\thandleDeathrattlesForFirstBoard(\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tdeadMinionIndexes1,\r\n\t\t\tdeadEntities1,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\t// Now handle the other board's deathrattles\r\n\t\thandleDeathrattlesForFirstBoard(\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tdeadMinionIndexes2,\r\n\t\t\tdeadEntities2,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else {\r\n\t\thandleDeathrattlesForFirstBoard(\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tdeadMinionIndexes2,\r\n\t\t\tdeadEntities2,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\thandleDeathrattlesForFirstBoard(\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tdeadMinionIndexes1,\r\n\t\t\tdeadEntities1,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\r\n\t// Now the reborn\r\n\tif (Math.random() > 0.5) {\r\n\t\t// Now proceed to trigger all deathrattle effects on baord1\r\n\t\thandleRebornForFirstBoard(\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tdeadMinionIndexes1,\r\n\t\t\tdeadEntities1,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\t// Now handle the other board's deathrattles\r\n\t\thandleRebornForFirstBoard(\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tdeadMinionIndexes2,\r\n\t\t\tdeadEntities2,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else {\r\n\t\thandleRebornForFirstBoard(\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tdeadMinionIndexes2,\r\n\t\t\tdeadEntities2,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\thandleRebornForFirstBoard(\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tdeadMinionIndexes1,\r\n\t\t\tdeadEntities1,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\t// Make sure we only return when there are no more deaths to process\r\n\t// FIXME: this will propagate the killer between rounds, which is incorrect. For instance,\r\n\t// if a dragon kills a Ghoul, then the Ghoul's deathrattle kills a Kaboom, the killer should\r\n\t// now be the ghoul. Then if the Kaboom kills someone, the killer should again change. You could\r\n\t// also have multiple killers, which is not taken into account here.\r\n\t// The current assumption is that it's a suffienctly fringe case to not matter too much\r\n\tprocessMinionDeath(board1, board1Hero, board2, board2Hero, allCards, cardsData, sharedState, spectator);\r\n\r\n\t// If the fish dies (from Scallywag for instance), it doesn't remember the deathrattle\r\n\tboard1\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.AvatarOfNzoth_FishOfNzothTokenBattlegrounds || entity.cardId === CardIds.FishOfNzothBattlegrounds,\r\n\t\t)\r\n\t\t.forEach((entity) => rememberDeathrattles(entity, deadEntities1, cardsData));\r\n\tboard2\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.AvatarOfNzoth_FishOfNzothTokenBattlegrounds || entity.cardId === CardIds.FishOfNzothBattlegrounds,\r\n\t\t)\r\n\t\t.forEach((entity) => rememberDeathrattles(entity, deadEntities2, cardsData));\r\n\r\n\tboard1\r\n\t\t.filter((entity) => entity.cardId === CardIds.Monstrosity || entity.cardId === CardIds.MonstrosityBattlegrounds)\r\n\t\t.forEach((entity) => applyMonstrosity(entity, deadEntities1, board1, allCards));\r\n\tboard2\r\n\t\t.filter((entity) => entity.cardId === CardIds.Monstrosity || entity.cardId === CardIds.MonstrosityBattlegrounds)\r\n\t\t.forEach((entity) => applyMonstrosity(entity, deadEntities2, board2, allCards));\r\n};\r\n\r\nconst handleDeathrattlesForFirstBoard = (\r\n\tfirstBoard: BoardEntity[],\r\n\tfirstBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tdeadMinionIndexes: readonly number[],\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tfor (let i = 0; i < deadMinionIndexes.length; i++) {\r\n\t\tconst entity = deadEntities[i];\r\n\t\tconst index = deadMinionIndexes[i];\r\n\t\tif (entity.health <= 0 || entity.definitelyDead) {\r\n\t\t\tbuildBoardAfterDeathrattleSpawns(\r\n\t\t\t\tfirstBoard,\r\n\t\t\t\tfirstBoardHero,\r\n\t\t\t\tentity,\r\n\t\t\t\tindex,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tcardsData,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t} else if (firstBoard.length > 0) {\r\n\t\t\t// const newBoardD = [...firstBoard];\r\n\t\t\tfirstBoard.splice(index, 1, entity);\r\n\t\t\t// firstBoard = newBoardD;\r\n\t\t}\r\n\t}\r\n\t// return [firstBoard, otherBoard];\r\n};\r\n\r\nconst handleRebornForFirstBoard = (\r\n\tfirstBoard: BoardEntity[],\r\n\tfirstBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tdeadMinionIndexes: readonly number[],\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tfor (let i = 0; i < deadMinionIndexes.length; i++) {\r\n\t\tconst entity = deadEntities[i];\r\n\t\tconst index = deadMinionIndexes[i];\r\n\t\tif (entity.health <= 0 || entity.definitelyDead) {\r\n\t\t\tbuildBoardAfterRebornSpawns(\r\n\t\t\t\tfirstBoard,\r\n\t\t\t\tfirstBoardHero,\r\n\t\t\t\tentity,\r\n\t\t\t\tindex,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tcardsData,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t} else if (firstBoard.length > 0) {\r\n\t\t\t// const newBoardD = [...firstBoard];\r\n\t\t\tfirstBoard.splice(index, 1, entity);\r\n\t\t\t// firstBoard = newBoardD;\r\n\t\t}\r\n\t}\r\n\t// return [firstBoard, otherBoard];\r\n};\r\n\r\nexport const applyOnAttackBuffs = (\r\n\tattacker: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (attacker.cardId === CardIds.GlyphGuardian2) {\r\n\t\t// For now the utility method only works additively, so we hack around it\r\n\t\tmodifyAttack(attacker, 2 * attacker.attack - attacker.attack, attackingBoard, allCards);\r\n\t}\r\n\tif (attacker.cardId === CardIds.GlyphGuardianBattlegrounds) {\r\n\t\tmodifyAttack(attacker, 3 * attacker.attack - attacker.attack, attackingBoard, allCards);\r\n\t}\r\n\r\n\t// Ripsnarl Captain\r\n\tif (isCorrectTribe(allCards.getCard(attacker.cardId).race, Race.PIRATE)) {\r\n\t\tconst ripsnarls = attackingBoard\r\n\t\t\t.filter((e) => e.cardId === CardIds.RipsnarlCaptain)\r\n\t\t\t.filter((e) => e.entityId !== attacker.entityId);\r\n\t\tconst ripsnarlsTB = attackingBoard\r\n\t\t\t.filter((entity) => entity.cardId === CardIds.RipsnarlCaptainBattlegrounds)\r\n\t\t\t.filter((e) => e.entityId !== attacker.entityId);\r\n\t\tripsnarls.forEach((captain) => {\r\n\t\t\tmodifyAttack(attacker, 2, attackingBoard, allCards);\r\n\t\t\tmodifyHealth(attacker, 2, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(captain, attacker, attackingBoard);\r\n\t\t});\r\n\t\tripsnarlsTB.forEach((captain) => {\r\n\t\t\tmodifyAttack(attacker, 4, attackingBoard, allCards);\r\n\t\t\tmodifyHealth(attacker, 4, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(captain, attacker, attackingBoard);\r\n\t\t});\r\n\t}\r\n\r\n\t// Dread Admiral Eliza\r\n\tif (isCorrectTribe(allCards.getCard(attacker.cardId).race, Race.PIRATE)) {\r\n\t\tconst elizas = attackingBoard.filter((e) => e.cardId === CardIds.DreadAdmiralEliza);\r\n\t\tconst elizasTB = attackingBoard.filter((e) => e.cardId === CardIds.DreadAdmiralElizaBattlegrounds);\r\n\r\n\t\telizas.forEach((eliza) => {\r\n\t\t\tattackingBoard.forEach((entity) => {\r\n\t\t\t\tmodifyAttack(entity, 2, attackingBoard, allCards);\r\n\t\t\t\tmodifyHealth(entity, 1, attackingBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(eliza, entity, attackingBoard);\r\n\t\t\t});\r\n\t\t});\r\n\t\telizasTB.forEach((eliza) => {\r\n\t\t\tattackingBoard.forEach((entity) => {\r\n\t\t\t\tmodifyAttack(entity, 4, attackingBoard, allCards);\r\n\t\t\t\tmodifyHealth(entity, 2, attackingBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(eliza, entity, attackingBoard);\r\n\t\t\t});\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyOnBeingAttackedBuffs = (\r\n\tattackedEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (attackedEntity.taunt) {\r\n\t\tconst champions = defendingBoard.filter((entity) => entity.cardId === CardIds.ChampionOfYshaarj);\r\n\t\tconst goldenChampions = defendingBoard.filter((entity) => entity.cardId === CardIds.ChampionOfYshaarjBattlegrounds);\r\n\t\tchampions.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 1, defendingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 1, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(entity, entity, defendingBoard);\r\n\t\t});\r\n\t\tgoldenChampions.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 2, defendingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 2, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(entity, entity, defendingBoard);\r\n\t\t});\r\n\r\n\t\tconst arms = defendingBoard.filter((entity) => entity.cardId === CardIds.ArmOfTheEmpire);\r\n\t\tconst goldenArms = defendingBoard.filter((entity) => entity.cardId === CardIds.ArmOfTheEmpireBattlegrounds);\r\n\t\tarms.forEach((arm) => {\r\n\t\t\tmodifyAttack(attackedEntity, 2, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(arm, attackedEntity, defendingBoard);\r\n\t\t});\r\n\t\tgoldenArms.forEach((arm) => {\r\n\t\t\tmodifyAttack(attackedEntity, 4, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(arm, attackedEntity, defendingBoard);\r\n\t\t});\r\n\t}\r\n\tif (attackedEntity.cardId === CardIds.TormentedRitualist) {\r\n\t\tconst neighbours = getNeighbours(defendingBoard, attackedEntity);\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 1, defendingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 1, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attackedEntity, entity, defendingBoard);\r\n\t\t});\r\n\t}\r\n\tif (attackedEntity.cardId === CardIds.TormentedRitualistBattlegrounds) {\r\n\t\tconst neighbours = getNeighbours(defendingBoard, attackedEntity);\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 2, defendingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 2, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attackedEntity, entity, defendingBoard);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nconst makeMinionsDie = (board: BoardEntity[], allCards: AllCardsService): [number[], BoardEntity[]] => {\r\n\tconst deadMinionIndexes: number[] = [];\r\n\tconst deadEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tconst index = board.map((entity) => entity.entityId).indexOf(board[i].entityId);\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\tdeadMinionIndexes.push(i);\r\n\t\t\tdeadEntities.push(board[i]);\r\n\t\t\tboard.splice(index, 1);\r\n\t\t\t// We modify the original array, so we need to update teh current index accordingly\r\n\t\t\ti--;\r\n\t\t}\r\n\t}\r\n\treturn [deadMinionIndexes, deadEntities];\r\n};\r\n\r\nconst handleKillEffects = (\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tkillerBoard: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (\r\n\t\tdeadEntity.lastAffectedByEntity?.cardId &&\r\n\t\tisCorrectTribe(allCards.getCard(deadEntity.lastAffectedByEntity.cardId).race, Race.DRAGON)\r\n\t) {\r\n\t\tfor (const entity of killerBoard) {\r\n\t\t\tif (entity.cardId === CardIds.WaxriderTogwaggle2) {\r\n\t\t\t\tmodifyAttack(entity, 2, killerBoard, allCards);\r\n\t\t\t\tmodifyHealth(entity, 2, killerBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entity, killerBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entity, entity, killerBoard);\r\n\t\t\t} else if (entity.cardId === CardIds.WaxriderTogwaggleBattlegrounds) {\r\n\t\t\t\tmodifyAttack(entity, 4, killerBoard, allCards);\r\n\t\t\t\tmodifyHealth(entity, 4, killerBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entity, killerBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entity, entity, killerBoard);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst buildBoardAfterDeathrattleSpawns = (\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadMinionIndex: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// TODO: don't apply this for FishOfNZoth\r\n\tif (deadMinionIndex >= 0) {\r\n\t\thandleKillEffects(boardWithKilledMinion, opponentBoard, deadEntity, allCards, spectator);\r\n\t}\r\n\r\n\t// But Wildfire Element is applied first, before the DR spawns\r\n\tif (deadMinionIndex >= 0) {\r\n\t\tapplyMinionDeathEffect(\r\n\t\t\tdeadEntity,\r\n\t\t\tdeadMinionIndex,\r\n\t\t\tboardWithKilledMinion,\r\n\t\t\tboardWithKilledMinionHero,\r\n\t\t\topponentBoard,\r\n\t\t\topponentBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\r\n\tconst candidateEntities: readonly BoardEntity[] = [...entitiesFromNativeDeathrattle, ...entitiesFromEnchantments];\r\n\tperformEntitySpawns(\r\n\t\tcandidateEntities,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\tdeadEntity,\r\n\t\tdeadMinionIndex,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\r\n\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\thandleDeathrattleEffects(\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\tdeadEntity,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\r\n\t// eslint-disable-next-line prettier/prettier\r\n\tif (deadEntity.rememberedDeathrattles?.length) {\r\n\t\tfor (const deathrattle of deadEntity.rememberedDeathrattles) {\r\n\t\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t\t...deadEntity,\r\n\t\t\t\trememberedDeathrattles: undefined,\r\n\t\t\t\tcardId: deathrattle,\r\n\t\t\t\tenchantments: [\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tcardId: deathrattle,\r\n\t\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\t},\r\n\t\t\t\t],\r\n\t\t\t};\r\n\t\t\tbuildBoardAfterDeathrattleSpawns(\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\tentityToProcess,\r\n\t\t\t\tdeadMinionIndex,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tcardsData,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst buildBoardAfterRebornSpawns = (\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadMinionIndex: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst otherEntityCardIds = boardWithKilledMinion.filter((e) => e.entityId !== deadEntity.entityId).map((e) => e.cardId);\r\n\tconst numberOfReborns =\r\n\t\t1 +\r\n\t\t1 * otherEntityCardIds.filter((cardId) => cardId === CardIds.ArfusBattlegrounds1).length +\r\n\t\t2 * otherEntityCardIds.filter((cardId) => cardId === CardIds.ArfusBattlegrounds2).length;\r\n\t// Reborn happens after deathrattles\r\n\tconst entitiesFromReborn: readonly BoardEntity[] =\r\n\t\tdeadEntity.reborn && deadMinionIndex >= 0\r\n\t\t\t? spawnEntities(\r\n\t\t\t\t\tdeadEntity.cardId,\r\n\t\t\t\t\tnumberOfReborns,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\topponentBoard,\r\n\t\t\t\t\topponentBoardHero,\r\n\t\t\t\t\tallCards,\r\n\t\t\t\t\tcardsData,\r\n\t\t\t\t\tsharedState,\r\n\t\t\t\t\tspectator,\r\n\t\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t\ttrue,\r\n\t\t\t )\r\n\t\t\t: [];\r\n\tperformEntitySpawns(\r\n\t\tentitiesFromReborn,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\tdeadEntity,\r\n\t\tdeadMinionIndex,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n};\r\n\r\nconst performEntitySpawns = (\r\n\tcandidateEntities: readonly BoardEntity[],\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadMinionIndex: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst aliveEntites = candidateEntities.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\r\n\t// const roomToSpawn: number = 7 - boardWithKilledMinion.length;\r\n\t// const spawnedEntities: readonly BoardEntity[] = aliveEntites.slice(0, roomToSpawn);\r\n\r\n\tconst indexFromRight = boardWithKilledMinion.length - deadMinionIndex;\r\n\tconst spawnedEntities = [];\r\n\tfor (const newMinion of aliveEntites) {\r\n\t\t// All entities have been spawned\r\n\t\tif (boardWithKilledMinion.length >= 7) {\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\t// Avoid minions spawning backwards (we don't have this issue if we add all elements at\r\n\t\t// the same time, but here we want to be able to attack after each spawn, which in turn\r\n\t\t// means that the minion can die before the other one spawns)\r\n\t\t// In boardWithKilledMinion, the dead minion has already been removed\r\n\t\tboardWithKilledMinion.splice(boardWithKilledMinion.length - indexFromRight, 0, newMinion);\r\n\t\tif (newMinion.attackImmediately) {\r\n\t\t\t// Whenever we are already in a combat phase, we need to first clean up the state\r\n\t\t\tremoveAuras(boardWithKilledMinion, cardsData);\r\n\t\t\tremoveAuras(opponentBoard, cardsData);\r\n\t\t\tsimulateAttack(\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tnull,\r\n\t\t\t\tallCards,\r\n\t\t\t\tcardsData,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t}\r\n\t\tif (newMinion.health > 0 && !newMinion.definitelyDead) {\r\n\t\t\tspawnedEntities.push(newMinion);\r\n\t\t}\r\n\t}\r\n\r\n\t// Minion has already been removed from the board in the previous step\r\n\thandleSpawnEffects(boardWithKilledMinion, spawnedEntities, allCards, spectator);\r\n\tspectator.registerMinionsSpawn(deadEntity, boardWithKilledMinion, spawnedEntities);\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { pickRandom } from '../services/utils';\r\nimport { validEnchantments } from '../simulate-bgs-battle';\r\nimport { afterStatsUpdate, hasCorrectTribe, hasMechanic, isCorrectTribe, modifyAttack, modifyHealth } from '../utils';\r\nimport { applyAuras, removeAuras } from './auras';\r\nimport {\r\n\taddCardsInHand,\r\n\tapplyMinionDeathEffect,\r\n\tapplyMonstrosity,\r\n\thandleDeathrattleEffects,\r\n\trememberDeathrattles,\r\n} from './deathrattle-effects';\r\nimport { spawnEntities, spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { applyFrenzy } from './frenzy';\r\nimport { SharedState } from './shared-state';\r\nimport { handleSpawnEffects } from './spawn-effect';\r\nimport { Spectator } from './spectator/spectator';\r\nimport { getHeroPowerForHero } from './start-of-combat';\r\n\r\n// Only use it to simulate actual attack. To simulate damage, or something similar, use bumpInto\r\nexport const simulateAttack = (\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tlastAttackerEntityId: number,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n\tforceAttackingEntityIndex?: number,\r\n): number => {\r\n\tif (attackingBoard.length === 0 || defendingBoard.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tconst attackingHeroPowerId = attackingBoardHero.heroPowerId || getHeroPowerForHero(attackingBoardHero.cardId);\r\n\tconst defendingHeroPowerId = defendingBoardHero.heroPowerId || getHeroPowerForHero(defendingBoardHero.cardId);\r\n\tconst numberOfDeathwingPresents =\r\n\t\t(attackingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0) +\r\n\t\t(defendingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0);\r\n\r\n\tconst attackingEntity =\r\n\t\tforceAttackingEntityIndex != null\r\n\t\t\t? attackingBoard[forceAttackingEntityIndex]\r\n\t\t\t: getAttackingEntity(attackingBoard, lastAttackerEntityId);\r\n\tconst attackingEntityIndex = attackingBoard.map((e) => e.entityId).indexOf(attackingEntity?.entityId);\r\n\tif (attackingEntity) {\r\n\t\tattackingEntity.attacking = true;\r\n\t\t// console.log('attack by', stringifySimpleCard(attackingEntity, allCards), attackingEntity.attacking);\r\n\t\tconst numberOfAttacks = attackingEntity.megaWindfury ? 4 : attackingEntity.windfury ? 2 : 1;\r\n\t\tfor (let i = 0; i < numberOfAttacks; i++) {\r\n\t\t\t// The auras need to be handled on a per-attack basis, as otherwise minions that spawn\r\n\t\t\t// in-between attacks don't get aura buffs\r\n\t\t\tapplyAuras(attackingBoard, numberOfDeathwingPresents, spawns, allCards);\r\n\t\t\tapplyAuras(defendingBoard, numberOfDeathwingPresents, spawns, allCards);\r\n\t\t\t// We refresh the entity in case of windfury\r\n\t\t\tif (attackingBoard.length === 0 || defendingBoard.length === 0) {\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\t\t\t// Check that didn't die\r\n\t\t\tif (attackingBoard.find((entity) => entity.entityId === attackingEntity.entityId)) {\r\n\t\t\t\tapplyOnAttackBuffs(attackingEntity, attackingBoard, allCards, spectator);\r\n\t\t\t\tconst defendingEntity: BoardEntity = getDefendingEntity(defendingBoard, attackingEntity);\r\n\t\t\t\tspectator.registerAttack(attackingEntity, defendingEntity, attackingBoard, defendingBoard);\r\n\t\t\t\tapplyOnBeingAttackedBuffs(defendingEntity, defendingBoard, allCards, spectator);\r\n\t\t\t\tperformAttack(\r\n\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\tdefendingEntity,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\tallCards,\r\n\t\t\t\t\tspawns,\r\n\t\t\t\t\tsharedState,\r\n\t\t\t\t\tspectator,\r\n\t\t\t\t);\r\n\t\t\t\tapplyAfterAttackEffects(attackingEntity, attackingBoard, attackingBoardHero, allCards, spectator);\r\n\t\t\t\t// FIXME: I don't know the behavior with Windfury. Should the attack be done right away, before\r\n\t\t\t\t// the windfury triggers again? The current behavior attacks after the windfury is over\r\n\t\t\t\tif (\r\n\t\t\t\t\tdefendingEntity.health > 0 &&\r\n\t\t\t\t\t!defendingEntity.definitelyDead &&\r\n\t\t\t\t\t(defendingEntity.cardId === CardIds.YoHoOgre || defendingEntity.cardId === CardIds.YoHoOgreBattlegrounds)\r\n\t\t\t\t) {\r\n\t\t\t\t\tdefendingEntity.attackImmediately = true;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tremoveAuras(attackingBoard, spawns);\r\n\t\t\tremoveAuras(defendingBoard, spawns);\r\n\t\t}\r\n\t\tattackingEntity.attacking = false;\r\n\t}\r\n\t// If entities that were before the attacker died, we need to update the attacker index\r\n\treturn attackingEntityIndex;\r\n};\r\n\r\nconst applyAfterAttackEffects = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (attackingEntity.cardId === CardIds.Bonker || attackingEntity.cardId === CardIds.BonkerBattlegrounds) {\r\n\t\taddCardsInHand(attackingBoardHero, 1, attackingBoard, allCards, spectator, CardIds.BloodGem);\r\n\t}\r\n};\r\n\r\nconst performAttack = (\r\n\tattackingEntity: BoardEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (hasCorrectTribe(attackingEntity, Race.DRAGON, allCards)) {\r\n\t\tconst prestors = attackingBoard\r\n\t\t\t.filter((e) => e.entityId !== attackingEntity.entityId)\r\n\t\t\t.filter((e) => e.cardId === CardIds.PrestorsPyrospawn || e.cardId === CardIds.PrestorsPyrospawnBattlegrounds);\r\n\t\tprestors.forEach((prestor) => {\r\n\t\t\tspectator.registerPowerTarget(prestor, defendingEntity, defendingBoard);\r\n\t\t\tdealDamageToEnemy(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tprestor,\r\n\t\t\t\tprestor.cardId === CardIds.PrestorsPyrospawnBattlegrounds ? 6 : 3,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t});\r\n\t}\r\n\r\n\t// For Prestor\r\n\tconst defenderAliveBeforeAttack = defendingEntity.health > 0 && !defendingEntity.definitelyDead;\r\n\tif (defenderAliveBeforeAttack) {\r\n\t\tif (!attackingEntity.immuneWhenAttackCharges || attackingEntity.immuneWhenAttackCharges <= 0) {\r\n\t\t\tbumpEntities(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t} else {\r\n\t\t\t// console.log('immune when attack', attackingEntity);\r\n\t\t}\r\n\t\tbumpEntities(\r\n\t\t\tdefendingEntity,\r\n\t\t\tattackingEntity,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\t// Cleave\r\n\tif (attackingEntity.cleave) {\r\n\t\tconst defenderNeighbours: readonly BoardEntity[] = getNeighbours(defendingBoard, defendingEntity);\r\n\t\tfor (const neighbour of defenderNeighbours) {\r\n\t\t\tbumpEntities(\r\n\t\t\t\tneighbour,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\t// After attack hooks\r\n\t// Arcane Cannon\r\n\t// Monstrous Macaw\r\n\tif (attackingEntity.cardId === CardIds.MonstrousMacaw) {\r\n\t\ttriggerRandomDeathrattle(\r\n\t\t\tattackingEntity,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t} else if (attackingEntity.cardId === CardIds.MonstrousMacawBattlegrounds) {\r\n\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\ttriggerRandomDeathrattle(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t\ttrue,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tattackingEntity.attackImmediately = false;\r\n\tprocessMinionDeath(attackingBoard, attackingBoardHero, defendingBoard, defendingBoardHero, allCards, spawns, sharedState, spectator);\r\n\tattackingEntity.immuneWhenAttackCharges = Math.max(0, attackingEntity.immuneWhenAttackCharges - 1);\r\n};\r\n\r\nconst triggerRandomDeathrattle = (\r\n\tsourceEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n\texcludeSource = false,\r\n): void => {\r\n\tconst validDeathrattles = attackingBoard\r\n\t\t.filter((entity) => !excludeSource || entity.entityId !== sourceEntity.entityId)\r\n\t\t.filter((entity) => {\r\n\t\t\tif (hasMechanic(allCards.getCard(entity.cardId), 'DEATHRATTLE')) {\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t\tif (entity.rememberedDeathrattles?.length) {\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t\tif (\r\n\t\t\t\tentity.enchantments &&\r\n\t\t\t\tentity.enchantments\r\n\t\t\t\t\t.map((enchantment) => enchantment.cardId)\r\n\t\t\t\t\t.some((enchantmentId) => validEnchantments.includes(enchantmentId as CardIds))\r\n\t\t\t) {\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t\treturn false;\r\n\t\t});\r\n\tif (validDeathrattles.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tconst targetEntity = validDeathrattles[Math.floor(Math.random() * validDeathrattles.length)];\r\n\tspectator.registerPowerTarget(sourceEntity, targetEntity, attackingBoard);\r\n\tbuildBoardAfterDeathrattleSpawns(\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\ttargetEntity,\r\n\t\t-1,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tallCards,\r\n\t\tspawns,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\tbuildBoardAfterRebornSpawns(\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\ttargetEntity,\r\n\t\t-1,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tallCards,\r\n\t\tspawns,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n};\r\n\r\nconst getAttackingEntity = (attackingBoard: BoardEntity[], lastAttackerIndex: number): BoardEntity => {\r\n\tlet validAttackers = attackingBoard.filter((entity) => entity.attack > 0).filter((entity) => !entity.cantAttack);\r\n\tif (validAttackers.length === 0) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tif (validAttackers.some((entity) => entity.attackImmediately)) {\r\n\t\tvalidAttackers = validAttackers.filter((entity) => entity.attackImmediately);\r\n\t}\r\n\r\n\t// Once an entity has attacked, no entity to the left of it can attack until all entities\r\n\t// on the board have attacked\r\n\tif (lastAttackerIndex != null) {\r\n\t\t// This doesn't work if any entity that appears before the attacked index died in-between\r\n\t\tconst candidates = validAttackers.slice(lastAttackerIndex);\r\n\t\tif (candidates.length > 0) {\r\n\t\t\tvalidAttackers = candidates;\r\n\t\t}\r\n\t}\r\n\r\n\tlet attackingEntity = validAttackers[0];\r\n\tlet minNumberOfAttacks: number = attackingEntity.attacksPerformed || 0;\r\n\tfor (const entity of validAttackers) {\r\n\t\tif ((entity.attacksPerformed || 0) < minNumberOfAttacks) {\r\n\t\t\tattackingEntity = entity;\r\n\t\t\tminNumberOfAttacks = entity.attacksPerformed;\r\n\t\t}\r\n\t}\r\n\r\n\tif (!attackingEntity.attackImmediately) {\r\n\t\tattackingEntity.attacksPerformed = (attackingEntity.attacksPerformed || 0) + 1;\r\n\t}\r\n\treturn attackingEntity;\r\n};\r\n\r\nexport const getNeighbours = (board: BoardEntity[], entity: BoardEntity, deadEntityIndex?: number): readonly BoardEntity[] => {\r\n\tconst neighbours = [];\r\n\tif (deadEntityIndex != null) {\r\n\t\tif (deadEntityIndex < board.length - 1) {\r\n\t\t\tneighbours.push(board[deadEntityIndex]);\r\n\t\t}\r\n\t\t// Could happen if a cleave kills several entities at the same time\r\n\t\tif (deadEntityIndex > 0 && deadEntityIndex <= board.length) {\r\n\t\t\tneighbours.push(board[deadEntityIndex - 1]);\r\n\t\t}\r\n\t} else {\r\n\t\tconst index = board.map((e) => e.entityId).indexOf(entity.entityId);\r\n\t\tif (index - 1 >= 0) {\r\n\t\t\tneighbours.push(board[index - 1]);\r\n\t\t}\r\n\t\t// neighbours.push(entity);\r\n\t\tif (index + 1 < board.length) {\r\n\t\t\tneighbours.push(board[index + 1]);\r\n\t\t}\r\n\t}\r\n\treturn neighbours;\r\n};\r\n\r\nexport const dealDamageToRandomEnemy = (\r\n\tboardToBeDamaged: BoardEntity[],\r\n\tboardToBeDamagedHero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamage: number,\r\n\tboardWithAttackOrigin: BoardEntity[],\r\n\tboardWithAttackOriginHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (boardToBeDamaged.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tconst validTargets = boardToBeDamaged.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst defendingEntity: BoardEntity = pickRandom(validTargets);\r\n\tif (defendingEntity) {\r\n\t\tspectator.registerPowerTarget(damageSource, defendingEntity, boardToBeDamaged);\r\n\t\tdealDamageToEnemy(\r\n\t\t\tdefendingEntity,\r\n\t\t\tboardToBeDamaged,\r\n\t\t\tboardToBeDamagedHero,\r\n\t\t\tdamageSource,\r\n\t\t\tdamage,\r\n\t\t\tboardWithAttackOrigin,\r\n\t\t\tboardWithAttackOriginHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n};\r\n\r\nexport const dealDamageToEnemy = (\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamage: number,\r\n\tboardWithAttackOrigin: BoardEntity[],\r\n\tboardWithAttackOriginHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// console.log('dealing damage to', damage, stringifySimpleCard(defendingEntity, allCards));\r\n\tif (!defendingEntity) {\r\n\t\treturn 0;\r\n\t}\r\n\r\n\tconst fakeAttacker = {\r\n\t\t...(damageSource || {}),\r\n\t\tentityId: -1,\r\n\t\tattack: damage,\r\n\t\tattacking: true,\r\n\t} as BoardEntity;\r\n\tconst actualDamageDone = bumpEntities(\r\n\t\tdefendingEntity,\r\n\t\tfakeAttacker,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tboardWithAttackOrigin,\r\n\t\tboardWithAttackOriginHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\tconst defendingEntityIndex = defendingBoard.map((entity) => entity.entityId).indexOf(defendingEntity.entityId);\r\n\tdefendingBoard[defendingEntityIndex] = defendingEntity;\r\n\treturn actualDamageDone;\r\n};\r\n\r\nexport const getDefendingEntity = (defendingBoard: BoardEntity[], attackingEntity: BoardEntity, ignoreTaunts = false): BoardEntity => {\r\n\tlet possibleDefenders: readonly BoardEntity[];\r\n\tif (attackingEntity.cardId === CardIds.ZappSlywick || attackingEntity.cardId === CardIds.ZappSlywickBattlegrounds) {\r\n\t\tconst minAttack = Math.min(...defendingBoard.map((entity) => entity.attack));\r\n\t\tpossibleDefenders = defendingBoard.filter((entity) => entity.attack === minAttack);\r\n\t} else if (!ignoreTaunts) {\r\n\t\tconst taunts = defendingBoard.filter((entity) => entity.taunt);\r\n\t\tpossibleDefenders = taunts.length > 0 ? taunts : defendingBoard;\r\n\t} else {\r\n\t\tpossibleDefenders = defendingBoard;\r\n\t}\r\n\tlet chosenDefender = possibleDefenders[Math.floor(Math.random() * possibleDefenders.length)];\r\n\tif (chosenDefender.taunt) {\r\n\t\tconst elistras = defendingBoard.filter(\r\n\t\t\t(entity) => entity.cardId === CardIds.ElistraTheImmortal2 || entity.cardId === CardIds.ElistraTheImmortalBattlegrounds,\r\n\t\t);\r\n\t\tif (elistras.length > 0) {\r\n\t\t\tchosenDefender = elistras[Math.floor(Math.random() * elistras.length)];\r\n\t\t}\r\n\t}\r\n\treturn chosenDefender;\r\n};\r\nexport const bumpEntities = (\r\n\tentity: BoardEntity,\r\n\tbumpInto: BoardEntity,\r\n\tentityBoard: BoardEntity[],\r\n\tentityBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// No attack has no impact\r\n\tif (bumpInto.attack === 0) {\r\n\t\treturn 0;\r\n\t}\r\n\r\n\tif (entity.divineShield) {\r\n\t\t// Handle all the divine shield loss effects here\r\n\t\tfor (let i = 0; i < entityBoard.length; i++) {\r\n\t\t\tif (entityBoard[i].cardId === CardIds.BolvarFireblood) {\r\n\t\t\t\tmodifyAttack(entityBoard[i], 2, entityBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entityBoard[i], entityBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entityBoard[i], entityBoard[i], entityBoard);\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.BolvarFirebloodBattlegrounds) {\r\n\t\t\t\tmodifyAttack(entityBoard[i], 4, entityBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entityBoard[i], entityBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entityBoard[i], entityBoard[i], entityBoard);\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.DrakonidEnforcer) {\r\n\t\t\t\tmodifyAttack(entityBoard[i], 2, entityBoard, allCards);\r\n\t\t\t\tmodifyHealth(entityBoard[i], 2, entityBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entityBoard[i], entityBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entityBoard[i], entityBoard[i], entityBoard);\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.DrakonidEnforcerBattlegrounds) {\r\n\t\t\t\tmodifyAttack(entityBoard[i], 4, entityBoard, allCards);\r\n\t\t\t\tmodifyHealth(entityBoard[i], 4, entityBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entityBoard[i], entityBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entityBoard[i], entityBoard[i], entityBoard);\r\n\t\t\t} else if (\r\n\t\t\t\tentityBoard[i].entityId !== entity.entityId &&\r\n\t\t\t\t(entityBoard[i].cardId === CardIds.HolyMecherel || entityBoard[i].cardId === CardIds.HolyMecherelBattlegrounds)\r\n\t\t\t) {\r\n\t\t\t\tentityBoard[i].divineShield = true;\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.Gemsplitter) {\r\n\t\t\t\taddCardsInHand(entityBoardHero, 1, entityBoard, allCards, spectator, CardIds.BloodGem);\r\n\t\t\t} else if (entityBoard[i].cardId === CardIds.GemsplitterBattlegrounds) {\r\n\t\t\t\taddCardsInHand(entityBoardHero, 2, entityBoard, allCards, spectator, CardIds.BloodGem);\r\n\t\t\t}\r\n\r\n\t\t\t// So that self-buffs from Bolvar are taken into account\r\n\t\t\tif (entityBoard[i].entityId === entity.entityId) {\r\n\t\t\t\tentity.divineShield = false;\r\n\t\t\t}\r\n\t\t}\r\n\t\tconst greaseBots = entityBoard.filter((entity) => entity.cardId === CardIds.GreaseBot);\r\n\t\tconst greaseBotBattlegrounds = entityBoard.filter((entity) => entity.cardId === CardIds.GreaseBotBattlegrounds);\r\n\t\tgreaseBots.forEach((bot) => {\r\n\t\t\tmodifyAttack(entity, 1, entityBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 1, entityBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(bot, entity, entityBoard);\r\n\t\t});\r\n\t\tgreaseBotBattlegrounds.forEach((bot) => {\r\n\t\t\tmodifyAttack(entity, 2, entityBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 2, entityBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(bot, entity, entityBoard);\r\n\t\t});\r\n\t\tspectator.registerDamageDealt(bumpInto, entity, 0, entityBoard);\r\n\t\treturn 0;\r\n\t\t// return entity;\r\n\t}\r\n\tentity.health = entity.health - bumpInto.attack;\r\n\t// Do it last, so that other effects are still processed\r\n\tif (bumpInto.poisonous) {\r\n\t\t// So that further buffs don't revive it\r\n\t\t// And we don't just set the health to avoid applying overkill effects\r\n\t\tentity.definitelyDead = true;\r\n\t\t// return entity;\r\n\t}\r\n\t// FIXME: This will likely be incorrect in terms of timings, e.g. if the entity ends up\r\n\t// surviving following a buff like Spawn.\r\n\tspectator.registerDamageDealt(bumpInto, entity, bumpInto.attack, entityBoard);\r\n\tentity.lastAffectedByEntity = bumpInto;\r\n\tif (!entity.frenzyApplied && entity.health > 0 && !entity.definitelyDead) {\r\n\t\tapplyFrenzy(entity, entityBoard, entityBoardHero, allCards, cardsData, sharedState, spectator);\r\n\t\tentity.frenzyApplied = true;\r\n\t}\r\n\r\n\t// We spawn them here, because it says \"whenever\", and so happens right away\r\n\t// FIXME: there could be a bug here, if a Cleave attacks several IGB at the same time. The current\r\n\t// implementation could spawn minions above the max board size. Fringe case though, so leaving it\r\n\t// like this for now\r\n\tconst entitySpawns = getWheneverEntitySpawns(\r\n\t\tentity,\r\n\t\tentityBoard,\r\n\t\tentityBoardHero,\r\n\t\totherBoard,\r\n\t\totherHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\tif (!!entitySpawns?.length) {\r\n\t\tconst index = entityBoard.map((e) => e.entityId).indexOf(entity.entityId);\r\n\t\tentityBoard.splice(index + 1, 0, ...entitySpawns);\r\n\t\tspectator.registerMinionsSpawn(entity, entityBoard, entitySpawns);\r\n\t\thandleSpawnEffects(entityBoard, entitySpawns, allCards, spectator);\r\n\t}\r\n\treturn bumpInto.attack;\r\n};\r\n\r\nconst getWheneverEntitySpawns = (\r\n\tentity: BoardEntity,\r\n\tentityBoard: BoardEntity[],\r\n\tentityBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): readonly BoardEntity[] => {\r\n\tif (entityBoard.length === 7) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tif (entity.cardId === CardIds.ImpGangBoss) {\r\n\t\treturn spawnEntities(\r\n\t\t\tCardIds.ImpGangBoss_ImpToken,\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t} else if (entity.cardId === CardIds.ImpGangBossBattlegrounds) {\r\n\t\treturn spawnEntities(\r\n\t\t\tCardIds.ImpGangBoss_ImpTokenBattlegrounds,\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t} else if (entity.cardId === CardIds.ImpMama) {\r\n\t\treturn spawnEntities(\r\n\t\t\tcardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)],\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t).map((entity) => ({ ...entity, taunt: true }));\r\n\t} else if (entity.cardId === CardIds.ImpMamaBattlegrounds) {\r\n\t\treturn spawnEntities(\r\n\t\t\tcardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)],\r\n\t\t\t2,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t).map((entity) => ({ ...entity, taunt: true }));\r\n\t} else if (entity.cardId === CardIds.SecurityRover) {\r\n\t\treturn spawnEntities(\r\n\t\t\tCardIds.SecurityRover_GuardBotToken,\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t} else if (entity.cardId === CardIds.SecurityRoverBattlegrounds) {\r\n\t\treturn spawnEntities(\r\n\t\t\tCardIds.SecurityRover_GuardBotTokenBattlegrounds,\r\n\t\t\t1,\r\n\t\t\tentityBoard,\r\n\t\t\tentityBoardHero,\r\n\t\t\totherBoard,\r\n\t\t\totherHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tentity.friendly,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t}\r\n\treturn null;\r\n};\r\n\r\nexport const processMinionDeath = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst [deadMinionIndexes1, deadEntities1] = makeMinionsDie(board1, allCards);\r\n\tconst [deadMinionIndexes2, deadEntities2] = makeMinionsDie(board2, allCards);\r\n\tspectator.registerDeadEntities(deadMinionIndexes1, deadEntities1, deadMinionIndexes2, deadEntities2);\r\n\t// No death to process, we can return\r\n\tif (deadEntities1.length === 0 && deadEntities2.length === 0) {\r\n\t\treturn;\r\n\t\t// return [board1, board2];\r\n\t}\r\n\r\n\tsharedState.deaths.push(...deadEntities1);\r\n\tsharedState.deaths.push(...deadEntities2);\r\n\r\n\t// First process all DRs, then process the reborn\r\n\tif (Math.random() > 0.5) {\r\n\t\t// Now proceed to trigger all deathrattle effects on baord1\r\n\t\thandleDeathrattlesForFirstBoard(\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tdeadMinionIndexes1,\r\n\t\t\tdeadEntities1,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\t// Now handle the other board's deathrattles\r\n\t\thandleDeathrattlesForFirstBoard(\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tdeadMinionIndexes2,\r\n\t\t\tdeadEntities2,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else {\r\n\t\thandleDeathrattlesForFirstBoard(\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tdeadMinionIndexes2,\r\n\t\t\tdeadEntities2,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\thandleDeathrattlesForFirstBoard(\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tdeadMinionIndexes1,\r\n\t\t\tdeadEntities1,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\r\n\t// Now the reborn\r\n\tif (Math.random() > 0.5) {\r\n\t\t// Now proceed to trigger all deathrattle effects on baord1\r\n\t\thandleRebornForFirstBoard(\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tdeadMinionIndexes1,\r\n\t\t\tdeadEntities1,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\t// Now handle the other board's deathrattles\r\n\t\thandleRebornForFirstBoard(\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tdeadMinionIndexes2,\r\n\t\t\tdeadEntities2,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else {\r\n\t\thandleRebornForFirstBoard(\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tdeadMinionIndexes2,\r\n\t\t\tdeadEntities2,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\thandleRebornForFirstBoard(\r\n\t\t\tboard1,\r\n\t\t\tboard1Hero,\r\n\t\t\tboard2,\r\n\t\t\tboard2Hero,\r\n\t\t\tdeadMinionIndexes1,\r\n\t\t\tdeadEntities1,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\t// Make sure we only return when there are no more deaths to process\r\n\t// FIXME: this will propagate the killer between rounds, which is incorrect. For instance,\r\n\t// if a dragon kills a Ghoul, then the Ghoul's deathrattle kills a Kaboom, the killer should\r\n\t// now be the ghoul. Then if the Kaboom kills someone, the killer should again change. You could\r\n\t// also have multiple killers, which is not taken into account here.\r\n\t// The current assumption is that it's a suffienctly fringe case to not matter too much\r\n\tprocessMinionDeath(board1, board1Hero, board2, board2Hero, allCards, cardsData, sharedState, spectator);\r\n\r\n\t// If the fish dies (from Scallywag for instance), it doesn't remember the deathrattle\r\n\tboard1\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.AvatarOfNzoth_FishOfNzothTokenBattlegrounds || entity.cardId === CardIds.FishOfNzothBattlegrounds,\r\n\t\t)\r\n\t\t.forEach((entity) => rememberDeathrattles(entity, deadEntities1, cardsData));\r\n\tboard2\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.AvatarOfNzoth_FishOfNzothTokenBattlegrounds || entity.cardId === CardIds.FishOfNzothBattlegrounds,\r\n\t\t)\r\n\t\t.forEach((entity) => rememberDeathrattles(entity, deadEntities2, cardsData));\r\n\r\n\tboard1\r\n\t\t.filter((entity) => entity.cardId === CardIds.Monstrosity || entity.cardId === CardIds.MonstrosityBattlegrounds)\r\n\t\t.forEach((entity) => applyMonstrosity(entity, deadEntities1, board1, allCards));\r\n\tboard2\r\n\t\t.filter((entity) => entity.cardId === CardIds.Monstrosity || entity.cardId === CardIds.MonstrosityBattlegrounds)\r\n\t\t.forEach((entity) => applyMonstrosity(entity, deadEntities2, board2, allCards));\r\n};\r\n\r\nconst handleDeathrattlesForFirstBoard = (\r\n\tfirstBoard: BoardEntity[],\r\n\tfirstBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tdeadMinionIndexes: readonly number[],\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tfor (let i = 0; i < deadMinionIndexes.length; i++) {\r\n\t\tconst entity = deadEntities[i];\r\n\t\tconst index = deadMinionIndexes[i];\r\n\t\tif (entity.health <= 0 || entity.definitelyDead) {\r\n\t\t\tbuildBoardAfterDeathrattleSpawns(\r\n\t\t\t\tfirstBoard,\r\n\t\t\t\tfirstBoardHero,\r\n\t\t\t\tentity,\r\n\t\t\t\tindex,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tcardsData,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t} else if (firstBoard.length > 0) {\r\n\t\t\t// const newBoardD = [...firstBoard];\r\n\t\t\tfirstBoard.splice(index, 1, entity);\r\n\t\t\t// firstBoard = newBoardD;\r\n\t\t}\r\n\t}\r\n\t// return [firstBoard, otherBoard];\r\n};\r\n\r\nconst handleRebornForFirstBoard = (\r\n\tfirstBoard: BoardEntity[],\r\n\tfirstBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tdeadMinionIndexes: readonly number[],\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tfor (let i = 0; i < deadMinionIndexes.length; i++) {\r\n\t\tconst entity = deadEntities[i];\r\n\t\tconst index = deadMinionIndexes[i];\r\n\t\tif (entity.health <= 0 || entity.definitelyDead) {\r\n\t\t\tbuildBoardAfterRebornSpawns(\r\n\t\t\t\tfirstBoard,\r\n\t\t\t\tfirstBoardHero,\r\n\t\t\t\tentity,\r\n\t\t\t\tindex,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tcardsData,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t} else if (firstBoard.length > 0) {\r\n\t\t\t// const newBoardD = [...firstBoard];\r\n\t\t\tfirstBoard.splice(index, 1, entity);\r\n\t\t\t// firstBoard = newBoardD;\r\n\t\t}\r\n\t}\r\n\t// return [firstBoard, otherBoard];\r\n};\r\n\r\nexport const applyOnAttackBuffs = (\r\n\tattacker: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (attacker.cardId === CardIds.GlyphGuardian2) {\r\n\t\t// For now the utility method only works additively, so we hack around it\r\n\t\tmodifyAttack(attacker, 2 * attacker.attack - attacker.attack, attackingBoard, allCards);\r\n\t}\r\n\tif (attacker.cardId === CardIds.GlyphGuardianBattlegrounds) {\r\n\t\tmodifyAttack(attacker, 3 * attacker.attack - attacker.attack, attackingBoard, allCards);\r\n\t}\r\n\r\n\t// Ripsnarl Captain\r\n\tif (isCorrectTribe(allCards.getCard(attacker.cardId).race, Race.PIRATE)) {\r\n\t\tconst ripsnarls = attackingBoard\r\n\t\t\t.filter((e) => e.cardId === CardIds.RipsnarlCaptain)\r\n\t\t\t.filter((e) => e.entityId !== attacker.entityId);\r\n\t\tconst ripsnarlsTB = attackingBoard\r\n\t\t\t.filter((entity) => entity.cardId === CardIds.RipsnarlCaptainBattlegrounds)\r\n\t\t\t.filter((e) => e.entityId !== attacker.entityId);\r\n\t\tripsnarls.forEach((captain) => {\r\n\t\t\tmodifyAttack(attacker, 2, attackingBoard, allCards);\r\n\t\t\tmodifyHealth(attacker, 2, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(captain, attacker, attackingBoard);\r\n\t\t});\r\n\t\tripsnarlsTB.forEach((captain) => {\r\n\t\t\tmodifyAttack(attacker, 4, attackingBoard, allCards);\r\n\t\t\tmodifyHealth(attacker, 4, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(captain, attacker, attackingBoard);\r\n\t\t});\r\n\t}\r\n\r\n\t// Dread Admiral Eliza\r\n\tif (isCorrectTribe(allCards.getCard(attacker.cardId).race, Race.PIRATE)) {\r\n\t\tconst elizas = attackingBoard.filter((e) => e.cardId === CardIds.DreadAdmiralEliza);\r\n\t\tconst elizasTB = attackingBoard.filter((e) => e.cardId === CardIds.DreadAdmiralElizaBattlegrounds);\r\n\r\n\t\telizas.forEach((eliza) => {\r\n\t\t\tattackingBoard.forEach((entity) => {\r\n\t\t\t\tmodifyAttack(entity, 2, attackingBoard, allCards);\r\n\t\t\t\tmodifyHealth(entity, 1, attackingBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(eliza, entity, attackingBoard);\r\n\t\t\t});\r\n\t\t});\r\n\t\telizasTB.forEach((eliza) => {\r\n\t\t\tattackingBoard.forEach((entity) => {\r\n\t\t\t\tmodifyAttack(entity, 4, attackingBoard, allCards);\r\n\t\t\t\tmodifyHealth(entity, 2, attackingBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(eliza, entity, attackingBoard);\r\n\t\t\t});\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyOnBeingAttackedBuffs = (\r\n\tattackedEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (attackedEntity.taunt) {\r\n\t\tconst champions = defendingBoard.filter((entity) => entity.cardId === CardIds.ChampionOfYshaarj);\r\n\t\tconst goldenChampions = defendingBoard.filter((entity) => entity.cardId === CardIds.ChampionOfYshaarjBattlegrounds);\r\n\t\tchampions.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 1, defendingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 1, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(entity, entity, defendingBoard);\r\n\t\t});\r\n\t\tgoldenChampions.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 2, defendingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 2, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(entity, entity, defendingBoard);\r\n\t\t});\r\n\r\n\t\tconst arms = defendingBoard.filter((entity) => entity.cardId === CardIds.ArmOfTheEmpire);\r\n\t\tconst goldenArms = defendingBoard.filter((entity) => entity.cardId === CardIds.ArmOfTheEmpireBattlegrounds);\r\n\t\tarms.forEach((arm) => {\r\n\t\t\tmodifyAttack(attackedEntity, 2, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(arm, attackedEntity, defendingBoard);\r\n\t\t});\r\n\t\tgoldenArms.forEach((arm) => {\r\n\t\t\tmodifyAttack(attackedEntity, 4, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(arm, attackedEntity, defendingBoard);\r\n\t\t});\r\n\t}\r\n\tif (attackedEntity.cardId === CardIds.TormentedRitualist) {\r\n\t\tconst neighbours = getNeighbours(defendingBoard, attackedEntity);\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 1, defendingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 1, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attackedEntity, entity, defendingBoard);\r\n\t\t});\r\n\t}\r\n\tif (attackedEntity.cardId === CardIds.TormentedRitualistBattlegrounds) {\r\n\t\tconst neighbours = getNeighbours(defendingBoard, attackedEntity);\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 2, defendingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 2, defendingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attackedEntity, entity, defendingBoard);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nconst makeMinionsDie = (board: BoardEntity[], allCards: AllCardsService): [number[], BoardEntity[]] => {\r\n\tconst deadMinionIndexes: number[] = [];\r\n\tconst deadEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tconst index = board.map((entity) => entity.entityId).indexOf(board[i].entityId);\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\tdeadMinionIndexes.push(i);\r\n\t\t\tdeadEntities.push(board[i]);\r\n\t\t\tboard.splice(index, 1);\r\n\t\t\t// We modify the original array, so we need to update teh current index accordingly\r\n\t\t\ti--;\r\n\t\t}\r\n\t}\r\n\treturn [deadMinionIndexes, deadEntities];\r\n};\r\n\r\nconst handleKillEffects = (\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tkillerBoard: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (\r\n\t\tdeadEntity.lastAffectedByEntity?.cardId &&\r\n\t\tisCorrectTribe(allCards.getCard(deadEntity.lastAffectedByEntity.cardId).race, Race.DRAGON)\r\n\t) {\r\n\t\tfor (const entity of killerBoard) {\r\n\t\t\tif (entity.cardId === CardIds.WaxriderTogwaggle2) {\r\n\t\t\t\tmodifyAttack(entity, 2, killerBoard, allCards);\r\n\t\t\t\tmodifyHealth(entity, 2, killerBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entity, killerBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entity, entity, killerBoard);\r\n\t\t\t} else if (entity.cardId === CardIds.WaxriderTogwaggleBattlegrounds) {\r\n\t\t\t\tmodifyAttack(entity, 4, killerBoard, allCards);\r\n\t\t\t\tmodifyHealth(entity, 4, killerBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(entity, killerBoard, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(entity, entity, killerBoard);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst buildBoardAfterDeathrattleSpawns = (\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadMinionIndex: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// TODO: don't apply this for FishOfNZoth\r\n\tif (deadMinionIndex >= 0) {\r\n\t\thandleKillEffects(boardWithKilledMinion, opponentBoard, deadEntity, allCards, spectator);\r\n\t}\r\n\r\n\t// But Wildfire Element is applied first, before the DR spawns\r\n\tif (deadMinionIndex >= 0) {\r\n\t\tapplyMinionDeathEffect(\r\n\t\t\tdeadEntity,\r\n\t\t\tdeadMinionIndex,\r\n\t\t\tboardWithKilledMinion,\r\n\t\t\tboardWithKilledMinionHero,\r\n\t\t\topponentBoard,\r\n\t\t\topponentBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\r\n\tconst candidateEntities: readonly BoardEntity[] = [...entitiesFromNativeDeathrattle, ...entitiesFromEnchantments];\r\n\tperformEntitySpawns(\r\n\t\tcandidateEntities,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\tdeadEntity,\r\n\t\tdeadMinionIndex,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\r\n\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\thandleDeathrattleEffects(\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\tdeadEntity,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\r\n\t// eslint-disable-next-line prettier/prettier\r\n\tif (deadEntity.rememberedDeathrattles?.length) {\r\n\t\tfor (const deathrattle of deadEntity.rememberedDeathrattles) {\r\n\t\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t\t...deadEntity,\r\n\t\t\t\trememberedDeathrattles: undefined,\r\n\t\t\t\tcardId: deathrattle,\r\n\t\t\t\tenchantments: [\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tcardId: deathrattle,\r\n\t\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\t},\r\n\t\t\t\t],\r\n\t\t\t};\r\n\t\t\tbuildBoardAfterDeathrattleSpawns(\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\tentityToProcess,\r\n\t\t\t\tdeadMinionIndex,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tallCards,\r\n\t\t\t\tcardsData,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst buildBoardAfterRebornSpawns = (\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadMinionIndex: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst otherEntityCardIds = boardWithKilledMinion.filter((e) => e.entityId !== deadEntity.entityId).map((e) => e.cardId);\r\n\tconst numberOfReborns =\r\n\t\t1 +\r\n\t\t1 * otherEntityCardIds.filter((cardId) => cardId === CardIds.ArfusBattlegrounds1).length +\r\n\t\t2 * otherEntityCardIds.filter((cardId) => cardId === CardIds.ArfusBattlegrounds2).length;\r\n\t// Reborn happens after deathrattles\r\n\tconst entitiesFromReborn: readonly BoardEntity[] =\r\n\t\tdeadEntity.reborn && deadMinionIndex >= 0\r\n\t\t\t? spawnEntities(\r\n\t\t\t\t\tdeadEntity.cardId,\r\n\t\t\t\t\tnumberOfReborns,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\topponentBoard,\r\n\t\t\t\t\topponentBoardHero,\r\n\t\t\t\t\tallCards,\r\n\t\t\t\t\tcardsData,\r\n\t\t\t\t\tsharedState,\r\n\t\t\t\t\tspectator,\r\n\t\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t\ttrue,\r\n\t\t\t )\r\n\t\t\t: [];\r\n\tperformEntitySpawns(\r\n\t\tentitiesFromReborn,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\tdeadEntity,\r\n\t\tdeadMinionIndex,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n};\r\n\r\nconst performEntitySpawns = (\r\n\tcandidateEntities: readonly BoardEntity[],\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadMinionIndex: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst aliveEntites = candidateEntities.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\r\n\t// const roomToSpawn: number = 7 - boardWithKilledMinion.length;\r\n\t// const spawnedEntities: readonly BoardEntity[] = aliveEntites.slice(0, roomToSpawn);\r\n\r\n\tconst indexFromRight = boardWithKilledMinion.length - deadMinionIndex;\r\n\tconst spawnedEntities = [];\r\n\tfor (const newMinion of aliveEntites) {\r\n\t\t// All entities have been spawned\r\n\t\tif (boardWithKilledMinion.length >= 7) {\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\t// Avoid minions spawning backwards (we don't have this issue if we add all elements at\r\n\t\t// the same time, but here we want to be able to attack after each spawn, which in turn\r\n\t\t// means that the minion can die before the other one spawns)\r\n\t\t// In boardWithKilledMinion, the dead minion has already been removed\r\n\t\tboardWithKilledMinion.splice(boardWithKilledMinion.length - indexFromRight, 0, newMinion);\r\n\t\tif (newMinion.attackImmediately) {\r\n\t\t\t// Whenever we are already in a combat phase, we need to first clean up the state\r\n\t\t\tremoveAuras(boardWithKilledMinion, cardsData);\r\n\t\t\tremoveAuras(opponentBoard, cardsData);\r\n\t\t\tsimulateAttack(\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tnull,\r\n\t\t\t\tallCards,\r\n\t\t\t\tcardsData,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t}\r\n\t\tif (newMinion.health > 0 && !newMinion.definitelyDead) {\r\n\t\t\tspawnedEntities.push(newMinion);\r\n\t\t}\r\n\t}\r\n\r\n\t// Minion has already been removed from the board in the previous step\r\n\thandleSpawnEffects(boardWithKilledMinion, spawnedEntities, allCards, spectator);\r\n\tspectator.registerMinionsSpawn(deadEntity, boardWithKilledMinion, spawnedEntities);\r\n};\r\n"]}
@@ -6,5 +6,7 @@ import { CardsData } from '../cards/cards-data';
6
6
  import { SharedState } from './shared-state';
7
7
  import { Spectator } from './spectator/spectator';
8
8
  export declare const handleStartOfCombat: (playerEntity: BgsPlayerEntity, playerBoard: BoardEntity[], opponentEntity: BgsPlayerEntity, opponentBoard: BoardEntity[], currentAttacker: number, allCards: AllCardsService, spawns: CardsData, sharedState: SharedState, gameState: BgsGameState, spectator: Spectator) => number;
9
+ export declare const handleIllidanHeroPowers: (playerEntity: BgsPlayerEntity, playerBoard: BoardEntity[], opponentEntity: BgsPlayerEntity, opponentBoard: BoardEntity[], currentAttacker: number, allCards: AllCardsService, spawns: CardsData, sharedState: SharedState, gameState: BgsGameState, spectator: Spectator) => number;
10
+ export declare const handleStartOfCombatHeroPowers: (playerEntity: BgsPlayerEntity, playerBoard: BoardEntity[], opponentEntity: BgsPlayerEntity, opponentBoard: BoardEntity[], currentAttacker: number, allCards: AllCardsService, cardsData: CardsData, sharedState: SharedState, gameState: BgsGameState, spectator: Spectator) => number;
9
11
  export declare const getHeroPowerForHero: (heroCardId: string) => string;
10
- export declare const performStartOfCombat: (attacker: BoardEntity, attackingBoard: BoardEntity[], attackingBoardHero: BgsPlayerEntity, defendingBoard: BoardEntity[], defendingBoardHero: BgsPlayerEntity, allCards: AllCardsService, cardsData: CardsData, sharedState: SharedState, gameState: BgsGameState, spectator: Spectator) => void;
12
+ export declare const performStartOfCombatMinionsForPlayer: (attacker: BoardEntity, attackingBoard: BoardEntity[], attackingBoardHero: BgsPlayerEntity, defendingBoard: BoardEntity[], defendingBoardHero: BgsPlayerEntity, allCards: AllCardsService, cardsData: CardsData, sharedState: SharedState, gameState: BgsGameState, spectator: Spectator) => void;
@@ -1,12 +1,88 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.performStartOfCombat = exports.getHeroPowerForHero = exports.handleStartOfCombat = void 0;
3
+ exports.performStartOfCombatMinionsForPlayer = exports.getHeroPowerForHero = exports.handleStartOfCombatHeroPowers = exports.handleIllidanHeroPowers = exports.handleStartOfCombat = void 0;
4
4
  const reference_data_1 = require("@firestone-hs/reference-data");
5
5
  const utils_1 = require("../services/utils");
6
6
  const utils_2 = require("../utils");
7
7
  const attack_1 = require("./attack");
8
8
  const auras_1 = require("./auras");
9
9
  const deathrattle_effects_1 = require("./deathrattle-effects");
10
+ const handleStartOfCombat = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator) => {
11
+ currentAttacker = handlePreCombatHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator);
12
+ currentAttacker = exports.handleIllidanHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator);
13
+ currentAttacker = exports.handleStartOfCombatHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator);
14
+ currentAttacker = handleStartOfCombatMinions(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator);
15
+ return currentAttacker;
16
+ };
17
+ exports.handleStartOfCombat = handleStartOfCombat;
18
+ const handlePreCombatHeroPowers = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator) => {
19
+ const playerHeroPowerId = playerEntity.heroPowerId || exports.getHeroPowerForHero(playerEntity.cardId);
20
+ if (playerHeroPowerId === "TB_BaconShop_HP_086" && playerBoard.length > 0) {
21
+ handleAlakirForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);
22
+ }
23
+ const opponentHeroPowerId = opponentEntity.heroPowerId || exports.getHeroPowerForHero(opponentEntity.cardId);
24
+ if (opponentHeroPowerId === "TB_BaconShop_HP_086" && opponentBoard.length > 0) {
25
+ handleAlakirForPlayer(opponentBoard, opponentEntity, playerBoard, playerEntity, allCards, spawns, sharedState, spectator);
26
+ }
27
+ return currentAttacker;
28
+ };
29
+ const handleIllidanHeroPowers = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator) => {
30
+ if (Math.random() < 0.5) {
31
+ currentAttacker = handlePlayerIllidanHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, true, allCards, spawns, sharedState, spectator);
32
+ currentAttacker = handlePlayerIllidanHeroPowers(opponentEntity, opponentBoard, playerEntity, playerBoard, currentAttacker, false, allCards, spawns, sharedState, spectator);
33
+ }
34
+ else {
35
+ currentAttacker = handlePlayerIllidanHeroPowers(opponentEntity, opponentBoard, playerEntity, playerBoard, currentAttacker, false, allCards, spawns, sharedState, spectator);
36
+ currentAttacker = handlePlayerIllidanHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, true, allCards, spawns, sharedState, spectator);
37
+ }
38
+ return currentAttacker;
39
+ };
40
+ exports.handleIllidanHeroPowers = handleIllidanHeroPowers;
41
+ const handleStartOfCombatMinions = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator) => {
42
+ let attackerForStart = Math.round(Math.random());
43
+ const playerAttackers = playerBoard.filter((entity) => spawns.startOfCombats.indexOf(entity.cardId) !== -1);
44
+ const opponentAttackers = opponentBoard.filter((entity) => spawns.startOfCombats.indexOf(entity.cardId) !== -1);
45
+ while (playerAttackers.length > 0 || opponentAttackers.length > 0) {
46
+ if (attackerForStart === 0 && playerAttackers.length > 0) {
47
+ const attacker = playerAttackers.splice(0, 1)[0];
48
+ exports.performStartOfCombatMinionsForPlayer(attacker, playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, gameState, spectator);
49
+ }
50
+ else if (attackerForStart === 1 && opponentAttackers.length > 0) {
51
+ const attacker = opponentAttackers.splice(0, 1)[0];
52
+ exports.performStartOfCombatMinionsForPlayer(attacker, opponentBoard, opponentEntity, playerBoard, playerEntity, allCards, spawns, sharedState, gameState, spectator);
53
+ }
54
+ attackerForStart = (attackerForStart + 1) % 2;
55
+ }
56
+ return currentAttacker;
57
+ };
58
+ const handleStartOfCombatHeroPowers = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, cardsData, sharedState, gameState, spectator) => {
59
+ const attackingHeroPowerId = playerEntity.heroPowerId || exports.getHeroPowerForHero(playerEntity.cardId);
60
+ const defendingHeroPowerId = opponentEntity.heroPowerId || exports.getHeroPowerForHero(opponentEntity.cardId);
61
+ const numberOfDeathwingPresents = (attackingHeroPowerId === "TB_BaconShop_HP_061" ? 1 : 0) +
62
+ (defendingHeroPowerId === "TB_BaconShop_HP_061" ? 1 : 0);
63
+ auras_1.applyAuras(playerBoard, numberOfDeathwingPresents, cardsData, allCards);
64
+ auras_1.applyAuras(opponentBoard, numberOfDeathwingPresents, cardsData, allCards);
65
+ if (Math.random() < 0.5) {
66
+ currentAttacker = handlePlayerStartOfCombatHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, true, allCards, cardsData, sharedState, spectator);
67
+ currentAttacker = handlePlayerStartOfCombatHeroPowers(opponentEntity, opponentBoard, playerEntity, playerBoard, currentAttacker, false, allCards, cardsData, sharedState, spectator);
68
+ }
69
+ else {
70
+ currentAttacker = handlePlayerStartOfCombatHeroPowers(opponentEntity, opponentBoard, playerEntity, playerBoard, currentAttacker, false, allCards, cardsData, sharedState, spectator);
71
+ currentAttacker = handlePlayerStartOfCombatHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, true, allCards, cardsData, sharedState, spectator);
72
+ }
73
+ auras_1.removeAuras(playerBoard, cardsData);
74
+ auras_1.removeAuras(opponentBoard, cardsData);
75
+ return currentAttacker;
76
+ };
77
+ exports.handleStartOfCombatHeroPowers = handleStartOfCombatHeroPowers;
78
+ const handlePlayerIllidanHeroPowers = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, friendly, allCards, spawns, sharedState, spectator) => {
79
+ const playerHeroPowerId = playerEntity.heroPowerId || exports.getHeroPowerForHero(playerEntity.cardId);
80
+ if (playerHeroPowerId === "TB_BaconShop_HP_069" && playerBoard.length > 0) {
81
+ handleIllidanForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);
82
+ currentAttacker = (currentAttacker + 1) % 2;
83
+ }
84
+ return currentAttacker;
85
+ };
10
86
  const handleIllidanForPlayer = (playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator) => {
11
87
  const minionsAtStart = playerBoard.length;
12
88
  utils_2.modifyAttack(playerBoard[0], 2, playerBoard, allCards);
@@ -37,6 +113,7 @@ const handleAlakirForPlayer = (playerBoard, playerEntity, opponentBoard, opponen
37
113
  firstEntity.windfury = true;
38
114
  firstEntity.divineShield = true;
39
115
  firstEntity.taunt = true;
116
+ spectator.registerPowerTarget(firstEntity, firstEntity, playerBoard);
40
117
  };
41
118
  const handleTamsinForPlayer = (playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator) => {
42
119
  const lowestHealth = Math.min(...playerBoard.map((e) => e.health));
@@ -45,40 +122,34 @@ const handleTamsinForPlayer = (playerBoard, playerEntity, opponentBoard, opponen
45
122
  deathrattle_effects_1.addStatsToBoard(chosenEntity, playerBoard.filter((e) => e.entityId !== chosenEntity.entityId), chosenEntity.attack, chosenEntity.health, allCards, spectator);
46
123
  chosenEntity.definitelyDead = true;
47
124
  };
48
- const handleNefarian = (playerBoard, playerBoardHero, opponentBoard, opponentBoardHero, allCards, spawns, sharedState, spectator) => {
49
- deathrattle_effects_1.dealDamageToAllMinions(opponentBoard, opponentBoardHero, [], playerBoardHero, null, 1, allCards, spawns, sharedState, spectator);
50
- };
51
- const handlePlayerStartOfCombatHeroPowers = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, friendly, allCards, spawns, sharedState, spectator) => {
125
+ const handlePlayerStartOfCombatHeroPowers = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, friendly, allCards, cardsData, sharedState, spectator) => {
52
126
  var _a, _b, _c, _d;
53
127
  const playerHeroPowerId = playerEntity.heroPowerId || exports.getHeroPowerForHero(playerEntity.cardId);
54
- if (playerHeroPowerId === "TB_BaconShop_HP_086" && playerBoard.length > 0) {
55
- handleAlakirForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);
56
- }
57
- else if (playerHeroPowerId === "TB_BaconShop_HP_069" && playerBoard.length > 0) {
58
- handleIllidanForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);
59
- currentAttacker = (currentAttacker + 1) % 2;
60
- }
61
- else if (playerHeroPowerId === "BG20_HERO_282p") {
62
- handleTamsinForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);
128
+ if (playerHeroPowerId === "BG20_HERO_282p") {
129
+ handleTamsinForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);
63
130
  }
64
131
  else if (playerHeroPowerId === "BG22_HERO_000p_t1") {
65
132
  const target = opponentBoard[0];
66
- const damageDone = attack_1.dealDamageToEnemy(target, opponentBoard, opponentEntity, null, (_a = playerEntity.heroPowerInfo) !== null && _a !== void 0 ? _a : 0, playerBoard, playerEntity, allCards, spawns, sharedState, spectator);
133
+ const damageDone = attack_1.dealDamageToEnemy(target, opponentBoard, opponentEntity, null, (_a = playerEntity.heroPowerInfo) !== null && _a !== void 0 ? _a : 0, playerBoard, playerEntity, allCards, cardsData, sharedState, spectator);
134
+ attack_1.processMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);
67
135
  playerEntity.deadEyeDamageDone = damageDone;
68
136
  }
69
137
  else if (playerHeroPowerId === "BG22_HERO_000p_t4") {
70
138
  const target = opponentBoard[opponentBoard.length - 1];
71
- const damageDone = attack_1.dealDamageToEnemy(target, opponentBoard, opponentEntity, null, (_b = playerEntity.heroPowerInfo) !== null && _b !== void 0 ? _b : 0, playerBoard, playerEntity, allCards, spawns, sharedState, spectator);
139
+ const damageDone = attack_1.dealDamageToEnemy(target, opponentBoard, opponentEntity, null, (_b = playerEntity.heroPowerInfo) !== null && _b !== void 0 ? _b : 0, playerBoard, playerEntity, allCards, cardsData, sharedState, spectator);
140
+ attack_1.processMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);
72
141
  playerEntity.deadEyeDamageDone = damageDone;
73
142
  }
74
143
  else if (playerHeroPowerId === "BG22_HERO_000p_t2") {
75
144
  const target = [...opponentBoard].sort((a, b) => a.health - b.health)[0];
76
- const damageDone = attack_1.dealDamageToEnemy(target, opponentBoard, opponentEntity, null, (_c = playerEntity.heroPowerInfo) !== null && _c !== void 0 ? _c : 0, playerBoard, playerEntity, allCards, spawns, sharedState, spectator);
145
+ const damageDone = attack_1.dealDamageToEnemy(target, opponentBoard, opponentEntity, null, (_c = playerEntity.heroPowerInfo) !== null && _c !== void 0 ? _c : 0, playerBoard, playerEntity, allCards, cardsData, sharedState, spectator);
146
+ attack_1.processMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);
77
147
  playerEntity.deadEyeDamageDone = damageDone;
78
148
  }
79
149
  else if (playerHeroPowerId === "BG22_HERO_000p_t3") {
80
150
  const target = [...opponentBoard].sort((a, b) => b.health - a.health)[0];
81
- const damageDone = attack_1.dealDamageToEnemy(target, opponentBoard, opponentEntity, null, (_d = playerEntity.heroPowerInfo) !== null && _d !== void 0 ? _d : 0, playerBoard, playerEntity, allCards, spawns, sharedState, spectator);
151
+ const damageDone = attack_1.dealDamageToEnemy(target, opponentBoard, opponentEntity, null, (_d = playerEntity.heroPowerInfo) !== null && _d !== void 0 ? _d : 0, playerBoard, playerEntity, allCards, cardsData, sharedState, spectator);
152
+ attack_1.processMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);
82
153
  playerEntity.deadEyeDamageDone = damageDone;
83
154
  }
84
155
  else if (playerHeroPowerId === "BG22_HERO_001p_t1") {
@@ -91,36 +162,11 @@ const handlePlayerStartOfCombatHeroPowers = (playerEntity, playerBoard, opponent
91
162
  deathrattle_effects_1.applyFireInvocationEnchantment(playerBoard, null, allCards, spectator);
92
163
  }
93
164
  else if (playerHeroPowerId === "BG22_HERO_001p_t4") {
94
- deathrattle_effects_1.applyLightningInvocationEnchantment(playerBoard, playerEntity, null, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);
95
- }
96
- return currentAttacker;
97
- };
98
- const handleStartOfCombat = (playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, allCards, spawns, sharedState, gameState, spectator) => {
99
- if (Math.random() < 0.5) {
100
- currentAttacker = handlePlayerStartOfCombatHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, true, allCards, spawns, sharedState, spectator);
101
- currentAttacker = handlePlayerStartOfCombatHeroPowers(opponentEntity, opponentBoard, playerEntity, playerBoard, currentAttacker, false, allCards, spawns, sharedState, spectator);
102
- }
103
- else {
104
- currentAttacker = handlePlayerStartOfCombatHeroPowers(opponentEntity, opponentBoard, playerEntity, playerBoard, currentAttacker, false, allCards, spawns, sharedState, spectator);
105
- currentAttacker = handlePlayerStartOfCombatHeroPowers(playerEntity, playerBoard, opponentEntity, opponentBoard, currentAttacker, true, allCards, spawns, sharedState, spectator);
106
- }
107
- let attackerForStart = Math.round(Math.random());
108
- const playerAttackers = playerBoard.filter((entity) => spawns.startOfCombats.indexOf(entity.cardId) !== -1);
109
- const opponentAttackers = opponentBoard.filter((entity) => spawns.startOfCombats.indexOf(entity.cardId) !== -1);
110
- while (playerAttackers.length > 0 || opponentAttackers.length > 0) {
111
- if (attackerForStart === 0 && playerAttackers.length > 0) {
112
- const attacker = playerAttackers.splice(0, 1)[0];
113
- exports.performStartOfCombat(attacker, playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, gameState, spectator);
114
- }
115
- else if (attackerForStart === 1 && opponentAttackers.length > 0) {
116
- const attacker = opponentAttackers.splice(0, 1)[0];
117
- exports.performStartOfCombat(attacker, opponentBoard, opponentEntity, playerBoard, playerEntity, allCards, spawns, sharedState, gameState, spectator);
118
- }
119
- attackerForStart = (attackerForStart + 1) % 2;
165
+ deathrattle_effects_1.applyLightningInvocationEnchantment(playerBoard, playerEntity, null, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);
166
+ attack_1.processMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);
120
167
  }
121
168
  return currentAttacker;
122
169
  };
123
- exports.handleStartOfCombat = handleStartOfCombat;
124
170
  const getHeroPowerForHero = (heroCardId) => {
125
171
  switch (heroCardId) {
126
172
  case "TB_BaconShop_HERO_08":
@@ -135,7 +181,7 @@ const getHeroPowerForHero = (heroCardId) => {
135
181
  return null;
136
182
  };
137
183
  exports.getHeroPowerForHero = getHeroPowerForHero;
138
- const performStartOfCombat = (attacker, attackingBoard, attackingBoardHero, defendingBoard, defendingBoardHero, allCards, cardsData, sharedState, gameState, spectator) => {
184
+ const performStartOfCombatMinionsForPlayer = (attacker, attackingBoard, attackingBoardHero, defendingBoard, defendingBoardHero, allCards, cardsData, sharedState, gameState, spectator) => {
139
185
  const attackingHeroPowerId = attackingBoardHero.heroPowerId || exports.getHeroPowerForHero(attackingBoardHero.cardId);
140
186
  const defendingHeroPowerId = defendingBoardHero.heroPowerId || exports.getHeroPowerForHero(defendingBoardHero.cardId);
141
187
  const numberOfDeathwingPresents = (attackingHeroPowerId === "TB_BaconShop_HP_061" ? 1 : 0) +
@@ -195,5 +241,5 @@ const performStartOfCombat = (attacker, attackingBoard, attackingBoardHero, defe
195
241
  auras_1.removeAuras(attackingBoard, cardsData);
196
242
  auras_1.removeAuras(defendingBoard, cardsData);
197
243
  };
198
- exports.performStartOfCombat = performStartOfCombat;
244
+ exports.performStartOfCombatMinionsForPlayer = performStartOfCombatMinionsForPlayer;
199
245
  //# sourceMappingURL=start-of-combat.js.map
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BgsGameState } from '../bgs-battle-info';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { pickRandom } from '../services/utils';\r\nimport { afterStatsUpdate, isCorrectTribe, modifyAttack, modifyHealth } from '../utils';\r\nimport { dealDamageToEnemy, dealDamageToRandomEnemy, getNeighbours, processMinionDeath, simulateAttack } from './attack';\r\nimport { applyAuras, removeAuras } from './auras';\r\nimport {\r\n\taddStatsToBoard,\r\n\tapplyEarthInvocationEnchantment,\r\n\tapplyFireInvocationEnchantment,\r\n\tapplyLightningInvocationEnchantment,\r\n\tapplyWaterInvocationEnchantment,\r\n\tdealDamageToAllMinions,\r\n} from './deathrattle-effects';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\n\r\nconst handleIllidanForPlayer = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// Otherwise, if the first minion dies on the attack, and the board has only 2 minions, we\r\n\t// miss the second one\r\n\tconst minionsAtStart = playerBoard.length;\r\n\tmodifyAttack(playerBoard[0], 2, playerBoard, allCards);\r\n\tafterStatsUpdate(playerBoard[0], playerBoard, allCards);\r\n\tspectator.registerPowerTarget(playerBoard[0], playerBoard[0], playerBoard);\r\n\tif (playerBoard.map((e) => e.cardId).includes(CardIds.EclipsionIllidariBattlegrounds2)) {\r\n\t\tplayerBoard[0].immuneWhenAttackCharges = 2;\r\n\t} else if (playerBoard.map((e) => e.cardId).includes(CardIds.EclipsionIllidariBattlegrounds1)) {\r\n\t\tplayerBoard[0].immuneWhenAttackCharges = 1;\r\n\t}\r\n\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, undefined, allCards, spawns, sharedState, spectator, 0);\r\n\r\n\tif (minionsAtStart > 1) {\r\n\t\tmodifyAttack(playerBoard[playerBoard.length - 1], 2, playerBoard, allCards);\r\n\t\tafterStatsUpdate(playerBoard[playerBoard.length - 1], playerBoard, allCards);\r\n\t\tspectator.registerPowerTarget(playerBoard[playerBoard.length - 1], playerBoard[playerBoard.length - 1], playerBoard);\r\n\t\tif (playerBoard.map((e) => e.cardId).includes(CardIds.EclipsionIllidariBattlegrounds2)) {\r\n\t\t\tplayerBoard[playerBoard.length - 1].immuneWhenAttackCharges = 2;\r\n\t\t} else if (playerBoard.map((e) => e.cardId).includes(CardIds.EclipsionIllidariBattlegrounds1)) {\r\n\t\t\tplayerBoard[playerBoard.length - 1].immuneWhenAttackCharges = 1;\r\n\t\t}\r\n\t\tsimulateAttack(\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tundefined,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tplayerBoard.length - 1,\r\n\t\t);\r\n\t}\r\n};\r\n\r\nconst handleAlakirForPlayer = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst firstEntity = playerBoard[0];\r\n\tfirstEntity.windfury = true;\r\n\tfirstEntity.divineShield = true;\r\n\tfirstEntity.taunt = true;\r\n};\r\n\r\nconst handleTamsinForPlayer = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst lowestHealth = Math.min(...playerBoard.map((e) => e.health));\r\n\tconst entitiesWithLowestHealth = playerBoard.filter((e) => e.health === lowestHealth);\r\n\tconst chosenEntity = pickRandom(entitiesWithLowestHealth);\r\n\taddStatsToBoard(\r\n\t\tchosenEntity,\r\n\t\tplayerBoard.filter((e) => e.entityId !== chosenEntity.entityId),\r\n\t\tchosenEntity.attack,\r\n\t\tchosenEntity.health,\r\n\t\tallCards,\r\n\t\tspectator,\r\n\t);\r\n\t// How to mark the minion as dead\r\n\tchosenEntity.definitelyDead = true;\r\n};\r\n\r\n// const handleYShaarj = (\r\n// \tplayerBoard: BoardEntity[],\r\n// \tplayerBoardHero: BgsPlayerEntity,\r\n// \ttavernTier: number,\r\n// \tfriendly: boolean,\r\n// \tallCards: AllCardsService,\r\n// \tspawns: CardsData,\r\n// \tsharedState: SharedState,\r\n// \tspectator: Spectator,\r\n// ): void => {\r\n// \tconst spawnedEntities = spawnEntities(\r\n// \t\tspawns.forTavernTier(tavernTier),\r\n// \t\t1,\r\n// \t\tplayerBoard,\r\n// \t\tplayerBoardHero,\r\n// \t\tallCards,\r\n// \t\tsharedState,\r\n// \t\tfriendly,\r\n// \t\tfalse,\r\n// \t);\r\n// \t// Assume it goes last\r\n// \tplayerBoard.push(...spawnedEntities);\r\n// };\r\n\r\nconst handleNefarian = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerBoardHero: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// Theoretically we need to pass the player's board, in case this kills any enemy\r\n\t// minion that can interact with the player board\r\n\t// However, there are no such minions with 1 health\r\n\tdealDamageToAllMinions(opponentBoard, opponentBoardHero, [], playerBoardHero, null, 1, allCards, spawns, sharedState, spectator);\r\n};\r\n\r\n// const handleLichKing = (playerBoard: BoardEntity[]): void => {\r\n// \tconst nonRebornMinions = playerBoard.filter((minion) => !minion.reborn);\r\n// \tif (nonRebornMinions.length > 0) {\r\n// \t\tconst targetReborn = nonRebornMinions[Math.floor(Math.random() * nonRebornMinions.length)];\r\n// \t\ttargetReborn.reborn = true;\r\n// \t}\r\n// };\r\n\r\n// const handlePutricide = (playerBoard: BoardEntity[]): void => {\r\n// \tconst target = playerBoard[Math.floor(Math.random() * playerBoard.length)];\r\n// \ttarget.attack = target.attack + 10;\r\n// };\r\n\r\nconst handlePlayerStartOfCombatHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tfriendly: boolean,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// Lich King should be handled in the incoming board state\r\n\tconst playerHeroPowerId = playerEntity.heroPowerId || getHeroPowerForHero(playerEntity.cardId);\r\n\tif (playerHeroPowerId === CardIds.SwattingInsectsBattlegrounds && playerBoard.length > 0) {\r\n\t\t// Should be sent by the app, but it is an idempotent operation, so we can just reapply it here\r\n\t\thandleAlakirForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.WingmenBattlegrounds && playerBoard.length > 0) {\r\n\t\thandleIllidanForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);\r\n\t\tcurrentAttacker = (currentAttacker + 1) % 2;\r\n\t} else if (playerHeroPowerId === CardIds.TamsinRoame_FragrantPhylactery) {\r\n\t\thandleTamsinForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.AimLeftToken) {\r\n\t\tconst target = opponentBoard[0];\r\n\t\tconst damageDone = dealDamageToEnemy(\r\n\t\t\ttarget,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tnull,\r\n\t\t\tplayerEntity.heroPowerInfo ?? 0,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tplayerEntity.deadEyeDamageDone = damageDone;\r\n\t} else if (playerHeroPowerId === CardIds.AimRightToken) {\r\n\t\tconst target = opponentBoard[opponentBoard.length - 1];\r\n\t\tconst damageDone = dealDamageToEnemy(\r\n\t\t\ttarget,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tnull,\r\n\t\t\tplayerEntity.heroPowerInfo ?? 0,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tplayerEntity.deadEyeDamageDone = damageDone;\r\n\t} else if (playerHeroPowerId === CardIds.AimLowToken) {\r\n\t\tconst target = [...opponentBoard].sort((a, b) => a.health - b.health)[0];\r\n\t\tconst damageDone = dealDamageToEnemy(\r\n\t\t\ttarget,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tnull,\r\n\t\t\tplayerEntity.heroPowerInfo ?? 0,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tplayerEntity.deadEyeDamageDone = damageDone;\r\n\t} else if (playerHeroPowerId === CardIds.AimHighToken) {\r\n\t\tconst target = [...opponentBoard].sort((a, b) => b.health - a.health)[0];\r\n\t\tconst damageDone = dealDamageToEnemy(\r\n\t\t\ttarget,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tnull,\r\n\t\t\tplayerEntity.heroPowerInfo ?? 0,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tplayerEntity.deadEyeDamageDone = damageDone;\r\n\t} else if (playerHeroPowerId === CardIds.EarthInvocationToken) {\r\n\t\tapplyEarthInvocationEnchantment(playerBoard, null, allCards, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.WaterInvocationToken) {\r\n\t\tapplyWaterInvocationEnchantment(playerBoard, null, allCards, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.FireInvocationToken) {\r\n\t\tapplyFireInvocationEnchantment(playerBoard, null, allCards, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.LightningInvocationToken) {\r\n\t\tapplyLightningInvocationEnchantment(\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tnull,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\t// else if (\r\n\t// \tplayerHeroPowerId === CardIds.SwattingInsectsBattlegrounds &&\r\n\t// \tplayerBoard.length > 0\r\n\t// ) {\r\n\t// }\r\n\t// Will be sent by the client\r\n\t// else if (\r\n\t// \tplayerEntity.heroPowerUsed &&\r\n\t// \tplayerHeroPowerId === CardIds.EmbraceYourRageBattlegrounds &&\r\n\t// \tplayerBoard.length < 7\r\n\t// ) {\r\n\t// \thandleYShaarj(playerBoard, playerEntity, playerEntity.tavernTier, friendly, allCards, spawns, sharedState, spectator);\r\n\t// }\r\n\t// else if (playerEntity.heroPowerUsed && playerHeroPowerId === CardIds.NefariousFireBattlegrounds && playerBoard.length > 0) {\r\n\t// \thandleNefarian(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);\r\n\t// }\r\n\treturn currentAttacker;\r\n};\r\n\r\nexport const handleStartOfCombat = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tgameState: BgsGameState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// Apparently it's a toin coss about whether to handle Illidan first or Al'Akir first\r\n\t// Auras are only relevant for Illidan, and already applied there\r\n\tif (Math.random() < 0.5) {\r\n\t\tcurrentAttacker = handlePlayerStartOfCombatHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerStartOfCombatHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else {\r\n\t\tcurrentAttacker = handlePlayerStartOfCombatHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerStartOfCombatHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\r\n\tlet attackerForStart = Math.round(Math.random());\r\n\r\n\tconst playerAttackers = playerBoard.filter((entity) => spawns.startOfCombats.indexOf(entity.cardId) !== -1);\r\n\tconst opponentAttackers = opponentBoard.filter((entity) => spawns.startOfCombats.indexOf(entity.cardId) !== -1);\r\n\twhile (playerAttackers.length > 0 || opponentAttackers.length > 0) {\r\n\t\tif (attackerForStart === 0 && playerAttackers.length > 0) {\r\n\t\t\tconst attacker = playerAttackers.splice(0, 1)[0];\r\n\t\t\tperformStartOfCombat(\r\n\t\t\t\tattacker,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tgameState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t} else if (attackerForStart === 1 && opponentAttackers.length > 0) {\r\n\t\t\tconst attacker = opponentAttackers.splice(0, 1)[0];\r\n\t\t\tperformStartOfCombat(\r\n\t\t\t\tattacker,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tgameState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t}\r\n\t\tattackerForStart = (attackerForStart + 1) % 2;\r\n\t}\r\n\t// TODO: update that in case of Illidan's HP\r\n\treturn currentAttacker;\r\n};\r\n\r\nexport const getHeroPowerForHero = (heroCardId: string): string => {\r\n\tswitch (heroCardId) {\r\n\t\tcase CardIds.IllidanStormrageBattlegrounds:\r\n\t\t\treturn CardIds.WingmenBattlegrounds;\r\n\t\tcase CardIds.TheLichKingBattlegrounds:\r\n\t\t\treturn CardIds.RebornRitesBattlegrounds;\r\n\t\tcase CardIds.ProfessorPutricideBattlegrounds:\r\n\t\t\treturn CardIds.RagePotionBattlegrounds;\r\n\t\tcase CardIds.DeathwingBattlegrounds:\r\n\t\t\treturn CardIds.AllWillBurnBattlegrounds;\r\n\t}\r\n\treturn null;\r\n};\r\n\r\nexport const performStartOfCombat = (\r\n\tattacker: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tgameState: BgsGameState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst attackingHeroPowerId = attackingBoardHero.heroPowerId || getHeroPowerForHero(attackingBoardHero.cardId);\r\n\tconst defendingHeroPowerId = defendingBoardHero.heroPowerId || getHeroPowerForHero(defendingBoardHero.cardId);\r\n\tconst numberOfDeathwingPresents =\r\n\t\t(attackingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0) +\r\n\t\t(defendingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0);\r\n\tapplyAuras(attackingBoard, numberOfDeathwingPresents, cardsData, allCards);\r\n\tapplyAuras(defendingBoard, numberOfDeathwingPresents, cardsData, allCards);\r\n\r\n\t// For now we're only dealing with the red whelp\r\n\tif (attacker.cardId === CardIds.RedWhelp) {\r\n\t\tconst damage = attackingBoard\r\n\t\t\t.map((entity) => allCards.getCard(entity.cardId).race)\r\n\t\t\t.filter((race) => isCorrectTribe(race, Race.DRAGON)).length;\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattacker,\r\n\t\t\tdamage,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else if (attacker.cardId === CardIds.RedWhelpBattlegrounds) {\r\n\t\tconst damage = attackingBoard\r\n\t\t\t.map((entity) => allCards.getCard(entity.cardId).race)\r\n\t\t\t.filter((race) => isCorrectTribe(race, Race.DRAGON)).length;\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattacker,\r\n\t\t\tdamage,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattacker,\r\n\t\t\tdamage,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else if (attacker.cardId === CardIds.PrizedPromoDrake) {\r\n\t\tconst numberOfDragons = attackingBoard\r\n\t\t\t.map((entity) => allCards.getCard(entity.cardId).race)\r\n\t\t\t.filter((race) => isCorrectTribe(race, Race.DRAGON)).length;\r\n\t\tconst neighbours = getNeighbours(attackingBoard, attacker);\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, numberOfDragons, attackingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, numberOfDragons, attackingBoard, allCards);\r\n\t\t\tafterStatsUpdate(entity, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attacker, entity, attackingBoard);\r\n\t\t});\r\n\t} else if (attacker.cardId === CardIds.PrizedPromoDrakeBattlegrounds) {\r\n\t\tconst dragons = attackingBoard\r\n\t\t\t.map((entity) => allCards.getCard(entity.cardId).race)\r\n\t\t\t.filter((race) => isCorrectTribe(race, Race.DRAGON)).length;\r\n\t\tconst neighbours = getNeighbours(attackingBoard, attacker);\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 2 * dragons, attackingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 2 * dragons, attackingBoard, allCards);\r\n\t\t\tafterStatsUpdate(entity, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attacker, entity, attackingBoard);\r\n\t\t});\r\n\t} else if (attacker.cardId === CardIds.Crabby1 || attacker.cardId === CardIds.CrabbyBattlegrounds) {\r\n\t\tconst neighbours = getNeighbours(attackingBoard, attacker);\r\n\t\tconst multiplier = attacker.cardId === CardIds.CrabbyBattlegrounds ? 2 : 1;\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, multiplier * (attackingBoardHero.deadEyeDamageDone ?? 0), attackingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, multiplier * (attackingBoardHero.deadEyeDamageDone ?? 0), attackingBoard, allCards);\r\n\t\t\tafterStatsUpdate(entity, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attacker, entity, attackingBoard);\r\n\t\t});\r\n\t}\r\n\tremoveAuras(attackingBoard, cardsData);\r\n\tremoveAuras(defendingBoard, cardsData);\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BgsGameState } from '../bgs-battle-info';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { pickRandom } from '../services/utils';\r\nimport { afterStatsUpdate, isCorrectTribe, modifyAttack, modifyHealth } from '../utils';\r\nimport { dealDamageToEnemy, dealDamageToRandomEnemy, getNeighbours, processMinionDeath, simulateAttack } from './attack';\r\nimport { applyAuras, removeAuras } from './auras';\r\nimport {\r\n\taddStatsToBoard,\r\n\tapplyEarthInvocationEnchantment,\r\n\tapplyFireInvocationEnchantment,\r\n\tapplyLightningInvocationEnchantment,\r\n\tapplyWaterInvocationEnchantment,\r\n} from './deathrattle-effects';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\n\r\nexport const handleStartOfCombat = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tgameState: BgsGameState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// https://twitter.com/DCalkosz/status/1488361384320528388?s=20&t=1ECxRZFdjqwEa2fRsXk32Q\r\n\t// There’s a certain order for Start of Combat hero powers, rather than “coin flips” where\r\n\t// an unlucky trigger order could mess up some positioning you had planned for your own hero\r\n\t// power. “Precombat” (Al’Akir, Y’Shaarj), then Illidan, then others.\r\n\tcurrentAttacker = handlePreCombatHeroPowers(\r\n\t\tplayerEntity,\r\n\t\tplayerBoard,\r\n\t\topponentEntity,\r\n\t\topponentBoard,\r\n\t\tcurrentAttacker,\r\n\t\tallCards,\r\n\t\tspawns,\r\n\t\tsharedState,\r\n\t\tgameState,\r\n\t\tspectator,\r\n\t);\r\n\tcurrentAttacker = handleIllidanHeroPowers(\r\n\t\tplayerEntity,\r\n\t\tplayerBoard,\r\n\t\topponentEntity,\r\n\t\topponentBoard,\r\n\t\tcurrentAttacker,\r\n\t\tallCards,\r\n\t\tspawns,\r\n\t\tsharedState,\r\n\t\tgameState,\r\n\t\tspectator,\r\n\t);\r\n\tcurrentAttacker = handleStartOfCombatHeroPowers(\r\n\t\tplayerEntity,\r\n\t\tplayerBoard,\r\n\t\topponentEntity,\r\n\t\topponentBoard,\r\n\t\tcurrentAttacker,\r\n\t\tallCards,\r\n\t\tspawns,\r\n\t\tsharedState,\r\n\t\tgameState,\r\n\t\tspectator,\r\n\t);\r\n\tcurrentAttacker = handleStartOfCombatMinions(\r\n\t\tplayerEntity,\r\n\t\tplayerBoard,\r\n\t\topponentEntity,\r\n\t\topponentBoard,\r\n\t\tcurrentAttacker,\r\n\t\tallCards,\r\n\t\tspawns,\r\n\t\tsharedState,\r\n\t\tgameState,\r\n\t\tspectator,\r\n\t);\r\n\treturn currentAttacker;\r\n};\r\n\r\nconst handlePreCombatHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tgameState: BgsGameState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// Some are part of the incoming board: Y'Shaarj, Lich King\r\n\t// Since the order is not important here, we just always do the player first\r\n\tconst playerHeroPowerId = playerEntity.heroPowerId || getHeroPowerForHero(playerEntity.cardId);\r\n\tif (playerHeroPowerId === CardIds.SwattingInsectsBattlegrounds && playerBoard.length > 0) {\r\n\t\t// Should be sent by the app, but it is an idempotent operation, so we can just reapply it here\r\n\t\thandleAlakirForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);\r\n\t}\r\n\r\n\tconst opponentHeroPowerId = opponentEntity.heroPowerId || getHeroPowerForHero(opponentEntity.cardId);\r\n\tif (opponentHeroPowerId === CardIds.SwattingInsectsBattlegrounds && opponentBoard.length > 0) {\r\n\t\thandleAlakirForPlayer(opponentBoard, opponentEntity, playerBoard, playerEntity, allCards, spawns, sharedState, spectator);\r\n\t}\r\n\r\n\treturn currentAttacker;\r\n};\r\n\r\nexport const handleIllidanHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tgameState: BgsGameState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\t// Apparently it's a toin coss about whether to handle Illidan first or Al'Akir first\r\n\t// Auras are only relevant for Illidan, and already applied there\r\n\tif (Math.random() < 0.5) {\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else {\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\treturn currentAttacker;\r\n};\r\n\r\nconst handleStartOfCombatMinions = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tgameState: BgsGameState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\tlet attackerForStart = Math.round(Math.random());\r\n\tconst playerAttackers = playerBoard.filter((entity) => spawns.startOfCombats.indexOf(entity.cardId) !== -1);\r\n\tconst opponentAttackers = opponentBoard.filter((entity) => spawns.startOfCombats.indexOf(entity.cardId) !== -1);\r\n\twhile (playerAttackers.length > 0 || opponentAttackers.length > 0) {\r\n\t\tif (attackerForStart === 0 && playerAttackers.length > 0) {\r\n\t\t\tconst attacker = playerAttackers.splice(0, 1)[0];\r\n\t\t\tperformStartOfCombatMinionsForPlayer(\r\n\t\t\t\tattacker,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tgameState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t} else if (attackerForStart === 1 && opponentAttackers.length > 0) {\r\n\t\t\tconst attacker = opponentAttackers.splice(0, 1)[0];\r\n\t\t\tperformStartOfCombatMinionsForPlayer(\r\n\t\t\t\tattacker,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspawns,\r\n\t\t\t\tsharedState,\r\n\t\t\t\tgameState,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t}\r\n\t\tattackerForStart = (attackerForStart + 1) % 2;\r\n\t}\r\n\treturn currentAttacker;\r\n};\r\n\r\nexport const handleStartOfCombatHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tgameState: BgsGameState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\tconst attackingHeroPowerId = playerEntity.heroPowerId || getHeroPowerForHero(playerEntity.cardId);\r\n\tconst defendingHeroPowerId = opponentEntity.heroPowerId || getHeroPowerForHero(opponentEntity.cardId);\r\n\tconst numberOfDeathwingPresents =\r\n\t\t(attackingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0) +\r\n\t\t(defendingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0);\r\n\tapplyAuras(playerBoard, numberOfDeathwingPresents, cardsData, allCards);\r\n\tapplyAuras(opponentBoard, numberOfDeathwingPresents, cardsData, allCards);\r\n\r\n\t// Apparently it's a toin coss about whether to handle Illidan first or Al'Akir first\r\n\t// Auras are only relevant for Illidan, and already applied there\r\n\tif (Math.random() < 0.5) {\r\n\t\tcurrentAttacker = handlePlayerStartOfCombatHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerStartOfCombatHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else {\r\n\t\tcurrentAttacker = handlePlayerStartOfCombatHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerStartOfCombatHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t}\r\n\tremoveAuras(playerBoard, cardsData);\r\n\tremoveAuras(opponentBoard, cardsData);\r\n\treturn currentAttacker;\r\n};\r\n\r\nconst handlePlayerIllidanHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tfriendly: boolean,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\tconst playerHeroPowerId = playerEntity.heroPowerId || getHeroPowerForHero(playerEntity.cardId);\r\n\tif (playerHeroPowerId === CardIds.WingmenBattlegrounds && playerBoard.length > 0) {\r\n\t\thandleIllidanForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, spawns, sharedState, spectator);\r\n\t\tcurrentAttacker = (currentAttacker + 1) % 2;\r\n\t}\r\n\treturn currentAttacker;\r\n};\r\n\r\nconst handleIllidanForPlayer = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// Otherwise, if the first minion dies on the attack, and the board has only 2 minions, we\r\n\t// miss the second one\r\n\tconst minionsAtStart = playerBoard.length;\r\n\tmodifyAttack(playerBoard[0], 2, playerBoard, allCards);\r\n\tafterStatsUpdate(playerBoard[0], playerBoard, allCards);\r\n\tspectator.registerPowerTarget(playerBoard[0], playerBoard[0], playerBoard);\r\n\tif (playerBoard.map((e) => e.cardId).includes(CardIds.EclipsionIllidariBattlegrounds2)) {\r\n\t\tplayerBoard[0].immuneWhenAttackCharges = 2;\r\n\t} else if (playerBoard.map((e) => e.cardId).includes(CardIds.EclipsionIllidariBattlegrounds1)) {\r\n\t\tplayerBoard[0].immuneWhenAttackCharges = 1;\r\n\t}\r\n\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, undefined, allCards, spawns, sharedState, spectator, 0);\r\n\r\n\tif (minionsAtStart > 1) {\r\n\t\tmodifyAttack(playerBoard[playerBoard.length - 1], 2, playerBoard, allCards);\r\n\t\tafterStatsUpdate(playerBoard[playerBoard.length - 1], playerBoard, allCards);\r\n\t\tspectator.registerPowerTarget(playerBoard[playerBoard.length - 1], playerBoard[playerBoard.length - 1], playerBoard);\r\n\t\tif (playerBoard.map((e) => e.cardId).includes(CardIds.EclipsionIllidariBattlegrounds2)) {\r\n\t\t\tplayerBoard[playerBoard.length - 1].immuneWhenAttackCharges = 2;\r\n\t\t} else if (playerBoard.map((e) => e.cardId).includes(CardIds.EclipsionIllidariBattlegrounds1)) {\r\n\t\t\tplayerBoard[playerBoard.length - 1].immuneWhenAttackCharges = 1;\r\n\t\t}\r\n\t\tsimulateAttack(\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tundefined,\r\n\t\t\tallCards,\r\n\t\t\tspawns,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tplayerBoard.length - 1,\r\n\t\t);\r\n\t}\r\n};\r\n\r\nconst handleAlakirForPlayer = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst firstEntity = playerBoard[0];\r\n\tfirstEntity.windfury = true;\r\n\tfirstEntity.divineShield = true;\r\n\tfirstEntity.taunt = true;\r\n\tspectator.registerPowerTarget(firstEntity, firstEntity, playerBoard);\r\n};\r\n\r\nconst handleTamsinForPlayer = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tspawns: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst lowestHealth = Math.min(...playerBoard.map((e) => e.health));\r\n\tconst entitiesWithLowestHealth = playerBoard.filter((e) => e.health === lowestHealth);\r\n\tconst chosenEntity = pickRandom(entitiesWithLowestHealth);\r\n\taddStatsToBoard(\r\n\t\tchosenEntity,\r\n\t\tplayerBoard.filter((e) => e.entityId !== chosenEntity.entityId),\r\n\t\tchosenEntity.attack,\r\n\t\tchosenEntity.health,\r\n\t\tallCards,\r\n\t\tspectator,\r\n\t);\r\n\t// How to mark the minion as dead\r\n\tchosenEntity.definitelyDead = true;\r\n};\r\n\r\nconst handlePlayerStartOfCombatHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tfriendly: boolean,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): number => {\r\n\tconst playerHeroPowerId = playerEntity.heroPowerId || getHeroPowerForHero(playerEntity.cardId);\r\n\tif (playerHeroPowerId === CardIds.TamsinRoame_FragrantPhylactery) {\r\n\t\thandleTamsinForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.AimLeftToken) {\r\n\t\tconst target = opponentBoard[0];\r\n\t\tconst damageDone = dealDamageToEnemy(\r\n\t\t\ttarget,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tnull,\r\n\t\t\tplayerEntity.heroPowerInfo ?? 0,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);\r\n\t\tplayerEntity.deadEyeDamageDone = damageDone;\r\n\t} else if (playerHeroPowerId === CardIds.AimRightToken) {\r\n\t\tconst target = opponentBoard[opponentBoard.length - 1];\r\n\t\tconst damageDone = dealDamageToEnemy(\r\n\t\t\ttarget,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tnull,\r\n\t\t\tplayerEntity.heroPowerInfo ?? 0,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);\r\n\t\tplayerEntity.deadEyeDamageDone = damageDone;\r\n\t} else if (playerHeroPowerId === CardIds.AimLowToken) {\r\n\t\tconst target = [...opponentBoard].sort((a, b) => a.health - b.health)[0];\r\n\t\tconst damageDone = dealDamageToEnemy(\r\n\t\t\ttarget,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tnull,\r\n\t\t\tplayerEntity.heroPowerInfo ?? 0,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);\r\n\t\tplayerEntity.deadEyeDamageDone = damageDone;\r\n\t} else if (playerHeroPowerId === CardIds.AimHighToken) {\r\n\t\tconst target = [...opponentBoard].sort((a, b) => b.health - a.health)[0];\r\n\t\tconst damageDone = dealDamageToEnemy(\r\n\t\t\ttarget,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tnull,\r\n\t\t\tplayerEntity.heroPowerInfo ?? 0,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);\r\n\t\tplayerEntity.deadEyeDamageDone = damageDone;\r\n\t} else if (playerHeroPowerId === CardIds.EarthInvocationToken) {\r\n\t\tapplyEarthInvocationEnchantment(playerBoard, null, allCards, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.WaterInvocationToken) {\r\n\t\tapplyWaterInvocationEnchantment(playerBoard, null, allCards, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.FireInvocationToken) {\r\n\t\tapplyFireInvocationEnchantment(playerBoard, null, allCards, spectator);\r\n\t} else if (playerHeroPowerId === CardIds.LightningInvocationToken) {\r\n\t\tapplyLightningInvocationEnchantment(\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tnull,\r\n\t\t\topponentBoard,\r\n\t\t\topponentEntity,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, allCards, cardsData, sharedState, spectator);\r\n\t}\r\n\treturn currentAttacker;\r\n};\r\n\r\nexport const getHeroPowerForHero = (heroCardId: string): string => {\r\n\tswitch (heroCardId) {\r\n\t\tcase CardIds.IllidanStormrageBattlegrounds:\r\n\t\t\treturn CardIds.WingmenBattlegrounds;\r\n\t\tcase CardIds.TheLichKingBattlegrounds:\r\n\t\t\treturn CardIds.RebornRitesBattlegrounds;\r\n\t\tcase CardIds.ProfessorPutricideBattlegrounds:\r\n\t\t\treturn CardIds.RagePotionBattlegrounds;\r\n\t\tcase CardIds.DeathwingBattlegrounds:\r\n\t\t\treturn CardIds.AllWillBurnBattlegrounds;\r\n\t}\r\n\treturn null;\r\n};\r\n\r\nexport const performStartOfCombatMinionsForPlayer = (\r\n\tattacker: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tgameState: BgsGameState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst attackingHeroPowerId = attackingBoardHero.heroPowerId || getHeroPowerForHero(attackingBoardHero.cardId);\r\n\tconst defendingHeroPowerId = defendingBoardHero.heroPowerId || getHeroPowerForHero(defendingBoardHero.cardId);\r\n\tconst numberOfDeathwingPresents =\r\n\t\t(attackingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0) +\r\n\t\t(defendingHeroPowerId === CardIds.AllWillBurnBattlegrounds ? 1 : 0);\r\n\tapplyAuras(attackingBoard, numberOfDeathwingPresents, cardsData, allCards);\r\n\tapplyAuras(defendingBoard, numberOfDeathwingPresents, cardsData, allCards);\r\n\r\n\t// For now we're only dealing with the red whelp\r\n\tif (attacker.cardId === CardIds.RedWhelp) {\r\n\t\tconst damage = attackingBoard\r\n\t\t\t.map((entity) => allCards.getCard(entity.cardId).race)\r\n\t\t\t.filter((race) => isCorrectTribe(race, Race.DRAGON)).length;\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattacker,\r\n\t\t\tdamage,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else if (attacker.cardId === CardIds.RedWhelpBattlegrounds) {\r\n\t\tconst damage = attackingBoard\r\n\t\t\t.map((entity) => allCards.getCard(entity.cardId).race)\r\n\t\t\t.filter((race) => isCorrectTribe(race, Race.DRAGON)).length;\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattacker,\r\n\t\t\tdamage,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattacker,\r\n\t\t\tdamage,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tprocessMinionDeath(\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tallCards,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t} else if (attacker.cardId === CardIds.PrizedPromoDrake) {\r\n\t\tconst numberOfDragons = attackingBoard\r\n\t\t\t.map((entity) => allCards.getCard(entity.cardId).race)\r\n\t\t\t.filter((race) => isCorrectTribe(race, Race.DRAGON)).length;\r\n\t\tconst neighbours = getNeighbours(attackingBoard, attacker);\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, numberOfDragons, attackingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, numberOfDragons, attackingBoard, allCards);\r\n\t\t\tafterStatsUpdate(entity, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attacker, entity, attackingBoard);\r\n\t\t});\r\n\t} else if (attacker.cardId === CardIds.PrizedPromoDrakeBattlegrounds) {\r\n\t\tconst dragons = attackingBoard\r\n\t\t\t.map((entity) => allCards.getCard(entity.cardId).race)\r\n\t\t\t.filter((race) => isCorrectTribe(race, Race.DRAGON)).length;\r\n\t\tconst neighbours = getNeighbours(attackingBoard, attacker);\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, 2 * dragons, attackingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, 2 * dragons, attackingBoard, allCards);\r\n\t\t\tafterStatsUpdate(entity, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attacker, entity, attackingBoard);\r\n\t\t});\r\n\t} else if (attacker.cardId === CardIds.Crabby1 || attacker.cardId === CardIds.CrabbyBattlegrounds) {\r\n\t\tconst neighbours = getNeighbours(attackingBoard, attacker);\r\n\t\tconst multiplier = attacker.cardId === CardIds.CrabbyBattlegrounds ? 2 : 1;\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyAttack(entity, multiplier * (attackingBoardHero.deadEyeDamageDone ?? 0), attackingBoard, allCards);\r\n\t\t\tmodifyHealth(entity, multiplier * (attackingBoardHero.deadEyeDamageDone ?? 0), attackingBoard, allCards);\r\n\t\t\tafterStatsUpdate(entity, attackingBoard, allCards);\r\n\t\t\tspectator.registerPowerTarget(attacker, entity, attackingBoard);\r\n\t\t});\r\n\t}\r\n\tremoveAuras(attackingBoard, cardsData);\r\n\tremoveAuras(defendingBoard, cardsData);\r\n};\r\n"]}
package/dist/utils.js CHANGED
@@ -109,7 +109,7 @@ const modifyAttack = (entity, amount, friendlyBoard, allCards) => {
109
109
  if (entity.cardId === "TB_BaconShop_HP_033t" || entity.cardId === "TB_BaconShop_HP_033t_SKIN_A") {
110
110
  const mishmashes = friendlyBoard.filter((e) => e.cardId === "TB_BaconShop_HERO_33_Buddy" || e.cardId === "TB_BaconShop_HERO_33_Buddy_G");
111
111
  mishmashes.forEach((mishmash) => {
112
- exports.modifyAttack(entity, (mishmash.cardId === "TB_BaconShop_HERO_33_Buddy_G" ? 2 : 1) * amount, friendlyBoard, allCards);
112
+ exports.modifyAttack(mishmash, (mishmash.cardId === "TB_BaconShop_HERO_33_Buddy_G" ? 2 : 1) * amount, friendlyBoard, allCards);
113
113
  });
114
114
  }
115
115
  };
@@ -122,14 +122,14 @@ const modifyHealth = (entity, amount, friendlyBoard, allCards) => {
122
122
  if (entity.cardId === "TB_BaconShop_HP_033t" || entity.cardId === "TB_BaconShop_HP_033t_SKIN_A") {
123
123
  const mishmashes = friendlyBoard.filter((e) => e.cardId === "TB_BaconShop_HERO_33_Buddy" || e.cardId === "TB_BaconShop_HERO_33_Buddy_G");
124
124
  mishmashes.forEach((mishmash) => {
125
- exports.modifyHealth(entity, (mishmash.cardId === "TB_BaconShop_HERO_33_Buddy_G" ? 2 : 1) * amount, friendlyBoard, allCards);
125
+ exports.modifyHealth(mishmash, (mishmash.cardId === "TB_BaconShop_HERO_33_Buddy_G" ? 2 : 1) * amount, friendlyBoard, allCards);
126
126
  });
127
127
  }
128
128
  const titanicGuardians = friendlyBoard
129
129
  .filter((e) => e.entityId !== entity.entityId)
130
130
  .filter((e) => e.cardId === "TB_BaconShop_HERO_39_Buddy" || e.cardId === "TB_BaconShop_HERO_39_Buddy_G");
131
- titanicGuardians.forEach((tentacle) => {
132
- exports.modifyHealth(entity, (tentacle.cardId === "TB_BaconShop_HERO_39_Buddy_G" ? 2 : 1) * amount, friendlyBoard, allCards);
131
+ titanicGuardians.forEach((guardian) => {
132
+ exports.modifyHealth(guardian, (guardian.cardId === "TB_BaconShop_HERO_39_Buddy_G" ? 2 : 1) * amount, friendlyBoard, allCards);
133
133
  });
134
134
  };
135
135
  exports.modifyHealth = modifyHealth;
@@ -145,8 +145,8 @@ const afterStatsUpdate = (entity, friendlyBoard, allCards) => {
145
145
  .filter((e) => e.entityId !== entity.entityId)
146
146
  .filter((e) => e.cardId === "TB_BaconShop_HERO_29_Buddy" || e.cardId === "TB_BaconShop_HERO_29_Buddy_G");
147
147
  tentaclesOfCthun.forEach((tentacle) => {
148
- exports.modifyAttack(entity, tentacle.cardId === "TB_BaconShop_HERO_29_Buddy_G" ? 2 : 1, friendlyBoard, allCards);
149
- exports.modifyHealth(entity, tentacle.cardId === "TB_BaconShop_HERO_29_Buddy_G" ? 2 : 1, friendlyBoard, allCards);
148
+ exports.modifyAttack(tentacle, tentacle.cardId === "TB_BaconShop_HERO_29_Buddy_G" ? 2 : 1, friendlyBoard, allCards);
149
+ exports.modifyHealth(tentacle, tentacle.cardId === "TB_BaconShop_HERO_29_Buddy_G" ? 2 : 1, friendlyBoard, allCards);
150
150
  });
151
151
  };
152
152
  exports.afterStatsUpdate = afterStatsUpdate;
@@ -183,7 +183,7 @@ exports.stringifySimple = stringifySimple;
183
183
  const stringifySimpleCard = (entity, allCards = null) => {
184
184
  var _a, _b, _c, _d;
185
185
  return entity
186
- ? `${entity.cardId}/${(_b = (_a = allCards === null || allCards === void 0 ? void 0 : allCards.getCard(entity.cardId)) === null || _a === void 0 ? void 0 : _a.name) !== null && _b !== void 0 ? _b : ''}/${entity.attack}/${entity.health}/${entity.entityId}/${(_d = (_c = entity.enchantments) === null || _c === void 0 ? void 0 : _c.length) !== null && _d !== void 0 ? _d : 0}`
186
+ ? `${entity.cardId}/${(_b = (_a = allCards === null || allCards === void 0 ? void 0 : allCards.getCard(entity.cardId)) === null || _a === void 0 ? void 0 : _a.name) !== null && _b !== void 0 ? _b : ''}/${entity.attack}/${entity.health}/${entity.entityId}/${entity.divineShield}/${entity.taunt}/${(_d = (_c = entity.enchantments) === null || _c === void 0 ? void 0 : _c.length) !== null && _d !== void 0 ? _d : 0}`
187
187
  : null;
188
188
  };
189
189
  exports.stringifySimpleCard = stringifySimpleCard;
package/dist/utils.js.map CHANGED
@@ -1 +1 @@
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race, ReferenceCard } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from './bgs-player-entity';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\n\r\nconst CLEAVE_IDS = [CardIds.CaveHydra, CardIds.CaveHydraBattlegrounds, CardIds.FoeReaper4000, CardIds.FoeReaper4000Battlegrounds];\r\n// Because for some reason, the Taunt keyword is only a referenced tag,\r\n// so we have to know when a taunt minion is spawned (the taunt tag\r\n// is passed in input properly, so it's not an issue there)\r\nconst TAUNT_IDS = [\r\n\tCardIds.YoHoOgre,\r\n\tCardIds.YoHoOgreBattlegrounds,\r\n\tCardIds.SecurityRover_GuardBotToken,\r\n\tCardIds.SecurityRover_GuardBotTokenBattlegrounds,\r\n\tCardIds.MoltenRock,\r\n\tCardIds.MoltenRockBattlegrounds,\r\n\tCardIds.LieutenantGarr,\r\n\tCardIds.LieutenantGarrBattlegrounds,\r\n\tCardIds.GentleDjinni,\r\n\tCardIds.GentleDjinniBattlegrounds,\r\n\tCardIds.AcolyteOfCthun,\r\n\tCardIds.AcolyteOfCthunBattlegrounds,\r\n\tCardIds.RingMatron,\r\n\tCardIds.RingMatronBattlegrounds,\r\n\tCardIds.DynamicDuo,\r\n\tCardIds.DynamicDuoBattlegrounds,\r\n\tCardIds.InsatiableUrzul,\r\n\tCardIds.InsatiableUrzulBattlegrounds,\r\n\tCardIds.MasterOfRealities2,\r\n\tCardIds.MasterOfRealitiesBattlegrounds,\r\n\tCardIds.BrannsEpicEggBattlegrounds1,\r\n\tCardIds.BrannsEpicEggBattlegrounds2,\r\n\tCardIds.KilrekBattlegrounds1,\r\n\tCardIds.KilrekBattlegrounds2,\r\n];\r\nconst ATTACK_IMMEDIATELY_IDS = [CardIds.Scallywag_SkyPirateToken, CardIds.Scallywag_SkyPirateTokenBattlegrounds];\r\nexport const MEGA_WINDFURY_IDS = [\r\n\tCardIds.ZappSlywickBattlegrounds,\r\n\tCardIds.CracklingCycloneBattlegrounds,\r\n\tCardIds.BristlebackKnight2,\r\n\tCardIds.BonkerBattlegrounds,\r\n];\r\nconst CANT_ATTACK_IDS = [CardIds.ArcaneCannonBattlegrounds];\r\n\r\nexport const buildSingleBoardEntity = (\r\n\tcardId: string,\r\n\tcontrollerHero: BgsPlayerEntity,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tfriendly: boolean,\r\n\tentityId = 1,\r\n\tspawnReborn = false,\r\n\tcardsData: CardsData,\r\n\tspectator: Spectator,\r\n): BoardEntity => {\r\n\tconst card = allCards.getCard(cardId);\r\n\tconst megaWindfury = MEGA_WINDFURY_IDS.indexOf(cardId as CardIds) !== -1;\r\n\tconst attackImmediately = ATTACK_IMMEDIATELY_IDS.indexOf(cardId as CardIds) !== -1;\r\n\tconst newEntity = addImpliedMechanics({\r\n\t\tattack: card.attack,\r\n\t\tattacksPerformed: 0,\r\n\t\tcardId: cardId,\r\n\t\tdivineShield: hasMechanic(card, 'DIVINE_SHIELD'),\r\n\t\tentityId: entityId,\r\n\t\thealth: card.health,\r\n\t\tmaxHealth: card.health,\r\n\t\ttaunt: hasMechanic(card, 'TAUNT') || TAUNT_IDS.includes(cardId as CardIds),\r\n\t\treborn: hasMechanic(card, 'REBORN'),\r\n\t\tpoisonous: hasMechanic(card, 'POISONOUS'),\r\n\t\twindfury: !megaWindfury && (hasMechanic(card, 'WINDFURY') || card.referencedTags?.includes('WINDFURY')),\r\n\t\tmegaWindfury: megaWindfury,\r\n\t\tenchantments: [],\r\n\t\tfriendly: friendly,\r\n\t\tattackImmediately: attackImmediately,\r\n\t\tavengeCurrent: cardsData.avengeValue(cardId),\r\n\t\tavengeDefault: cardsData.avengeValue(cardId),\r\n\t} as BoardEntity);\r\n\r\n\tif (spawnReborn) {\r\n\t\tnewEntity.health = 1;\r\n\t\tnewEntity.reborn = false;\r\n\t}\r\n\r\n\tif (controllerHero?.heroPowerId === CardIds.SproutItOutBattlegrounds) {\r\n\t\tnewEntity.taunt = true;\r\n\t\tmodifyAttack(newEntity, 1, friendlyBoard, allCards);\r\n\t\tmodifyHealth(newEntity, 2, friendlyBoard, allCards);\r\n\t\tafterStatsUpdate(newEntity, friendlyBoard, allCards);\r\n\t\t// spectator && spectator.registerPowerTarget(result, result, friendlyBoard);\r\n\t} else if (controllerHero?.heroPowerId === CardIds.KurtrusAshfallen_CloseThePortal) {\r\n\t\tmodifyAttack(newEntity, 2, friendlyBoard, allCards);\r\n\t\tmodifyHealth(newEntity, 2, friendlyBoard, allCards);\r\n\t\tafterStatsUpdate(newEntity, friendlyBoard, allCards);\r\n\t\t// spectator && spectator.registerPowerTarget(result, result, friendlyBoard);\r\n\t}\r\n\r\n\tif (allCards.getCard(cardId).techLevel === controllerHero.tavernTier) {\r\n\t\tconst statsBonus =\r\n\t\t\t4 * friendlyBoard.filter((e) => e.cardId === CardIds.BabyYshaarjBattlegrounds1).length +\r\n\t\t\t8 * friendlyBoard.filter((e) => e.cardId === CardIds.BabyYshaarjBattlegrounds2).length;\r\n\t\tmodifyAttack(newEntity, statsBonus, friendlyBoard, allCards);\r\n\t\tmodifyHealth(newEntity, statsBonus, friendlyBoard, allCards);\r\n\t\tafterStatsUpdate(newEntity, friendlyBoard, allCards);\r\n\t}\r\n\r\n\tif (newEntity.taunt) {\r\n\t\tconst statsBonus =\r\n\t\t\t2 * friendlyBoard.filter((e) => e.cardId === CardIds.WanderingTreantBattlegrounds1).length +\r\n\t\t\t4 * friendlyBoard.filter((e) => e.cardId === CardIds.WanderingTreantBattlegrounds2).length;\r\n\t\tmodifyAttack(newEntity, statsBonus, friendlyBoard, allCards);\r\n\t\tmodifyHealth(newEntity, statsBonus, friendlyBoard, allCards);\r\n\t\tafterStatsUpdate(newEntity, friendlyBoard, allCards);\r\n\t}\r\n\r\n\treturn newEntity;\r\n};\r\n\r\nexport const modifyAttack = (entity: BoardEntity, amount: number, friendlyBoard: BoardEntity[], allCards: AllCardsService): void => {\r\n\t// console.log('modifying attack', amount, stringifySimpleCard(entity, allCards), entity.attack);\r\n\tentity.attack = Math.max(0, entity.attack + amount);\r\n\t// console.log('modified attack', amount, stringifySimpleCard(entity, allCards), entity.attack);\r\n\tentity.previousAttack = entity.attack;\r\n\tif (isCorrectTribe(allCards.getCard(entity.cardId).race, Race.DRAGON)) {\r\n\t\tconst whelpSmugglers = friendlyBoard.filter((e) => e.cardId === CardIds.WhelpSmuggler);\r\n\t\tconst whelpSmugglersBattlegrounds = friendlyBoard.filter((e) => e.cardId === CardIds.WhelpSmugglerBattlegrounds);\r\n\t\twhelpSmugglers.forEach((smuggler) => {\r\n\t\t\tmodifyHealth(entity, 1, friendlyBoard, allCards);\r\n\t\t});\r\n\t\twhelpSmugglersBattlegrounds.forEach((smuggler) => {\r\n\t\t\tmodifyHealth(entity, 2, friendlyBoard, allCards);\r\n\t\t});\r\n\t}\r\n\tif (entity.cardId === CardIds.Menagerist_AmalgamTokenBattlegrounds || entity.cardId === CardIds.CuddlgamBattlegrounds) {\r\n\t\tconst mishmashes = friendlyBoard.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MishmashBattlegrounds1 || e.cardId === CardIds.MishmashBattlegrounds2,\r\n\t\t);\r\n\t\tmishmashes.forEach((mishmash) => {\r\n\t\t\tmodifyAttack(entity, (mishmash.cardId === CardIds.MishmashBattlegrounds2 ? 2 : 1) * amount, friendlyBoard, allCards);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const modifyHealth = (entity: BoardEntity, amount: number, friendlyBoard: BoardEntity[], allCards: AllCardsService): void => {\r\n\tentity.health += amount;\r\n\tif (amount > 0) {\r\n\t\tentity.maxHealth += amount;\r\n\t}\r\n\tif (entity.cardId === CardIds.Menagerist_AmalgamTokenBattlegrounds || entity.cardId === CardIds.CuddlgamBattlegrounds) {\r\n\t\tconst mishmashes = friendlyBoard.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MishmashBattlegrounds1 || e.cardId === CardIds.MishmashBattlegrounds2,\r\n\t\t);\r\n\t\tmishmashes.forEach((mishmash) => {\r\n\t\t\tmodifyHealth(entity, (mishmash.cardId === CardIds.MishmashBattlegrounds2 ? 2 : 1) * amount, friendlyBoard, allCards);\r\n\t\t});\r\n\t}\r\n\r\n\tconst titanicGuardians = friendlyBoard\r\n\t\t.filter((e) => e.entityId !== entity.entityId)\r\n\t\t.filter((e) => e.cardId === CardIds.TitanicGuardianBattlegrounds1 || e.cardId === CardIds.TitanicGuardianBattlegrounds2);\r\n\ttitanicGuardians.forEach((tentacle) => {\r\n\t\tmodifyHealth(entity, (tentacle.cardId === CardIds.TitanicGuardianBattlegrounds2 ? 2 : 1) * amount, friendlyBoard, allCards);\r\n\t});\r\n};\r\n\r\nexport const afterStatsUpdate = (entity: BoardEntity, friendlyBoard: BoardEntity[], allCards: AllCardsService): void => {\r\n\tif (hasCorrectTribe(entity, Race.ELEMENTAL, allCards)) {\r\n\t\tconst masterOfRealities = friendlyBoard.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MasterOfRealities2 || e.cardId === CardIds.MasterOfRealitiesBattlegrounds,\r\n\t\t);\r\n\t\tmasterOfRealities.forEach((master) => {\r\n\t\t\tmodifyAttack(master, master.cardId === CardIds.MasterOfRealitiesBattlegrounds ? 2 : 1, friendlyBoard, allCards);\r\n\t\t\tmodifyHealth(master, master.cardId === CardIds.MasterOfRealitiesBattlegrounds ? 2 : 1, friendlyBoard, allCards);\r\n\t\t});\r\n\t}\r\n\tconst tentaclesOfCthun = friendlyBoard\r\n\t\t.filter((e) => e.entityId !== entity.entityId)\r\n\t\t.filter((e) => e.cardId === CardIds.TentacleOfCthunBattlegrounds1 || e.cardId === CardIds.TentacleOfCthunBattlegrounds2);\r\n\ttentaclesOfCthun.forEach((tentacle) => {\r\n\t\tmodifyAttack(entity, tentacle.cardId === CardIds.TentacleOfCthunBattlegrounds2 ? 2 : 1, friendlyBoard, allCards);\r\n\t\tmodifyHealth(entity, tentacle.cardId === CardIds.TentacleOfCthunBattlegrounds2 ? 2 : 1, friendlyBoard, allCards);\r\n\t});\r\n};\r\n\r\nexport const hasMechanic = (card: ReferenceCard, mechanic: string): boolean => {\r\n\treturn card.mechanics?.includes(mechanic);\r\n};\r\n\r\nexport const hasCorrectTribe = (entity: BoardEntity, targetTribe: Race, allCards: AllCardsService): boolean => {\r\n\treturn isCorrectTribe(allCards.getCard(entity.cardId).race, targetTribe);\r\n};\r\n\r\nexport const isCorrectTribe = (cardRace: string, targetTribe: Race): boolean => {\r\n\treturn getRaceEnum(cardRace) === Race.ALL || getRaceEnum(cardRace) === targetTribe;\r\n};\r\n\r\nexport const getRaceEnum = (race: string): Race => {\r\n\treturn Race[race];\r\n};\r\n\r\nexport const addImpliedMechanics = (entity: BoardEntity): BoardEntity => {\r\n\tconst cleave = CLEAVE_IDS.indexOf(entity.cardId as CardIds) !== -1;\r\n\tconst cantAttack = CANT_ATTACK_IDS.indexOf(entity.cardId as CardIds) !== -1;\r\n\t// Avoid creating a new object if not necessary\r\n\tif (!cleave && !cantAttack) {\r\n\t\treturn entity;\r\n\t}\r\n\treturn {\r\n\t\t...entity,\r\n\t\tcleave: cleave,\r\n\t\tcantAttack: cantAttack,\r\n\t} as BoardEntity;\r\n};\r\n\r\nexport const stringifySimple = (board: readonly BoardEntity[], allCards: AllCardsService = null): string => {\r\n\treturn '[' + board.map((entity) => stringifySimpleCard(entity, allCards)).join(', ') + ']';\r\n};\r\n\r\nexport const stringifySimpleCard = (entity: BoardEntity, allCards: AllCardsService = null): string => {\r\n\treturn entity\r\n\t\t? `${entity.cardId}/${allCards?.getCard(entity.cardId)?.name ?? ''}/${entity.attack}/${entity.health}/${entity.entityId}/${\r\n\t\t\t\tentity.enchantments?.length ?? 0\r\n\t\t }`\r\n\t\t: null;\r\n};\r\n\r\nexport const encode = (input: string): string => {\r\n\t// return compressToEncodedURIComponent(input);\r\n\tconst buff = Buffer.from(input, 'utf-8');\r\n\tconst base64 = buff.toString('base64');\r\n\treturn base64;\r\n};\r\n\r\nexport const decode = (base64: string): string => {\r\n\tconst buff = Buffer.from(base64, 'base64');\r\n\tconst str = buff.toString('utf-8');\r\n\treturn str;\r\n};\r\n\r\nexport const pickMultipleRandomDifferent = <T>(list: T[], n: number): T[] => {\r\n\tconst shuffled = shuffleArray([...list]);\r\n\treturn shuffled.slice(0, n);\r\n};\r\n\r\n// https://stackoverflow.com/a/2450976/548701\r\nexport const shuffleArray = <T>(array: T[]): T[] => {\r\n\tlet currentIndex = array.length;\r\n\tlet randomIndex = 0;\r\n\r\n\t// While there remain elements to shuffle...\r\n\twhile (currentIndex != 0) {\r\n\t\t// Pick a remaining element...\r\n\t\trandomIndex = Math.floor(Math.random() * currentIndex);\r\n\t\tcurrentIndex--;\r\n\r\n\t\t// And swap it with the current element.\r\n\t\t[array[currentIndex], array[randomIndex]] = [array[randomIndex], array[currentIndex]];\r\n\t}\r\n\r\n\treturn array;\r\n};\r\n"]}
1
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race, ReferenceCard } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from './bgs-player-entity';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\n\r\nconst CLEAVE_IDS = [CardIds.CaveHydra, CardIds.CaveHydraBattlegrounds, CardIds.FoeReaper4000, CardIds.FoeReaper4000Battlegrounds];\r\n// Because for some reason, the Taunt keyword is only a referenced tag,\r\n// so we have to know when a taunt minion is spawned (the taunt tag\r\n// is passed in input properly, so it's not an issue there)\r\nconst TAUNT_IDS = [\r\n\tCardIds.YoHoOgre,\r\n\tCardIds.YoHoOgreBattlegrounds,\r\n\tCardIds.SecurityRover_GuardBotToken,\r\n\tCardIds.SecurityRover_GuardBotTokenBattlegrounds,\r\n\tCardIds.MoltenRock,\r\n\tCardIds.MoltenRockBattlegrounds,\r\n\tCardIds.LieutenantGarr,\r\n\tCardIds.LieutenantGarrBattlegrounds,\r\n\tCardIds.GentleDjinni,\r\n\tCardIds.GentleDjinniBattlegrounds,\r\n\tCardIds.AcolyteOfCthun,\r\n\tCardIds.AcolyteOfCthunBattlegrounds,\r\n\tCardIds.RingMatron,\r\n\tCardIds.RingMatronBattlegrounds,\r\n\tCardIds.DynamicDuo,\r\n\tCardIds.DynamicDuoBattlegrounds,\r\n\tCardIds.InsatiableUrzul,\r\n\tCardIds.InsatiableUrzulBattlegrounds,\r\n\tCardIds.MasterOfRealities2,\r\n\tCardIds.MasterOfRealitiesBattlegrounds,\r\n\tCardIds.BrannsEpicEggBattlegrounds1,\r\n\tCardIds.BrannsEpicEggBattlegrounds2,\r\n\tCardIds.KilrekBattlegrounds1,\r\n\tCardIds.KilrekBattlegrounds2,\r\n];\r\nconst ATTACK_IMMEDIATELY_IDS = [CardIds.Scallywag_SkyPirateToken, CardIds.Scallywag_SkyPirateTokenBattlegrounds];\r\nexport const MEGA_WINDFURY_IDS = [\r\n\tCardIds.ZappSlywickBattlegrounds,\r\n\tCardIds.CracklingCycloneBattlegrounds,\r\n\tCardIds.BristlebackKnight2,\r\n\tCardIds.BonkerBattlegrounds,\r\n];\r\nconst CANT_ATTACK_IDS = [CardIds.ArcaneCannonBattlegrounds];\r\n\r\nexport const buildSingleBoardEntity = (\r\n\tcardId: string,\r\n\tcontrollerHero: BgsPlayerEntity,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tfriendly: boolean,\r\n\tentityId = 1,\r\n\tspawnReborn = false,\r\n\tcardsData: CardsData,\r\n\tspectator: Spectator,\r\n): BoardEntity => {\r\n\tconst card = allCards.getCard(cardId);\r\n\tconst megaWindfury = MEGA_WINDFURY_IDS.indexOf(cardId as CardIds) !== -1;\r\n\tconst attackImmediately = ATTACK_IMMEDIATELY_IDS.indexOf(cardId as CardIds) !== -1;\r\n\tconst newEntity = addImpliedMechanics({\r\n\t\tattack: card.attack,\r\n\t\tattacksPerformed: 0,\r\n\t\tcardId: cardId,\r\n\t\tdivineShield: hasMechanic(card, 'DIVINE_SHIELD'),\r\n\t\tentityId: entityId,\r\n\t\thealth: card.health,\r\n\t\tmaxHealth: card.health,\r\n\t\ttaunt: hasMechanic(card, 'TAUNT') || TAUNT_IDS.includes(cardId as CardIds),\r\n\t\treborn: hasMechanic(card, 'REBORN'),\r\n\t\tpoisonous: hasMechanic(card, 'POISONOUS'),\r\n\t\twindfury: !megaWindfury && (hasMechanic(card, 'WINDFURY') || card.referencedTags?.includes('WINDFURY')),\r\n\t\tmegaWindfury: megaWindfury,\r\n\t\tenchantments: [],\r\n\t\tfriendly: friendly,\r\n\t\tattackImmediately: attackImmediately,\r\n\t\tavengeCurrent: cardsData.avengeValue(cardId),\r\n\t\tavengeDefault: cardsData.avengeValue(cardId),\r\n\t} as BoardEntity);\r\n\r\n\tif (spawnReborn) {\r\n\t\tnewEntity.health = 1;\r\n\t\tnewEntity.reborn = false;\r\n\t}\r\n\r\n\tif (controllerHero?.heroPowerId === CardIds.SproutItOutBattlegrounds) {\r\n\t\tnewEntity.taunt = true;\r\n\t\tmodifyAttack(newEntity, 1, friendlyBoard, allCards);\r\n\t\tmodifyHealth(newEntity, 2, friendlyBoard, allCards);\r\n\t\tafterStatsUpdate(newEntity, friendlyBoard, allCards);\r\n\t\t// spectator && spectator.registerPowerTarget(result, result, friendlyBoard);\r\n\t} else if (controllerHero?.heroPowerId === CardIds.KurtrusAshfallen_CloseThePortal) {\r\n\t\tmodifyAttack(newEntity, 2, friendlyBoard, allCards);\r\n\t\tmodifyHealth(newEntity, 2, friendlyBoard, allCards);\r\n\t\tafterStatsUpdate(newEntity, friendlyBoard, allCards);\r\n\t\t// spectator && spectator.registerPowerTarget(result, result, friendlyBoard);\r\n\t}\r\n\r\n\tif (allCards.getCard(cardId).techLevel === controllerHero.tavernTier) {\r\n\t\tconst statsBonus =\r\n\t\t\t4 * friendlyBoard.filter((e) => e.cardId === CardIds.BabyYshaarjBattlegrounds1).length +\r\n\t\t\t8 * friendlyBoard.filter((e) => e.cardId === CardIds.BabyYshaarjBattlegrounds2).length;\r\n\t\tmodifyAttack(newEntity, statsBonus, friendlyBoard, allCards);\r\n\t\tmodifyHealth(newEntity, statsBonus, friendlyBoard, allCards);\r\n\t\tafterStatsUpdate(newEntity, friendlyBoard, allCards);\r\n\t}\r\n\r\n\tif (newEntity.taunt) {\r\n\t\tconst statsBonus =\r\n\t\t\t2 * friendlyBoard.filter((e) => e.cardId === CardIds.WanderingTreantBattlegrounds1).length +\r\n\t\t\t4 * friendlyBoard.filter((e) => e.cardId === CardIds.WanderingTreantBattlegrounds2).length;\r\n\t\tmodifyAttack(newEntity, statsBonus, friendlyBoard, allCards);\r\n\t\tmodifyHealth(newEntity, statsBonus, friendlyBoard, allCards);\r\n\t\tafterStatsUpdate(newEntity, friendlyBoard, allCards);\r\n\t}\r\n\r\n\treturn newEntity;\r\n};\r\n\r\nexport const modifyAttack = (entity: BoardEntity, amount: number, friendlyBoard: BoardEntity[], allCards: AllCardsService): void => {\r\n\t// console.log('modifying attack', amount, stringifySimpleCard(entity, allCards), entity.attack);\r\n\tentity.attack = Math.max(0, entity.attack + amount);\r\n\t// console.log('modified attack', amount, stringifySimpleCard(entity, allCards), entity.attack);\r\n\tentity.previousAttack = entity.attack;\r\n\tif (isCorrectTribe(allCards.getCard(entity.cardId).race, Race.DRAGON)) {\r\n\t\tconst whelpSmugglers = friendlyBoard.filter((e) => e.cardId === CardIds.WhelpSmuggler);\r\n\t\tconst whelpSmugglersBattlegrounds = friendlyBoard.filter((e) => e.cardId === CardIds.WhelpSmugglerBattlegrounds);\r\n\t\twhelpSmugglers.forEach((smuggler) => {\r\n\t\t\tmodifyHealth(entity, 1, friendlyBoard, allCards);\r\n\t\t});\r\n\t\twhelpSmugglersBattlegrounds.forEach((smuggler) => {\r\n\t\t\tmodifyHealth(entity, 2, friendlyBoard, allCards);\r\n\t\t});\r\n\t}\r\n\tif (entity.cardId === CardIds.Menagerist_AmalgamTokenBattlegrounds || entity.cardId === CardIds.CuddlgamBattlegrounds) {\r\n\t\tconst mishmashes = friendlyBoard.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MishmashBattlegrounds1 || e.cardId === CardIds.MishmashBattlegrounds2,\r\n\t\t);\r\n\t\tmishmashes.forEach((mishmash) => {\r\n\t\t\tmodifyAttack(mishmash, (mishmash.cardId === CardIds.MishmashBattlegrounds2 ? 2 : 1) * amount, friendlyBoard, allCards);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const modifyHealth = (entity: BoardEntity, amount: number, friendlyBoard: BoardEntity[], allCards: AllCardsService): void => {\r\n\tentity.health += amount;\r\n\tif (amount > 0) {\r\n\t\tentity.maxHealth += amount;\r\n\t}\r\n\tif (entity.cardId === CardIds.Menagerist_AmalgamTokenBattlegrounds || entity.cardId === CardIds.CuddlgamBattlegrounds) {\r\n\t\tconst mishmashes = friendlyBoard.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MishmashBattlegrounds1 || e.cardId === CardIds.MishmashBattlegrounds2,\r\n\t\t);\r\n\t\tmishmashes.forEach((mishmash) => {\r\n\t\t\tmodifyHealth(mishmash, (mishmash.cardId === CardIds.MishmashBattlegrounds2 ? 2 : 1) * amount, friendlyBoard, allCards);\r\n\t\t});\r\n\t}\r\n\r\n\tconst titanicGuardians = friendlyBoard\r\n\t\t.filter((e) => e.entityId !== entity.entityId)\r\n\t\t.filter((e) => e.cardId === CardIds.TitanicGuardianBattlegrounds1 || e.cardId === CardIds.TitanicGuardianBattlegrounds2);\r\n\ttitanicGuardians.forEach((guardian) => {\r\n\t\tmodifyHealth(guardian, (guardian.cardId === CardIds.TitanicGuardianBattlegrounds2 ? 2 : 1) * amount, friendlyBoard, allCards);\r\n\t});\r\n};\r\n\r\nexport const afterStatsUpdate = (entity: BoardEntity, friendlyBoard: BoardEntity[], allCards: AllCardsService): void => {\r\n\tif (hasCorrectTribe(entity, Race.ELEMENTAL, allCards)) {\r\n\t\tconst masterOfRealities = friendlyBoard.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MasterOfRealities2 || e.cardId === CardIds.MasterOfRealitiesBattlegrounds,\r\n\t\t);\r\n\t\tmasterOfRealities.forEach((master) => {\r\n\t\t\tmodifyAttack(master, master.cardId === CardIds.MasterOfRealitiesBattlegrounds ? 2 : 1, friendlyBoard, allCards);\r\n\t\t\tmodifyHealth(master, master.cardId === CardIds.MasterOfRealitiesBattlegrounds ? 2 : 1, friendlyBoard, allCards);\r\n\t\t});\r\n\t}\r\n\tconst tentaclesOfCthun = friendlyBoard\r\n\t\t.filter((e) => e.entityId !== entity.entityId)\r\n\t\t.filter((e) => e.cardId === CardIds.TentacleOfCthunBattlegrounds1 || e.cardId === CardIds.TentacleOfCthunBattlegrounds2);\r\n\ttentaclesOfCthun.forEach((tentacle) => {\r\n\t\tmodifyAttack(tentacle, tentacle.cardId === CardIds.TentacleOfCthunBattlegrounds2 ? 2 : 1, friendlyBoard, allCards);\r\n\t\tmodifyHealth(tentacle, tentacle.cardId === CardIds.TentacleOfCthunBattlegrounds2 ? 2 : 1, friendlyBoard, allCards);\r\n\t});\r\n};\r\n\r\nexport const hasMechanic = (card: ReferenceCard, mechanic: string): boolean => {\r\n\treturn card.mechanics?.includes(mechanic);\r\n};\r\n\r\nexport const hasCorrectTribe = (entity: BoardEntity, targetTribe: Race, allCards: AllCardsService): boolean => {\r\n\treturn isCorrectTribe(allCards.getCard(entity.cardId).race, targetTribe);\r\n};\r\n\r\nexport const isCorrectTribe = (cardRace: string, targetTribe: Race): boolean => {\r\n\treturn getRaceEnum(cardRace) === Race.ALL || getRaceEnum(cardRace) === targetTribe;\r\n};\r\n\r\nexport const getRaceEnum = (race: string): Race => {\r\n\treturn Race[race];\r\n};\r\n\r\nexport const addImpliedMechanics = (entity: BoardEntity): BoardEntity => {\r\n\tconst cleave = CLEAVE_IDS.indexOf(entity.cardId as CardIds) !== -1;\r\n\tconst cantAttack = CANT_ATTACK_IDS.indexOf(entity.cardId as CardIds) !== -1;\r\n\t// Avoid creating a new object if not necessary\r\n\tif (!cleave && !cantAttack) {\r\n\t\treturn entity;\r\n\t}\r\n\treturn {\r\n\t\t...entity,\r\n\t\tcleave: cleave,\r\n\t\tcantAttack: cantAttack,\r\n\t} as BoardEntity;\r\n};\r\n\r\nexport const stringifySimple = (board: readonly BoardEntity[], allCards: AllCardsService = null): string => {\r\n\treturn '[' + board.map((entity) => stringifySimpleCard(entity, allCards)).join(', ') + ']';\r\n};\r\n\r\nexport const stringifySimpleCard = (entity: BoardEntity, allCards: AllCardsService = null): string => {\r\n\treturn entity\r\n\t\t? `${entity.cardId}/${allCards?.getCard(entity.cardId)?.name ?? ''}/${entity.attack}/${entity.health}/${entity.entityId}/${\r\n\t\t\t\tentity.divineShield\r\n\t\t }/${entity.taunt}/${entity.enchantments?.length ?? 0}`\r\n\t\t: null;\r\n};\r\n\r\nexport const encode = (input: string): string => {\r\n\t// return compressToEncodedURIComponent(input);\r\n\tconst buff = Buffer.from(input, 'utf-8');\r\n\tconst base64 = buff.toString('base64');\r\n\treturn base64;\r\n};\r\n\r\nexport const decode = (base64: string): string => {\r\n\tconst buff = Buffer.from(base64, 'base64');\r\n\tconst str = buff.toString('utf-8');\r\n\treturn str;\r\n};\r\n\r\nexport const pickMultipleRandomDifferent = <T>(list: T[], n: number): T[] => {\r\n\tconst shuffled = shuffleArray([...list]);\r\n\treturn shuffled.slice(0, n);\r\n};\r\n\r\n// https://stackoverflow.com/a/2450976/548701\r\nexport const shuffleArray = <T>(array: T[]): T[] => {\r\n\tlet currentIndex = array.length;\r\n\tlet randomIndex = 0;\r\n\r\n\t// While there remain elements to shuffle...\r\n\twhile (currentIndex != 0) {\r\n\t\t// Pick a remaining element...\r\n\t\trandomIndex = Math.floor(Math.random() * currentIndex);\r\n\t\tcurrentIndex--;\r\n\r\n\t\t// And swap it with the current element.\r\n\t\t[array[currentIndex], array[randomIndex]] = [array[randomIndex], array[currentIndex]];\r\n\t}\r\n\r\n\treturn array;\r\n};\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@firestone-hs/simulate-bgs-battle",
3
- "version": "1.1.145",
3
+ "version": "1.1.149",
4
4
  "description": "",
5
5
  "scripts": {
6
6
  "lint": "eslint --color --fix --ext .ts .",