@firestone-hs/simulate-bgs-battle 1.1.152 → 1.1.155
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.
- package/dist/bgs-player-entity.d.ts +1 -1
- package/dist/bgs-player-entity.js.map +1 -1
- package/dist/simulate-bgs-battle.js.map +1 -1
- package/dist/simulation/attack.js +2 -2
- package/dist/simulation/attack.js.map +1 -1
- package/dist/simulation/avenge.d.ts +5 -5
- package/dist/simulation/avenge.js +5 -5
- package/dist/simulation/avenge.js.map +1 -1
- package/dist/simulation/deathrattle-effects.js +1 -3
- package/dist/simulation/deathrattle-effects.js.map +1 -1
- package/package.json +1 -1
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@@ -1,5 +1,4 @@
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export interface BgsPlayerEntity {
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readonly entityId: number;
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readonly cardId: string;
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readonly nonGhostCardId?: string;
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readonly hpLeft: number;
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@@ -7,6 +6,7 @@ export interface BgsPlayerEntity {
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readonly heroPowerId: string;
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readonly heroPowerUsed: boolean;
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readonly heroPowerInfo?: number;
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readonly entityId?: number;
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cardsInHand?: number;
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avengeCurrent?: number;
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avengeDefault?: number;
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{"version":3,"file":"bgs-player-entity.js","sourceRoot":"","sources":["../src/bgs-player-entity.ts"],"names":[],"mappings":"","sourcesContent":["export interface BgsPlayerEntity {\r\n\treadonly
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{"version":3,"file":"bgs-player-entity.js","sourceRoot":"","sources":["../src/bgs-player-entity.ts"],"names":[],"mappings":"","sourcesContent":["export interface BgsPlayerEntity {\r\n\treadonly cardId: string;\r\n\treadonly nonGhostCardId?: string;\r\n\treadonly hpLeft: number;\r\n\treadonly tavernTier: number;\r\n\treadonly heroPowerId: string;\r\n\treadonly heroPowerUsed: boolean;\r\n\treadonly heroPowerInfo?: number;\r\n\treadonly entityId?: number;\r\n\tcardsInHand?: number;\r\n\tavengeCurrent?: number;\r\n\tavengeDefault?: number;\r\n\r\n\tdeadEyeDamageDone?: number;\r\n}\r\n"]}
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { SimulationResult } from './simulation-result';\r\nimport { removeAuras, setImplicitData, setImplicitDataHero } from './simulation/auras';\r\nimport { Simulator } from './simulation/simulator';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\nimport { addImpliedMechanics } from './utils';\r\n\r\nconst cards = new AllCardsService();\r\n\r\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\r\n// the more traditional callback-style handler.\r\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\r\nexport default async (event): Promise<any> => {\r\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\r\n\tawait cards.initializeCardsDb('121569');\r\n\tconst cardsData = new CardsData(cards, false);\r\n\tcardsData.inititialize(battleInput.gameState?.validTribes ?? battleInput.options?.validTribes);\r\n\tconst simulationResult = simulateBattle(battleInput, cards, cardsData);\r\n\r\n\tconst response = {\r\n\t\tstatusCode: 200,\r\n\t\tisBase64Encoded: false,\r\n\t\tbody: JSON.stringify(simulationResult),\r\n\t};\r\n\treturn response;\r\n};\r\n\r\nexport const simulateBattle = (battleInput: BgsBattleInfo, cards: AllCardsService, cardsData: CardsData): SimulationResult => {\r\n\tconst start = Date.now();\r\n\r\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\r\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 5000;\r\n\r\n\tconst simulationResult: SimulationResult = {\r\n\t\twonLethal: 0,\r\n\t\twon: 0,\r\n\t\ttied: 0,\r\n\t\tlost: 0,\r\n\t\tlostLethal: 0,\r\n\t\tdamageWon: 0,\r\n\t\tdamageLost: 0,\r\n\t\twonLethalPercent: undefined,\r\n\t\twonPercent: undefined,\r\n\t\ttiedPercent: undefined,\r\n\t\tlostPercent: undefined,\r\n\t\tlostLethalPercent: undefined,\r\n\t\taverageDamageWon: undefined,\r\n\t\taverageDamageLost: undefined,\r\n\t};\r\n\r\n\tconst playerInfo = battleInput.playerBoard;\r\n\tconst opponentInfo = battleInput.opponentBoard;\r\n\r\n\tconst playerBoard = playerInfo.board.map((entity) => ({ ...addImpliedMechanics(entity), friendly: true } as BoardEntity));\r\n\tconst opponentBoard = opponentInfo.board.map((entity) => ({ ...addImpliedMechanics(entity), friendly: false } as BoardEntity));\r\n\tremoveAuras(playerBoard, cardsData);\r\n\tremoveAuras(opponentBoard, cardsData);\r\n\tsetImplicitData(playerBoard, cardsData); // Avenge, maxHealth, etc.\r\n\tsetImplicitData(opponentBoard, cardsData); // Avenge, maxHealth, etc.\r\n\tsetImplicitDataHero(playerInfo.player, cardsData);\r\n\tsetImplicitDataHero(opponentInfo.player, cardsData);\r\n\r\n\t// We do this so that we can have mutated objects inside the simulation and still\r\n\t// be able to start from a fresh copy for each simulation\r\n\tconst inputReady: BgsBattleInfo = {\r\n\t\tplayerBoard: {\r\n\t\t\tboard: playerBoard,\r\n\t\t\tplayer: playerInfo.player,\r\n\t\t},\r\n\t\topponentBoard: {\r\n\t\t\tboard: opponentBoard,\r\n\t\t\tplayer: opponentInfo.player,\r\n\t\t},\r\n\t} as BgsBattleInfo;\r\n\tconst inputStr = JSON.stringify(inputReady);\r\n\tconst spectator = new Spectator(\r\n\t\tbattleInput.playerBoard.player.cardId,\r\n\t\tbattleInput.playerBoard.player.heroPowerId,\r\n\t\tbattleInput.opponentBoard.player.cardId,\r\n\t\tbattleInput.opponentBoard.player.heroPowerId,\r\n\t);\r\n\t!battleInput.options?.skipInfoLogs && console.time('simulation');\r\n\tfor (let i = 0; i < numberOfSimulations; i++) {\r\n\t\t// global.gc();\r\n\t\t// continue;\r\n\t\tconst simulator = new Simulator(cards, cardsData);\r\n\t\tconst input: BgsBattleInfo = JSON.parse(inputStr);\r\n\t\tconst battleResult = simulator.simulateSingleBattle(\r\n\t\t\tinput.playerBoard.board,\r\n\t\t\tinput.playerBoard.player,\r\n\t\t\tinput.opponentBoard.board,\r\n\t\t\tinput.opponentBoard.player,\r\n\t\t\tinput.gameState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tif (Date.now() - start > maxAcceptableDuration) {\r\n\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\r\n\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms', battleResult);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\tif (!battleResult) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tif (battleResult.result === 'won') {\r\n\t\t\tsimulationResult.won++;\r\n\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\r\n\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\r\n\t\t\t\tsimulationResult.wonLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'lost') {\r\n\t\t\tsimulationResult.lost++;\r\n\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\r\n\t\t\tif (battleInput.playerBoard.player.hpLeft && battleResult.damageDealt >= battleInput.playerBoard.player.hpLeft) {\r\n\t\t\t\tsimulationResult.lostLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'tied') {\r\n\t\t\tsimulationResult.tied++;\r\n\t\t}\r\n\t\tspectator.commitBattleResult(battleResult.result);\r\n\t}\r\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\r\n\tsimulationResult.wonPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\r\n\t\tsimulationResult.won,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\r\n\t\tsimulationResult.lost,\r\n\t\ttotalMatches,\r\n\t);\r\n\t// simulationResult.tiedPercent = checkRounding(Math.round((10 * (100 * simulationResult.tied)) / totalMatches) / 10, simulationResult.tied, totalMatches);\r\n\tsimulationResult.tiedPercent = checkRounding(\r\n\t\t100 - simulationResult.lostPercent - simulationResult.wonPercent,\r\n\t\tsimulationResult.tied,\r\n\t\ttotalMatches,\r\n\t);\r\n\r\n\tsimulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\r\n\tsimulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\r\n\tsimulationResult.averageDamageWon = simulationResult.won ? simulationResult.damageWon / simulationResult.won : 0;\r\n\tsimulationResult.averageDamageLost = simulationResult.lost ? simulationResult.damageLost / simulationResult.lost : 0;\r\n\tif (simulationResult.averageDamageWon > 0 && simulationResult.averageDamageWon < playerInfo.player.tavernTier) {\r\n\t\tconsole.warn('average damage won issue', simulationResult, playerInfo);\r\n\t}\r\n\tif (simulationResult.averageDamageLost > 0 && simulationResult.averageDamageLost < opponentInfo.player.tavernTier) {\r\n\t\tconsole.warn('average damage lost issue', simulationResult, opponentInfo);\r\n\t}\r\n\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\r\n\tspectator.prune();\r\n\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples();\r\n\t// spectator.reset();\r\n\treturn simulationResult;\r\n};\r\n\r\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\r\n\tif (roundedValue === 0 && initialValue !== 0) {\r\n\t\treturn 0.01;\r\n\t}\r\n\tif (roundedValue === 100 && initialValue !== totalValue) {\r\n\t\treturn 99.9;\r\n\t}\r\n\treturn roundedValue;\r\n};\r\n\r\nconst cleanEnchantments = (board: readonly BoardEntity[]): readonly BoardEntity[] => {\r\n\tconst entityIds = board.map((entity) => entity.entityId);\r\n\treturn board.map((entity) => ({\r\n\t\t...entity,\r\n\t\tenchantments: cleanEnchantmentsForEntity(entity.enchantments, entityIds),\r\n\t}));\r\n};\r\n\r\nexport const validEnchantments = [\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment,\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantmentBattlegrounds,\r\n\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment1,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment2,\r\n\tCardIds.Sneed_SneedsReplicator,\r\n\tCardIds.SneedsReplicator_ReplicateEnchantment,\r\n\tCardIds.EarthRecollectionEnchantment, // Spirit Raptor\r\n\tCardIds.FireRecollectionEnchantment,\r\n\tCardIds.LightningRecollectionEnchantment,\r\n\tCardIds.WaterRecollectionEnchantment,\r\n\tCardIds.EarthInvocation_ElementEarthEnchantment, // Summon a 1/1\r\n\t// CardIds.FireInvocation_ElementFireEnchantment, // Attack is doubled, probably no use to keep it\r\n\t// CardIds.WaterInvocation_ElementWaterEnchantment, // +3 health and taunt, same\r\n\tCardIds.LightningInvocation, // Deal 1 damage to 5 enemy minions\r\n];\r\n\r\nconst cleanEnchantmentsForEntity = (\r\n\tenchantments: { cardId: string; originEntityId?: number }[],\r\n\tentityIds: readonly number[],\r\n): { cardId: string; originEntityId?: number }[] => {\r\n\treturn enchantments.filter(\r\n\t\t(enchant) => entityIds.indexOf(enchant.originEntityId) !== -1 || validEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\r\n\t);\r\n};\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { SimulationResult } from './simulation-result';\r\nimport { removeAuras, setImplicitData, setImplicitDataHero } from './simulation/auras';\r\nimport { Simulator } from './simulation/simulator';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\nimport { addImpliedMechanics } from './utils';\r\n\r\nconst cards = new AllCardsService();\r\n\r\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\r\n// the more traditional callback-style handler.\r\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\r\nexport default async (event): Promise<any> => {\r\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\r\n\tawait cards.initializeCardsDb('121569');\r\n\tconst cardsData = new CardsData(cards, false);\r\n\tcardsData.inititialize(battleInput.gameState?.validTribes ?? battleInput.options?.validTribes);\r\n\tconst simulationResult = simulateBattle(battleInput, cards, cardsData);\r\n\r\n\tconst response = {\r\n\t\tstatusCode: 200,\r\n\t\tisBase64Encoded: false,\r\n\t\tbody: JSON.stringify(simulationResult),\r\n\t};\r\n\treturn response;\r\n};\r\n\r\nexport const simulateBattle = (battleInput: BgsBattleInfo, cards: AllCardsService, cardsData: CardsData): SimulationResult => {\r\n\tconst start = Date.now();\r\n\r\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\r\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 5000;\r\n\r\n\tconst simulationResult: SimulationResult = {\r\n\t\twonLethal: 0,\r\n\t\twon: 0,\r\n\t\ttied: 0,\r\n\t\tlost: 0,\r\n\t\tlostLethal: 0,\r\n\t\tdamageWon: 0,\r\n\t\tdamageLost: 0,\r\n\t\twonLethalPercent: undefined,\r\n\t\twonPercent: undefined,\r\n\t\ttiedPercent: undefined,\r\n\t\tlostPercent: undefined,\r\n\t\tlostLethalPercent: undefined,\r\n\t\taverageDamageWon: undefined,\r\n\t\taverageDamageLost: undefined,\r\n\t};\r\n\r\n\tconst playerInfo = battleInput.playerBoard;\r\n\tconst opponentInfo = battleInput.opponentBoard;\r\n\r\n\tconst playerBoard = playerInfo.board.map((entity) => ({ ...addImpliedMechanics(entity), friendly: true } as BoardEntity));\r\n\tconst opponentBoard = opponentInfo.board.map((entity) => ({ ...addImpliedMechanics(entity), friendly: false } as BoardEntity));\r\n\tremoveAuras(playerBoard, cardsData);\r\n\tremoveAuras(opponentBoard, cardsData);\r\n\tsetImplicitData(playerBoard, cardsData); // Avenge, maxHealth, etc.\r\n\tsetImplicitData(opponentBoard, cardsData); // Avenge, maxHealth, etc.\r\n\tsetImplicitDataHero(playerInfo.player, cardsData);\r\n\t// console.log('after implicit data', playerInfo.player.avengeCurrent, playerInfo.player.avengeDefault);\r\n\tsetImplicitDataHero(opponentInfo.player, cardsData);\r\n\r\n\t// We do this so that we can have mutated objects inside the simulation and still\r\n\t// be able to start from a fresh copy for each simulation\r\n\tconst inputReady: BgsBattleInfo = {\r\n\t\tplayerBoard: {\r\n\t\t\tboard: playerBoard,\r\n\t\t\tplayer: playerInfo.player,\r\n\t\t},\r\n\t\topponentBoard: {\r\n\t\t\tboard: opponentBoard,\r\n\t\t\tplayer: opponentInfo.player,\r\n\t\t},\r\n\t} as BgsBattleInfo;\r\n\tconst inputStr = JSON.stringify(inputReady);\r\n\tconst spectator = new Spectator(\r\n\t\tbattleInput.playerBoard.player.cardId,\r\n\t\tbattleInput.playerBoard.player.heroPowerId,\r\n\t\tbattleInput.opponentBoard.player.cardId,\r\n\t\tbattleInput.opponentBoard.player.heroPowerId,\r\n\t);\r\n\t!battleInput.options?.skipInfoLogs && console.time('simulation');\r\n\tfor (let i = 0; i < numberOfSimulations; i++) {\r\n\t\t// global.gc();\r\n\t\t// continue;\r\n\t\tconst simulator = new Simulator(cards, cardsData);\r\n\t\tconst input: BgsBattleInfo = JSON.parse(inputStr);\r\n\t\tconst battleResult = simulator.simulateSingleBattle(\r\n\t\t\tinput.playerBoard.board,\r\n\t\t\tinput.playerBoard.player,\r\n\t\t\tinput.opponentBoard.board,\r\n\t\t\tinput.opponentBoard.player,\r\n\t\t\tinput.gameState,\r\n\t\t\tspectator,\r\n\t\t);\r\n\t\tif (Date.now() - start > maxAcceptableDuration) {\r\n\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\r\n\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms', battleResult);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\tif (!battleResult) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tif (battleResult.result === 'won') {\r\n\t\t\tsimulationResult.won++;\r\n\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\r\n\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\r\n\t\t\t\tsimulationResult.wonLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'lost') {\r\n\t\t\tsimulationResult.lost++;\r\n\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\r\n\t\t\tif (battleInput.playerBoard.player.hpLeft && battleResult.damageDealt >= battleInput.playerBoard.player.hpLeft) {\r\n\t\t\t\tsimulationResult.lostLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'tied') {\r\n\t\t\tsimulationResult.tied++;\r\n\t\t}\r\n\t\tspectator.commitBattleResult(battleResult.result);\r\n\t}\r\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\r\n\tsimulationResult.wonPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\r\n\t\tsimulationResult.won,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\r\n\t\tsimulationResult.lost,\r\n\t\ttotalMatches,\r\n\t);\r\n\t// simulationResult.tiedPercent = checkRounding(Math.round((10 * (100 * simulationResult.tied)) / totalMatches) / 10, simulationResult.tied, totalMatches);\r\n\tsimulationResult.tiedPercent = checkRounding(\r\n\t\t100 - simulationResult.lostPercent - simulationResult.wonPercent,\r\n\t\tsimulationResult.tied,\r\n\t\ttotalMatches,\r\n\t);\r\n\r\n\tsimulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\r\n\tsimulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\r\n\tsimulationResult.averageDamageWon = simulationResult.won ? simulationResult.damageWon / simulationResult.won : 0;\r\n\tsimulationResult.averageDamageLost = simulationResult.lost ? simulationResult.damageLost / simulationResult.lost : 0;\r\n\tif (simulationResult.averageDamageWon > 0 && simulationResult.averageDamageWon < playerInfo.player.tavernTier) {\r\n\t\tconsole.warn('average damage won issue', simulationResult, playerInfo);\r\n\t}\r\n\tif (simulationResult.averageDamageLost > 0 && simulationResult.averageDamageLost < opponentInfo.player.tavernTier) {\r\n\t\tconsole.warn('average damage lost issue', simulationResult, opponentInfo);\r\n\t}\r\n\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\r\n\tspectator.prune();\r\n\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples();\r\n\t// spectator.reset();\r\n\treturn simulationResult;\r\n};\r\n\r\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\r\n\tif (roundedValue === 0 && initialValue !== 0) {\r\n\t\treturn 0.01;\r\n\t}\r\n\tif (roundedValue === 100 && initialValue !== totalValue) {\r\n\t\treturn 99.9;\r\n\t}\r\n\treturn roundedValue;\r\n};\r\n\r\nconst cleanEnchantments = (board: readonly BoardEntity[]): readonly BoardEntity[] => {\r\n\tconst entityIds = board.map((entity) => entity.entityId);\r\n\treturn board.map((entity) => ({\r\n\t\t...entity,\r\n\t\tenchantments: cleanEnchantmentsForEntity(entity.enchantments, entityIds),\r\n\t}));\r\n};\r\n\r\nexport const validEnchantments = [\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment,\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantmentBattlegrounds,\r\n\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment1,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment2,\r\n\tCardIds.Sneed_SneedsReplicator,\r\n\tCardIds.SneedsReplicator_ReplicateEnchantment,\r\n\tCardIds.EarthRecollectionEnchantment, // Spirit Raptor\r\n\tCardIds.FireRecollectionEnchantment,\r\n\tCardIds.LightningRecollectionEnchantment,\r\n\tCardIds.WaterRecollectionEnchantment,\r\n\tCardIds.EarthInvocation_ElementEarthEnchantment, // Summon a 1/1\r\n\t// CardIds.FireInvocation_ElementFireEnchantment, // Attack is doubled, probably no use to keep it\r\n\t// CardIds.WaterInvocation_ElementWaterEnchantment, // +3 health and taunt, same\r\n\tCardIds.LightningInvocation, // Deal 1 damage to 5 enemy minions\r\n];\r\n\r\nconst cleanEnchantmentsForEntity = (\r\n\tenchantments: { cardId: string; originEntityId?: number }[],\r\n\tentityIds: readonly number[],\r\n): { cardId: string; originEntityId?: number }[] => {\r\n\treturn enchantments.filter(\r\n\t\t(enchant) => entityIds.indexOf(enchant.originEntityId) !== -1 || validEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\r\n\t);\r\n};\r\n"]}
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@@ -2,11 +2,11 @@
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2
2
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.performEntitySpawns = exports.applyOnBeingAttackedBuffs = exports.applyOnAttackBuffs = exports.processMinionDeath = exports.bumpEntities = exports.getDefendingEntity = exports.dealDamageToEnemy = exports.dealDamageToRandomEnemy = exports.getNeighbours = exports.simulateAttack = void 0;
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const reference_data_1 = require("@firestone-hs/reference-data");
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const avenge_1 = require("src/simulation/avenge");
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const utils_1 = require("../services/utils");
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const simulate_bgs_battle_1 = require("../simulate-bgs-battle");
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const utils_2 = require("../utils");
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const auras_1 = require("./auras");
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const avenge_1 = require("./avenge");
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const deathrattle_effects_1 = require("./deathrattle-effects");
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const deathrattle_spawns_1 = require("./deathrattle-spawns");
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12
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const frenzy_1 = require("./frenzy");
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@@ -131,7 +131,7 @@ const getAttackingEntity = (attackingBoard, lastAttackerIndex) => {
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if (validAttackers.some((entity) => entity.attackImmediately)) {
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validAttackers = validAttackers.filter((entity) => entity.attackImmediately);
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if (lastAttackerIndex != null) {
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validAttackers = candidates;
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { applyAvengeEffects } from 'src/simulation/avenge';\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 { addCardsInHand, afterStatsUpdate, hasCorrectTribe, hasMechanic, isCorrectTribe, modifyAttack, modifyHealth } from '../utils';\r\nimport { applyAuras, removeAuras } from './auras';\r\nimport { applyMinionDeathEffect, applyMonstrosity, handleDeathrattleEffects, rememberDeathrattles } 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\t// Apply \"after minion death\" effects\r\n\thandleAfterMinionsDeaths(\r\n\t\tboard1,\r\n\t\tdeadEntities1,\r\n\t\tboard1Hero,\r\n\t\tboard2,\r\n\t\tdeadEntities2,\r\n\t\tboard2Hero,\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 handleAfterMinionsDeaths = (\r\n\tboard1: BoardEntity[],\r\n\tdeadEntities1: BoardEntity[],\r\n\theroEntity1: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tdeadEntities2: BoardEntity[],\r\n\theroEntity2: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n) => {\r\n\tconst random = Math.random() > 0.5;\r\n\thandleAfterMinionsDeathsForBoard(\r\n\t\trandom ? board1 : board2,\r\n\t\trandom ? deadEntities1 : deadEntities2,\r\n\t\trandom ? heroEntity1 : heroEntity2,\r\n\t\trandom ? board2 : board1,\r\n\t\trandom ? deadEntities2 : deadEntities1,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\thandleAfterMinionsDeathsForBoard(\r\n\t\t!random ? board1 : board2,\r\n\t\t!random ? deadEntities1 : deadEntities2,\r\n\t\t!random ? heroEntity1 : heroEntity2,\r\n\t\t!random ? board2 : board1,\r\n\t\t!random ? deadEntities2 : deadEntities1,\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 handleAfterMinionsDeathsForBoard = (\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyDeadEntities: BoardEntity[],\r\n\tfriendlyHeroEntity: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherDeadEntities: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n) => {\r\n\tfor (const deadEntity of friendlyDeadEntities) {\r\n\t\tconst killer = deadEntity.lastAffectedByEntity;\r\n\t\tif (!killer) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\t// Killed an enemy minion\r\n\t\tif (killer.friendly !== deadEntity.friendly) {\r\n\t\t\tif (friendlyHeroEntity.heroPowerId === CardIds.Rokara_GloryOfCombat) {\r\n\t\t\t\tmodifyAttack(killer, 1, friendlyBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(killer, friendlyBoard, allCards);\r\n\t\t\t\t// Icesnarl the Mighty\r\n\t\t\t\tfriendlyBoard\r\n\t\t\t\t\t.filter((e) => e.cardId === CardIds.IcesnarlTheMighty || e.cardId === CardIds.IcesnarlTheMightyBattlegrounds)\r\n\t\t\t\t\t.forEach((icesnarl) => {\r\n\t\t\t\t\t\tmodifyHealth(icesnarl, icesnarl.cardId === CardIds.IcesnarlTheMightyBattlegrounds ? 2 : 1, friendlyBoard, allCards);\r\n\t\t\t\t\t\tafterStatsUpdate(icesnarl, friendlyBoard, allCards);\r\n\t\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\t}\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\n// const 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\t// if (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\t// TODO: check if Avenge effects should proc after deathrattles instead\r\n\t// They most certainly do, since the rat pack + avenge beast buffer works\r\n\tapplyAvengeEffects(\r\n\t\tdeadEntity,\r\n\t\tdeadMinionIndex,\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\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\nexport const 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"]}
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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 { addCardsInHand, afterStatsUpdate, hasCorrectTribe, hasMechanic, isCorrectTribe, modifyAttack, modifyHealth } from '../utils';\r\nimport { applyAuras, removeAuras } from './auras';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyMinionDeathEffect, applyMonstrosity, handleDeathrattleEffects, rememberDeathrattles } 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\t// Once the last attacker index is the last entity on the board, we cycle back to the start\r\n\tif (lastAttackerIndex != null && lastAttackerIndex < validAttackers.length - 1) {\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\t// Apply \"after minion death\" effects\r\n\thandleAfterMinionsDeaths(\r\n\t\tboard1,\r\n\t\tdeadEntities1,\r\n\t\tboard1Hero,\r\n\t\tboard2,\r\n\t\tdeadEntities2,\r\n\t\tboard2Hero,\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 handleAfterMinionsDeaths = (\r\n\tboard1: BoardEntity[],\r\n\tdeadEntities1: BoardEntity[],\r\n\theroEntity1: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tdeadEntities2: BoardEntity[],\r\n\theroEntity2: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n) => {\r\n\tconst random = Math.random() > 0.5;\r\n\thandleAfterMinionsDeathsForBoard(\r\n\t\trandom ? board1 : board2,\r\n\t\trandom ? deadEntities1 : deadEntities2,\r\n\t\trandom ? heroEntity1 : heroEntity2,\r\n\t\trandom ? board2 : board1,\r\n\t\trandom ? deadEntities2 : deadEntities1,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n\thandleAfterMinionsDeathsForBoard(\r\n\t\t!random ? board1 : board2,\r\n\t\t!random ? deadEntities1 : deadEntities2,\r\n\t\t!random ? heroEntity1 : heroEntity2,\r\n\t\t!random ? board2 : board1,\r\n\t\t!random ? deadEntities2 : deadEntities1,\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 handleAfterMinionsDeathsForBoard = (\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyDeadEntities: BoardEntity[],\r\n\tfriendlyHeroEntity: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherDeadEntities: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n) => {\r\n\tfor (const deadEntity of friendlyDeadEntities) {\r\n\t\tconst killer = deadEntity.lastAffectedByEntity;\r\n\t\tif (!killer) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\t// Killed an enemy minion\r\n\t\tif (killer.friendly !== deadEntity.friendly) {\r\n\t\t\tif (friendlyHeroEntity.heroPowerId === CardIds.Rokara_GloryOfCombat) {\r\n\t\t\t\tmodifyAttack(killer, 1, friendlyBoard, allCards);\r\n\t\t\t\tafterStatsUpdate(killer, friendlyBoard, allCards);\r\n\t\t\t\t// Icesnarl the Mighty\r\n\t\t\t\tfriendlyBoard\r\n\t\t\t\t\t.filter((e) => e.cardId === CardIds.IcesnarlTheMighty || e.cardId === CardIds.IcesnarlTheMightyBattlegrounds)\r\n\t\t\t\t\t.forEach((icesnarl) => {\r\n\t\t\t\t\t\tmodifyHealth(icesnarl, icesnarl.cardId === CardIds.IcesnarlTheMightyBattlegrounds ? 2 : 1, friendlyBoard, allCards);\r\n\t\t\t\t\t\tafterStatsUpdate(icesnarl, friendlyBoard, allCards);\r\n\t\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\t}\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\n// const 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\t// if (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\t// TODO: check if Avenge effects should proc after deathrattles instead\r\n\t// They most certainly do, since the rat pack + avenge beast buffer works\r\n\tapplyAvengeEffects(\r\n\t\tdeadEntity,\r\n\t\tdeadMinionIndex,\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\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\nexport const 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"]}
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import { AllCardsService } from '@firestone-hs/reference-data';
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export declare const applyAvengeEffects: (deadEntity: BoardEntity, deadEntityIndex: number, boardWithDeadEntity: BoardEntity[], boardWithDeadEntityHero: BgsPlayerEntity, otherBoard: BoardEntity[], otherBoardHero: BgsPlayerEntity, allCards: AllCardsService, cardsData: CardsData, sharedState: SharedState, spectator: Spectator) => void;
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exports.applyAvengeEffects = void 0;
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const deathrattle_spawns_1 = require("./deathrattle-spawns");
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const applyAvengeEffects = (deadEntity, deadEntityIndex, boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, allCards, cardsData, sharedState, spectator) => {
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const candidatesEntitiesSpawnedFromAvenge = [];
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exports.applyAvengeEffects = applyAvengeEffects;
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{"version":3,"file":"avenge.js","sourceRoot":"","sources":["../../src/simulation/avenge.ts"],"names":[],"mappings":";;;AAAA,iEAA8E;AAI9E,kDAA8F;AAC9F,0EAAkE;AAGlE,qCASmB;AAEZ,MAAM,kBAAkB,GAAG,CACjC,UAAuB,EACvB,eAAuB,EACvB,mBAAkC,EAClC,uBAAwC,EACxC,UAAyB,EACzB,cAA+B,EAC/B,QAAyB,EACzB,SAAoB,EACpB,WAAwB,EACxB,SAAoB,EACb,EAAE;IACT,MAAM,mCAAmC,GAAkB,EAAE,CAAC;IAC9D,oBAAoB,CAAC,mBAAmB,EAAE,uBAAuB,CAAC,CAAC;IACnE,MAAM,QAAQ,GAAG,mBAAmB,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,aAAa,IAAI,CAAC,CAAC,aAAa,KAAK,CAAC,CAAC,CAAC;IAC/F,KAAK,MAAM,OAAO,IAAI,QAAQ,EAAE;QAC/B,YAAY,CACX,mBAAmB,EACnB,uBAAuB,EACvB,OAAO,EACP,UAAU,EACV,cAAc,EACd,SAAS,EACT,WAAW,EACX,SAAS,EACT,QAAQ,CACR,CAAC;KACF;IACD,MAAM,WAAW,GAAG,CAAC,CAAC,uBAAuB,CAAC,aAAa,IAAI,uBAAuB,CAAC,aAAa,KAAK,CAAC,CAAC;IAC3G,IAAI,WAAW,EAAE;QAChB,gBAAgB,CACf,UAAU,EACV,mBAAmB,EACnB,uBAAuB,EACvB,UAAU,EACV,cAAc,EACd,mCAAmC,EACnC,SAAS,EACT,WAAW,EACX,SAAS,EACT,QAAQ,CACR,CAAC;KACF;IAED,4BAAmB,CAClB,mCAAmC,EACnC,mBAAmB,EACnB,uBAAuB,EACvB,UAAU,EACV,eAAe,EACf,UAAU,EACV,cAAc,EACd,QAAQ,EACR,SAAS,EACT,WAAW,EACX,SAAS,CACT,CAAC;AACH,CAAC,CAAC;AAzDW,QAAA,kBAAkB,sBAyD7B;AAEF,MAAM,oBAAoB,GAAG,CAAC,KAA6B,EAAE,uBAAwC,EAAE,EAAE;IACxG,KAAK,MAAM,MAAM,IAAI,KAAK,EAAE;QAC3B,IAAI,MAAM,CAAC,aAAa,EAAE;YACzB,MAAM,CAAC,aAAa,IAAI,CAAC,CAAC;SAC1B;KACD;IACD,IAAI,uBAAuB,CAAC,aAAa,EAAE;QAC1C,uBAAuB,CAAC,aAAa,IAAI,CAAC,CAAC;KAC3C;AACF,CAAC,CAAC;AAEF,MAAM,YAAY,GAAG,CACpB,mBAAkC,EAClC,uBAAwC,EACxC,OAAoB,EACpB,UAAyB,EACzB,cAA+B,EAC/B,SAAoB,EACpB,WAAwB,EACxB,SAAoB,EACpB,QAAyB,EACxB,EAAE;IAEH,QAAQ,OAAO,CAAC,MAAM,EAAE;QACvB;YACC,uBAAe,CAAC,OAAO,EAAE,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,CAAC,CAAC;YAClF,MAAM;QACP;YACC,uBAAe,CAAC,OAAO,EAAE,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,CAAC,CAAC;YAClF,MAAM;QACP,gBAA+B;QAC/B;YACC,MAAM,UAAU,GAAG,sBAAa,CAAC,mBAAmB,EAAE,OAAO,CAAC,CAAC;YAC/D,UAAU,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,EAAE;gBAC7B,oBAAY,CAAC,MAAM,EAAE,OAAO,CAAC,MAAM,iBAA2C,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,mBAAmB,EAAE,QAAQ,CAAC,CAAC;gBACvH,oBAAY,CAAC,MAAM,EAAE,OAAO,CAAC,MAAM,iBAA2C,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,mBAAmB,EAAE,QAAQ,CAAC,CAAC;gBACvH,wBAAgB,CAAC,MAAM,EAAE,mBAAmB,EAAE,QAAQ,CAAC,CAAC;gBACxD,SAAS,CAAC,mBAAmB,CAAC,OAAO,EAAE,MAAM,EAAE,mBAAmB,CAAC,CAAC;YACrE,CAAC,CAAC,CAAC;YACH,MAAM;QACP,2BAAiC;QACjC;YACC,uBAAe,CACd,OAAO,EACP,mBAAmB,EACnB,OAAO,CAAC,MAAM,4BAA6C,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EACnE,CAAC,EACD,QAAQ,EACR,SAAS,CACT,CAAC;YACF,MAAM;QACP,2BAAiC;QACjC;YACC,uBAAe,CACd,OAAO,EACP,mBAAmB,EACnB,CAAC,EACD,OAAO,CAAC,MAAM,4BAA6C,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EACnE,QAAQ,EACR,SAAS,CACT,CAAC;YACF,MAAM;QACP;YACC,MAAM,OAAO,GAAG,wBAAgB,CAAC,OAAO,EAAE,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,qBAAI,CAAC,KAAK,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YACtG,IAAI,CAAC,CAAC,OAAO,EAAE;gBACd,SAAS,CAAC,mBAAmB,CAAC,OAAO,EAAE,OAAO,EAAE,mBAAmB,CAAC,CAAC;aACrE;YACD,MAAM;QACP;YACC,MAAM,OAAO,GAAG,wBAAgB,CAAC,OAAO,EAAE,mBAAmB,EAAE,EAAE,EAAE,EAAE,EAAE,qBAAI,CAAC,KAAK,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YACxG,IAAI,CAAC,CAAC,OAAO,EAAE;gBACd,SAAS,CAAC,mBAAmB,CAAC,OAAO,EAAE,OAAO,EAAE,mBAAmB,CAAC,CAAC;aACrE;YACD,MAAM;QACP;YACC,sBAAc,CAAC,uBAAuB,EAAE,CAAC,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YACrF,MAAM;QACP;YACC,sBAAc,CAAC,uBAAuB,EAAE,CAAC,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YACrF,MAAM;QACP;YACC,sBAAc,CAAC,uBAAuB,EAAE,CAAC,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YACrF,MAAM;QACP;YACC,sBAAc,CAAC,uBAAuB,EAAE,CAAC,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YACrF,MAAM;QACP;YACC,sBAAc,CAAC,uBAAuB,EAAE,CAAC,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;YACrF,MAAM;QACP;YACC,sBAAc,CAAC,uBAAuB,EAAE,CAAC,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,aAAmB,CAAC;YACvG,MAAM;QACP;YACC,MAAM,MAAM,GAAG,uBAAe,CAAC,mBAAmB,EAAE,qBAAI,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;YAC3E,IAAI,MAAM,EAAE;gBACX,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;gBACxB,SAAS,CAAC,mBAAmB,CAAC,OAAO,EAAE,MAAM,EAAE,mBAAmB,CAAC,CAAC;aACpE;YACD,MAAM;QACP;YACC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBAC3B,MAAM,OAAO,GAAG,uBAAe,CAAC,mBAAmB,EAAE,qBAAI,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;gBAC5E,IAAI,OAAO,EAAE;oBACZ,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC;oBACzB,SAAS,CAAC,mBAAmB,CAAC,OAAO,EAAE,OAAO,EAAE,mBAAmB,CAAC,CAAC;iBACrE;aACD;YACD,MAAM;QACP;YAEC,MAAM,MAAM,GAAG,wCAAgC,CAAC,UAAU,CAAC,CAAC;YAC5D,SAAS,CAAC,mBAAmB,CAAC,OAAO,EAAE,MAAM,EAAE,UAAU,CAAC,CAAC;YAC3D,0BAAiB,CAChB,MAAM,EACN,UAAU,EACV,cAAc,EACd,OAAO,EACP,CAAC,EACD,mBAAmB,EACnB,uBAAuB,EACvB,QAAQ,EACR,SAAS,EACT,WAAW,EACX,SAAS,CACT,CAAC;YACF,MAAM;QACP;YACC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBAC3B,MAAM,MAAM,GAAG,wCAAgC,CAAC,UAAU,CAAC,CAAC;gBAC5D,SAAS,CAAC,mBAAmB,CAAC,OAAO,EAAE,MAAM,EAAE,UAAU,CAAC,CAAC;gBAC3D,0BAAiB,CAChB,MAAM,EACN,UAAU,EACV,cAAc,EACd,OAAO,EACP,CAAC,EACD,mBAAmB,EACnB,uBAAuB,EACvB,QAAQ,EACR,SAAS,EACT,WAAW,EACX,SAAS,CACT,CAAC;aACF;YACD,MAAM;QACP;YACC,MAAM,gBAAgB,GAAG,mBAAmB;iBAC1C,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,KAAK,OAAO,CAAC,QAAQ,CAAC;iBAC9C,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE;gBACb,MAAM,GAAG,GAAG,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC,CA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{ AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from 'src/bgs-player-entity';\r\nimport { BoardEntity } from 'src/board-entity';\r\nimport { CardsData } from 'src/cards/cards-data';\r\nimport { dealDamageToEnemy, getNeighbours, performEntitySpawns } from 'src/simulation/attack';\r\nimport { spawnEntities } from 'src/simulation/deathrattle-spawns';\r\nimport { SharedState } from 'src/simulation/shared-state';\r\nimport { Spectator } from 'src/simulation/spectator/spectator';\r\nimport {\r\n\taddCardsInHand,\r\n\taddStatsToBoard,\r\n\tafterStatsUpdate,\r\n\tgetRandomMinion,\r\n\tgetRandomMinionWithHighestHealth,\r\n\tgrantRandomStats,\r\n\tmodifyAttack,\r\n\tmodifyHealth\r\n} from 'src/utils';\r\n\r\nexport const applyAvengeEffects = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndex: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst candidatesEntitiesSpawnedFromAvenge: BoardEntity[] = [];\r\n\tupdateAvengeCounters(boardWithDeadEntity, boardWithDeadEntityHero);\r\n\tconst avengers = boardWithDeadEntity.filter((e) => !!e.avengeDefault && e.avengeCurrent === 0);\r\n\tfor (const avenger of avengers) {\r\n\t\thandleAvenge(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\tavenger,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tallCards,\r\n\t\t);\r\n\t}\r\n\tconst heroAvenger = !!boardWithDeadEntityHero.avengeDefault && boardWithDeadEntityHero.avengeCurrent === 0;\r\n\tif (heroAvenger) {\r\n\t\thandleHeroAvenge(\r\n\t\t\tdeadEntity,\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tallCards,\r\n\t\t);\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\tdeadEntityIndex,\r\n\t\totherBoard,\r\n\t\totherBoardHero,\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 updateAvengeCounters = (board: readonly BoardEntity[], boardWithDeadEntityHero: BgsPlayerEntity) => {\r\n\tfor (const entity of board) {\r\n\t\tif (entity.avengeDefault) {\r\n\t\t\tentity.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n\tif (boardWithDeadEntityHero.avengeDefault) {\r\n\t\tboardWithDeadEntityHero.avengeCurrent -= 1;\r\n\t}\r\n};\r\n\r\nconst handleAvenge = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tavenger: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n\tallCards: AllCardsService,\r\n) => {\r\n\t// Don't forget to update the avenge data in cards-data\r\n\tswitch (avenger.cardId) {\r\n\t\tcase CardIds.BirdBuddy:\r\n\t\t\taddStatsToBoard(avenger, boardWithDeadEntity, 1, 1, allCards, spectator, 'BEAST');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.BirdBuddyBattlegrounds:\r\n\t\t\taddStatsToBoard(avenger, boardWithDeadEntity, 2, 2, allCards, spectator, 'BEAST');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.BuddingGreenthumb:\r\n\t\tcase CardIds.BuddingGreenthumbBattlegrounds:\r\n\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, avenger);\r\n\t\t\tneighbours.forEach((entity) => {\r\n\t\t\t\tmodifyAttack(entity, avenger.cardId === CardIds.BuddingGreenthumbBattlegrounds ? 4 : 2, boardWithDeadEntity, allCards);\r\n\t\t\t\tmodifyHealth(entity, avenger.cardId === CardIds.BuddingGreenthumbBattlegrounds ? 2 : 1, boardWithDeadEntity, allCards);\r\n\t\t\t\tafterStatsUpdate(entity, boardWithDeadEntity, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(avenger, entity, boardWithDeadEntity);\r\n\t\t\t});\r\n\t\t\tbreak;\r\n\t\tcase CardIds.FrostwolfLieutenant:\r\n\t\tcase CardIds.FrostwolfLieutenantBattlegrounds:\r\n\t\t\taddStatsToBoard(\r\n\t\t\t\tavenger,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tavenger.cardId === CardIds.FrostwolfLieutenantBattlegrounds ? 2 : 1,\r\n\t\t\t\t0,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.StormpikeLieutenant:\r\n\t\tcase CardIds.StormpikeLieutenantBattlegrounds:\r\n\t\t\taddStatsToBoard(\r\n\t\t\t\tavenger,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t0,\r\n\t\t\t\tavenger.cardId === CardIds.StormpikeLieutenantBattlegrounds ? 2 : 1,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.PalescaleCrocolisk:\r\n\t\t\tconst target1 = grantRandomStats(avenger, boardWithDeadEntity, 6, 6, Race.BEAST, allCards, spectator);\r\n\t\t\tif (!!target1) {\r\n\t\t\t\tspectator.registerPowerTarget(avenger, target1, boardWithDeadEntity);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.PalescaleCrocoliskBattlegrounds:\r\n\t\t\tconst target2 = grantRandomStats(avenger, boardWithDeadEntity, 12, 12, Race.BEAST, allCards, spectator);\r\n\t\t\tif (!!target2) {\r\n\t\t\t\tspectator.registerPowerTarget(avenger, target2, boardWithDeadEntity);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ImpatientDoomsayer:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 1, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ImpatientDoomsayerBattlegrounds:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 2, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.WitchwingNestmatron:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 1, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.WitchwingNestmatronBattlegrounds:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 2, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Thorncaller:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 1, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ThorncallerBattlegrounds:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 2, boardWithDeadEntity, allCards, spectator, CardIds.BloodGem);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Sisefin:\r\n\t\t\tconst murloc = getRandomMinion(boardWithDeadEntity, Race.MURLOC, allCards);\r\n\t\t\tif (murloc) {\r\n\t\t\t\tmurloc.poisonous = true;\r\n\t\t\t\tspectator.registerPowerTarget(avenger, murloc, boardWithDeadEntity);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SisefinBattlegrounds:\r\n\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\tconst murloc2 = getRandomMinion(boardWithDeadEntity, Race.MURLOC, allCards);\r\n\t\t\t\tif (murloc2) {\r\n\t\t\t\t\tmurloc2.poisonous = true;\r\n\t\t\t\t\tspectator.registerPowerTarget(avenger, murloc2, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.MechanoTank:\r\n\t\t\t// This can be null if the avenge triggers when the last enemy minion dies as well\r\n\t\t\tconst target = getRandomMinionWithHighestHealth(otherBoard);\r\n\t\t\tspectator.registerPowerTarget(avenger, target, otherBoard);\r\n\t\t\tdealDamageToEnemy(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tavenger,\r\n\t\t\t\t5,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\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\tbreak;\r\n\t\tcase CardIds.MechanoTankBattlegrounds:\r\n\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\tconst target = getRandomMinionWithHighestHealth(otherBoard);\r\n\t\t\t\tspectator.registerPowerTarget(avenger, target, otherBoard);\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\t5,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.TonyTwoTusk:\r\n\t\t\tconst nonGoldenMinions = boardWithDeadEntity\r\n\t\t\t\t.filter((e) => e.entityId !== avenger.entityId)\r\n\t\t\t\t.filter((e) => {\r\n\t\t\t\t\tconst ref = allCards.getCard(e.cardId);\r\n\t\t\t\t\treturn !!ref.battlegroundsPremiumDbfId && !!allCards.getCardFromDbfId(ref.battlegroundsPremiumDbfId).id;\r\n\t\t\t\t});\r\n\t\t\tconst pirate = getRandomMinion(nonGoldenMinions, Race.PIRATE, allCards);\r\n\t\t\tif (pirate) {\r\n\t\t\t\tconst refCard = allCards.getCard(pirate.cardId);\r\n\t\t\t\tconst goldenCard = allCards.getCardFromDbfId(refCard.battlegroundsPremiumDbfId);\r\n\t\t\t\tpirate.cardId = goldenCard.id;\r\n\t\t\t\tmodifyAttack(pirate, refCard.attack, boardWithDeadEntity, allCards);\r\n\t\t\t\tmodifyHealth(pirate, refCard.health, boardWithDeadEntity, allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(avenger, pirate, boardWithDeadEntity);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.TonyTwoTuskBattlegrounds:\r\n\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\tconst nonGoldenMinions = boardWithDeadEntity.filter((e) => {\r\n\t\t\t\t\tconst ref = allCards.getCard(e.cardId);\r\n\t\t\t\t\treturn !!ref.battlegroundsPremiumDbfId;\r\n\t\t\t\t});\r\n\t\t\t\tconst pirate = getRandomMinion(nonGoldenMinions, Race.PIRATE, allCards);\r\n\t\t\t\tif (pirate) {\r\n\t\t\t\t\tconst refCard = allCards.getCard(pirate.cardId);\r\n\t\t\t\t\tpirate.cardId = refCard.id;\r\n\t\t\t\t\tmodifyAttack(pirate, refCard.attack, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tmodifyHealth(pirate, refCard.health, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tspectator.registerPowerTarget(avenger, pirate, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t}\r\n\tavenger.avengeCurrent = avenger.avengeDefault;\r\n};\r\n\r\nconst handleHeroAvenge = (\r\n\tdeadEntity: BoardEntity,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tcandidatesEntitiesSpawnedFromAvenge: BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n\tallCards: AllCardsService,\r\n) => {\r\n\t// https://twitter.com/LoewenMitchell/status/1491879869457879040\r\n\t// Not affected by Khadgar\r\n\tswitch (boardWithDeadEntityHero?.heroPowerId) {\r\n\t\tcase CardIds.Onyxia_Broodmother:\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge.push(\r\n\t\t\t\t...spawnEntities(\r\n\t\t\t\t\tCardIds.Onyxia_OnyxianWhelpToken,\r\n\t\t\t\t\t1,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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),\r\n\t\t\t);\r\n\t\t\tbreak;\r\n\t}\r\n\tboardWithDeadEntityHero.avengeCurrent = boardWithDeadEntityHero.avengeDefault;\r\n};\r\n"]}
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1
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+
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{ 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 {\r\n\taddCardsInHand,\r\n\taddStatsToBoard,\r\n\tafterStatsUpdate,\r\n\tgetRandomMinion,\r\n\tgetRandomMinionWithHighestHealth,\r\n\tgrantRandomStats,\r\n\tmodifyAttack,\r\n\tmodifyHealth\r\n} from '../utils';\r\nimport { dealDamageToEnemy, getNeighbours, performEntitySpawns } from './attack';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\n\r\nexport const applyAvengeEffects = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndex: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst candidatesEntitiesSpawnedFromAvenge: BoardEntity[] = [];\r\n\tupdateAvengeCounters(boardWithDeadEntity, boardWithDeadEntityHero);\r\n\tconst avengers = boardWithDeadEntity.filter((e) => !!e.avengeDefault && e.avengeCurrent === 0);\r\n\tfor (const avenger of avengers) {\r\n\t\thandleAvenge(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\tavenger,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tallCards,\r\n\t\t);\r\n\t}\r\n\t// console.log('updating dead entity avenge counter', boardWithDeadEntityHero.avengeCurrent, stringifySimpleCard(deadEntity, allCards));\r\n\tconst heroAvenger = !!boardWithDeadEntityHero.avengeDefault && boardWithDeadEntityHero.avengeCurrent === 0;\r\n\tif (heroAvenger) {\r\n\t\t// console.log(\r\n\t\t// \t'Hero is an avenger',\r\n\t\t// \tboardWithDeadEntityHero.avengeCurrent,\r\n\t\t// \tboardWithDeadEntityHero.avengeDefault,\r\n\t\t// \tboardWithDeadEntityHero.heroPowerId,\r\n\t\t// );\r\n\t\thandleHeroAvenge(\r\n\t\t\tdeadEntity,\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\tcardsData,\r\n\t\t\tsharedState,\r\n\t\t\tspectator,\r\n\t\t\tallCards,\r\n\t\t);\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\tdeadEntityIndex,\r\n\t\totherBoard,\r\n\t\totherBoardHero,\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 updateAvengeCounters = (board: readonly BoardEntity[], boardWithDeadEntityHero: BgsPlayerEntity) => {\r\n\tfor (const entity of board) {\r\n\t\tif (!!entity.avengeDefault) {\r\n\t\t\tentity.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n\tif (!!boardWithDeadEntityHero.avengeDefault) {\r\n\t\tboardWithDeadEntityHero.avengeCurrent -= 1;\r\n\t}\r\n};\r\n\r\nconst handleAvenge = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tavenger: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n\tallCards: AllCardsService,\r\n) => {\r\n\t// Don't forget to update the avenge data in cards-data\r\n\tswitch (avenger.cardId) {\r\n\t\tcase CardIds.BirdBuddy:\r\n\t\t\taddStatsToBoard(avenger, boardWithDeadEntity, 1, 1, allCards, spectator, 'BEAST');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.BirdBuddyBattlegrounds:\r\n\t\t\taddStatsToBoard(avenger, boardWithDeadEntity, 2, 2, allCards, spectator, 'BEAST');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.BuddingGreenthumb:\r\n\t\tcase CardIds.BuddingGreenthumbBattlegrounds:\r\n\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, avenger);\r\n\t\t\tneighbours.forEach((entity) => {\r\n\t\t\t\tmodifyAttack(entity, avenger.cardId === CardIds.BuddingGreenthumbBattlegrounds ? 4 : 2, boardWithDeadEntity, allCards);\r\n\t\t\t\tmodifyHealth(entity, avenger.cardId === CardIds.BuddingGreenthumbBattlegrounds ? 2 : 1, boardWithDeadEntity, allCards);\r\n\t\t\t\tafterStatsUpdate(entity, boardWithDeadEntity, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(avenger, entity, boardWithDeadEntity);\r\n\t\t\t});\r\n\t\t\tbreak;\r\n\t\tcase CardIds.FrostwolfLieutenant:\r\n\t\tcase CardIds.FrostwolfLieutenantBattlegrounds:\r\n\t\t\taddStatsToBoard(\r\n\t\t\t\tavenger,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tavenger.cardId === CardIds.FrostwolfLieutenantBattlegrounds ? 2 : 1,\r\n\t\t\t\t0,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.StormpikeLieutenant:\r\n\t\tcase CardIds.StormpikeLieutenantBattlegrounds:\r\n\t\t\taddStatsToBoard(\r\n\t\t\t\tavenger,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t0,\r\n\t\t\t\tavenger.cardId === CardIds.StormpikeLieutenantBattlegrounds ? 2 : 1,\r\n\t\t\t\tallCards,\r\n\t\t\t\tspectator,\r\n\t\t\t);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.PalescaleCrocolisk:\r\n\t\t\tconst target1 = grantRandomStats(avenger, boardWithDeadEntity, 6, 6, Race.BEAST, allCards, spectator);\r\n\t\t\tif (!!target1) {\r\n\t\t\t\tspectator.registerPowerTarget(avenger, target1, boardWithDeadEntity);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.PalescaleCrocoliskBattlegrounds:\r\n\t\t\tconst target2 = grantRandomStats(avenger, boardWithDeadEntity, 12, 12, Race.BEAST, allCards, spectator);\r\n\t\t\tif (!!target2) {\r\n\t\t\t\tspectator.registerPowerTarget(avenger, target2, boardWithDeadEntity);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ImpatientDoomsayer:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 1, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ImpatientDoomsayerBattlegrounds:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 2, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.WitchwingNestmatron:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 1, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.WitchwingNestmatronBattlegrounds:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 2, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Thorncaller:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 1, boardWithDeadEntity, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ThorncallerBattlegrounds:\r\n\t\t\taddCardsInHand(boardWithDeadEntityHero, 2, boardWithDeadEntity, allCards, spectator, CardIds.BloodGem);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Sisefin:\r\n\t\t\tconst murloc = getRandomMinion(boardWithDeadEntity, Race.MURLOC, allCards);\r\n\t\t\tif (murloc) {\r\n\t\t\t\tmurloc.poisonous = true;\r\n\t\t\t\tspectator.registerPowerTarget(avenger, murloc, boardWithDeadEntity);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SisefinBattlegrounds:\r\n\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\tconst murloc2 = getRandomMinion(boardWithDeadEntity, Race.MURLOC, allCards);\r\n\t\t\t\tif (murloc2) {\r\n\t\t\t\t\tmurloc2.poisonous = true;\r\n\t\t\t\t\tspectator.registerPowerTarget(avenger, murloc2, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.MechanoTank:\r\n\t\t\t// This can be null if the avenge triggers when the last enemy minion dies as well\r\n\t\t\tconst target = getRandomMinionWithHighestHealth(otherBoard);\r\n\t\t\tspectator.registerPowerTarget(avenger, target, otherBoard);\r\n\t\t\tdealDamageToEnemy(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tavenger,\r\n\t\t\t\t5,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\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\tbreak;\r\n\t\tcase CardIds.MechanoTankBattlegrounds:\r\n\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\tconst target = getRandomMinionWithHighestHealth(otherBoard);\r\n\t\t\t\tspectator.registerPowerTarget(avenger, target, otherBoard);\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\t5,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.TonyTwoTusk:\r\n\t\t\tconst nonGoldenMinions = boardWithDeadEntity\r\n\t\t\t\t.filter((e) => e.entityId !== avenger.entityId)\r\n\t\t\t\t.filter((e) => {\r\n\t\t\t\t\tconst ref = allCards.getCard(e.cardId);\r\n\t\t\t\t\treturn !!ref.battlegroundsPremiumDbfId && !!allCards.getCardFromDbfId(ref.battlegroundsPremiumDbfId).id;\r\n\t\t\t\t});\r\n\t\t\tconst pirate = getRandomMinion(nonGoldenMinions, Race.PIRATE, allCards);\r\n\t\t\tif (pirate) {\r\n\t\t\t\tconst refCard = allCards.getCard(pirate.cardId);\r\n\t\t\t\tconst goldenCard = allCards.getCardFromDbfId(refCard.battlegroundsPremiumDbfId);\r\n\t\t\t\tpirate.cardId = goldenCard.id;\r\n\t\t\t\tmodifyAttack(pirate, refCard.attack, boardWithDeadEntity, allCards);\r\n\t\t\t\tmodifyHealth(pirate, refCard.health, boardWithDeadEntity, allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(avenger, pirate, boardWithDeadEntity);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.TonyTwoTuskBattlegrounds:\r\n\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\tconst nonGoldenMinions = boardWithDeadEntity.filter((e) => {\r\n\t\t\t\t\tconst ref = allCards.getCard(e.cardId);\r\n\t\t\t\t\treturn !!ref.battlegroundsPremiumDbfId;\r\n\t\t\t\t});\r\n\t\t\t\tconst pirate = getRandomMinion(nonGoldenMinions, Race.PIRATE, allCards);\r\n\t\t\t\tif (pirate) {\r\n\t\t\t\t\tconst refCard = allCards.getCard(pirate.cardId);\r\n\t\t\t\t\tpirate.cardId = refCard.id;\r\n\t\t\t\t\tmodifyAttack(pirate, refCard.attack, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tmodifyHealth(pirate, refCard.health, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tspectator.registerPowerTarget(avenger, pirate, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t}\r\n\tavenger.avengeCurrent = avenger.avengeDefault;\r\n};\r\n\r\nconst handleHeroAvenge = (\r\n\tdeadEntity: BoardEntity,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tcandidatesEntitiesSpawnedFromAvenge: BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n\tallCards: AllCardsService,\r\n) => {\r\n\t// https://twitter.com/LoewenMitchell/status/1491879869457879040\r\n\t// Not affected by Khadgar\r\n\tswitch (boardWithDeadEntityHero?.heroPowerId) {\r\n\t\tcase CardIds.Onyxia_Broodmother:\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge.push(\r\n\t\t\t\t...spawnEntities(\r\n\t\t\t\t\tCardIds.Onyxia_OnyxianWhelpToken,\r\n\t\t\t\t\t1,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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),\r\n\t\t\t);\r\n\t\t\tbreak;\r\n\t}\r\n\tboardWithDeadEntityHero.avengeCurrent = boardWithDeadEntityHero.avengeDefault;\r\n};\r\n"]}
|
|
@@ -2,7 +2,6 @@
|
|
|
2
2
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
3
3
|
exports.rememberDeathrattles = exports.applyMonstrosity = exports.dealDamageToAllMinions = exports.applyMinionDeathEffect = exports.applyEarthInvocationEnchantment = exports.applyFireInvocationEnchantment = exports.applyWaterInvocationEnchantment = exports.applyLightningInvocationEnchantment = exports.handleDeathrattleEffects = void 0;
|
|
4
4
|
const reference_data_1 = require("@firestone-hs/reference-data");
|
|
5
|
-
const avenge_1 = require("src/simulation/avenge");
|
|
6
5
|
const cards_data_1 = require("../cards/cards-data");
|
|
7
6
|
const utils_1 = require("../services/utils");
|
|
8
7
|
const utils_2 = require("../utils");
|
|
@@ -148,7 +147,7 @@ const handleDeathrattleEffects = (boardWithDeadEntity, boardWithDeadEntityHero,
|
|
|
148
147
|
.filter((entity) => entity.friendly === deadEntity.friendly)
|
|
149
148
|
.filter((entity) => { var _a; return utils_2.isCorrectTribe((_a = allCards.getCard(entity.cardId)) === null || _a === void 0 ? void 0 : _a.race, reference_data_1.Race.MECH); }).length;
|
|
150
149
|
for (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {
|
|
151
|
-
attack_1.dealDamageToRandomEnemy(otherBoard, otherBoardHero, deadEntity,
|
|
150
|
+
attack_1.dealDamageToRandomEnemy(otherBoard, otherBoardHero, deadEntity, 6, boardWithDeadEntity, boardWithDeadEntityHero, allCards, cardsData, sharedState, spectator);
|
|
152
151
|
}
|
|
153
152
|
}
|
|
154
153
|
break;
|
|
@@ -390,7 +389,6 @@ const applyMinionDeathEffect = (deadEntity, deadEntityIndex, boardWithDeadEntity
|
|
|
390
389
|
exports.dealDamageToAllMinions(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, deadEntity, 2, allCards, cardsData, sharedState, spectator);
|
|
391
390
|
}
|
|
392
391
|
}
|
|
393
|
-
avenge_1.applyAvengeEffects(deadEntity, deadEntityIndex, boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, allCards, cardsData, sharedState, spectator);
|
|
394
392
|
};
|
|
395
393
|
exports.applyMinionDeathEffect = applyMinionDeathEffect;
|
|
396
394
|
const dealDamageToAllMinions = (board1, board1Hero, board2, board2Hero, damageSource, damageDealt, allCards, cardsData, sharedState, spectator) => {
|
|
@@ -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 { applyAvengeEffects } from 'src/simulation/avenge';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { AURA_ORIGINS, CardsData } from '../cards/cards-data';\r\nimport { groupByFunction, pickMultipleRandomDifferent, pickRandom } from '../services/utils';\r\nimport {\r\n\taddStatsToBoard,\r\n\tafterStatsUpdate,\r\n\tgrantAllDivineShield,\r\n\tgrantRandomAttack,\r\n\tgrantRandomDivineShield,\r\n\tgrantRandomHealth,\r\n\tgrantRandomStats,\r\n\thasCorrectTribe,\r\n\tisCorrectTribe,\r\n\tmodifyAttack,\r\n\tmodifyHealth,\r\n} from '../utils';\r\nimport { bumpEntities, dealDamageToEnemy, dealDamageToRandomEnemy, getNeighbours } from './attack';\r\nimport { removeAurasAfterAuraSourceDeath } from './auras';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\n\r\nexport const handleDeathrattleEffects = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst rivendare = boardWithDeadEntity.find((entity) => entity.cardId === CardIds.BaronRivendare2);\r\n\tconst goldenRivendare = boardWithDeadEntity.find((entity) => entity.cardId === CardIds.BaronRivendareBattlegrounds);\r\n\tconst multiplier = goldenRivendare ? 3 : rivendare ? 2 : 1;\r\n\t// We do it on a case by case basis so that we deal all the damage in one go for instance\r\n\t// and avoid proccing deathrattle spawns between the times the damage triggers\r\n\tswitch (deadEntity.cardId) {\r\n\t\tcase CardIds.SelflessHero:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SelflessHeroBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, spectator);\r\n\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SpiritOfAirBattlegrounds1:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst target = pickRandom(boardWithDeadEntity);\r\n\t\t\t\tif (target) {\r\n\t\t\t\t\ttarget.divineShield = true;\r\n\t\t\t\t\ttarget.taunt = true;\r\n\t\t\t\t\ttarget.windfury = true;\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SpiritOfAirBattlegrounds2:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst target = pickRandom(boardWithDeadEntity);\r\n\t\t\t\tif (target) {\r\n\t\t\t\t\ttarget.divineShield = true;\r\n\t\t\t\t\ttarget.taunt = true;\r\n\t\t\t\t\ttarget.windfury = true;\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\r\n\t\t\t\t\tconst target2 = pickRandom(boardWithDeadEntity.filter((e) => e.entityId !== target.entityId));\r\n\t\t\t\t\tif (target2) {\r\n\t\t\t\t\t\ttarget2.divineShield = true;\r\n\t\t\t\t\t\ttarget2.taunt = true;\r\n\t\t\t\t\t\ttarget2.windfury = true;\r\n\t\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.NadinaTheRed:\r\n\t\tcase CardIds.NadinaTheRedBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantAllDivineShield(boardWithDeadEntity, 'DRAGON', allCards);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SpawnOfNzoth:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 1, multiplier * 1, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SpawnOfNzothBattlegrounds:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 2, multiplier * 2, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.GoldrinnTheGreatWolf:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 5, multiplier * 5, allCards, spectator, 'BEAST');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.GoldrinnTheGreatWolfBattlegrounds:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 10, multiplier * 10, allCards, spectator, 'BEAST');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.KingBagurgle:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 2, multiplier * 2, allCards, spectator, 'MURLOC');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.KingBagurgleBattlegrounds:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 4, multiplier * 4, allCards, spectator, 'MURLOC');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.FiendishServant:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomAttack(deadEntity, boardWithDeadEntity, deadEntity.attack, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.FiendishServantBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomAttack(deadEntity, boardWithDeadEntity, deadEntity.attack, allCards, spectator);\r\n\t\t\t\tgrantRandomAttack(deadEntity, boardWithDeadEntity, deadEntity.attack, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ImpulsiveTrickster:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomHealth(deadEntity, boardWithDeadEntity, deadEntity.maxHealth, allCards, spectator, true);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ImpulsiveTricksterBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomHealth(deadEntity, boardWithDeadEntity, deadEntity.maxHealth, allCards, spectator, true);\r\n\t\t\t\tgrantRandomHealth(deadEntity, boardWithDeadEntity, deadEntity.maxHealth, allCards, spectator, true);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Leapfrogger:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, false, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.LeapfroggerBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, true, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.PalescaleCrocolisk:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst target = grantRandomStats(deadEntity, boardWithDeadEntity, 6, 6, Race.BEAST, allCards, spectator);\r\n\t\t\t\tif (!!target) {\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.PalescaleCrocoliskBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst target = grantRandomStats(deadEntity, boardWithDeadEntity, 12, 12, Race.BEAST, allCards, spectator);\r\n\t\t\t\tif (!!target) {\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.LeapfroggerBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, true, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ElementiumSquirrelBombBattlegrounds1:\r\n\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst numberOfDeadMechsThisCombat = sharedState.deaths\r\n\t\t\t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId)?.race, Race.MECH)).length;\r\n\t\t\t\tfor (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {\r\n\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t3,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tallCards,\r\n\t\t\t\t\t\tcardsData,\r\n\t\t\t\t\t\tsharedState,\r\n\t\t\t\t\t\tspectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ElementiumSquirrelBombBattlegrounds2:\r\n\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst numberOfDeadMechsThisCombat = sharedState.deaths\r\n\t\t\t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId)?.race, Race.MECH)).length;\r\n\t\t\t\tfor (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {\r\n\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t8,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tallCards,\r\n\t\t\t\t\t\tcardsData,\r\n\t\t\t\t\t\tsharedState,\r\n\t\t\t\t\t\tspectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.KaboomBot:\r\n\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.KaboomBotBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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);\r\n\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\r\n\t\tcase CardIds.SrTombDiverBattlegrounds1:\r\n\t\t\tfor (let i = 0; i < Math.min(1, boardWithDeadEntity.length); i++) {\r\n\t\t\t\tconst rightMostMinion = boardWithDeadEntity[boardWithDeadEntity.length - i];\r\n\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\tconst refCard = allCards.getCard(rightMostMinion.cardId);\r\n\t\t\t\t\tconst goldenCard = allCards.getCardFromDbfId(refCard.battlegroundsPremiumDbfId);\r\n\t\t\t\t\trightMostMinion.cardId = goldenCard.id;\r\n\t\t\t\t\tmodifyAttack(rightMostMinion, refCard.attack, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tmodifyHealth(rightMostMinion, refCard.health, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tafterStatsUpdate(rightMostMinion, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, rightMostMinion, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\tcase CardIds.SrTombDiverBattlegrounds2:\r\n\t\t\tfor (let i = 0; i < Math.min(2, boardWithDeadEntity.length); i++) {\r\n\t\t\t\tconst rightMostMinion = boardWithDeadEntity[boardWithDeadEntity.length - i];\r\n\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\tconst refCard = allCards.getCard(rightMostMinion.cardId);\r\n\t\t\t\t\tconst goldenCard = allCards.getCardFromDbfId(refCard.battlegroundsPremiumDbfId);\r\n\t\t\t\t\trightMostMinion.cardId = goldenCard.id;\r\n\t\t\t\t\tmodifyAttack(rightMostMinion, refCard.attack, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tmodifyHealth(rightMostMinion, refCard.health, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tafterStatsUpdate(rightMostMinion, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, rightMostMinion, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t}\r\n\r\n\t// It's important to first copy the enchantments, otherwise you could end up\r\n\t// in an infinite loop - since new enchants are added after each step\r\n\tlet enchantments: { cardId: string; originEntityId?: number; repeats?: number }[] = [...(deadEntity.enchantments ?? [])];\r\n\tconst threshold = 20;\r\n\tif (enchantments.length > threshold || enchantments.some((e) => e.repeats && e.repeats > 1)) {\r\n\t\t// console.warn(\r\n\t\t// \t'too many enchtments, truncating',\r\n\t\t// \tstringifySimpleCard(deadEntity),\r\n\t\t// \tdeadEntity.enchantments.length,\r\n\t\t// \tdeadEntity.enchantments,\r\n\t\t// );\r\n\t\t// In some cases it's possible that there are way too many enchantments because of the frog\r\n\t\t// In that case, we make a trade-off and don't trigger the \"on stats change\" trigger as\r\n\t\t// often as we should, so that we can have the stats themselves correct\r\n\t\tconst enchantmentGroups = groupByFunction((enchantment: any) => enchantment.cardId)(enchantments);\r\n\t\tenchantments = Object.keys(enchantmentGroups).map((cardId) => ({\r\n\t\t\tcardId: cardId,\r\n\t\t\trepeats: enchantmentGroups[cardId].length,\r\n\t\t}));\r\n\t}\r\n\tfor (const enchantment of enchantments) {\r\n\t\tswitch (enchantment.cardId) {\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment1:\r\n\t\t\t\tif (!!enchantment.repeats && enchantment.repeats > 1) {\r\n\t\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, false, allCards, spectator, multiplier * enchantment.repeats);\r\n\t\t\t\t} else {\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, false, allCards, spectator);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment2:\r\n\t\t\t\tif (!!enchantment.repeats && enchantment.repeats > 1) {\r\n\t\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, true, allCards, spectator, multiplier * enchantment.repeats);\r\n\t\t\t\t} else {\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, true, allCards, spectator);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.EarthRecollectionEnchantment:\r\n\t\t\t\tapplyEarthInvocationEnchantment(boardWithDeadEntity, deadEntity, allCards, spectator);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FireRecollectionEnchantment:\r\n\t\t\t\tapplyFireInvocationEnchantment(boardWithDeadEntity, deadEntity, allCards, spectator);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.WaterRecollectionEnchantment:\r\n\t\t\t\tapplyWaterInvocationEnchantment(boardWithDeadEntity, deadEntity, allCards, spectator);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.LightningRecollectionEnchantment:\r\n\t\t\t\tapplyLightningInvocationEnchantment(\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyLightningInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptorBattlegrounds ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst targets = pickMultipleRandomDifferent(otherBoard, 5);\r\n\t\tfor (const target of targets) {\r\n\t\t\tdealDamageToEnemy(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\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\nexport const applyWaterInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptorBattlegrounds ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity[boardWithDeadEntity.length - 1];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyHealth(target, 3, boardWithDeadEntity, allCards);\r\n\t\t\ttarget.taunt = true;\r\n\t\t\tafterStatsUpdate(target, boardWithDeadEntity, allCards);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyFireInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptorBattlegrounds ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity[0];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyAttack(target, target.attack, boardWithDeadEntity, allCards);\r\n\t\t\tafterStatsUpdate(target, boardWithDeadEntity, allCards);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyEarthInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptorBattlegrounds ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst minionsGrantedDeathrattle: BoardEntity[] = pickMultipleRandomDifferent(boardWithDeadEntity, 4);\r\n\t\tminionsGrantedDeathrattle.forEach((minion) => {\r\n\t\t\tminion.enchantments.push({\r\n\t\t\t\tcardId: CardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\toriginEntityId: deadEntity?.entityId,\r\n\t\t\t});\r\n\t\t});\r\n\t}\r\n};\r\n\r\nconst applyLeapFroggerEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst buffed = grantRandomStats(\r\n\t\tdeadEntity,\r\n\t\tboardWithDeadEntity,\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tRace.BEAST,\r\n\t\tallCards,\r\n\t\tspectator,\r\n\t);\r\n\tif (buffed) {\r\n\t\tbuffed.enchantments = buffed.enchantments ?? [];\r\n\t\tbuffed.enchantments.push({\r\n\t\t\tcardId: isPremium ? CardIds.Leapfrogger_LeapfrogginEnchantment2 : CardIds.Leapfrogger_LeapfrogginEnchantment1,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : undefined,\r\n\t\t});\r\n\t\t// Don't register power effect here, since it's already done in the random stats\r\n\t\t// spectator.registerPowerTarget(deadEntity, buffed, boardWithDeadEntity);\r\n\t\t// console.log('applyLeapFroggerEffect', stringifySimpleCard(deadEntity), stringifySimpleCard(buffed));\r\n\t}\r\n};\r\n\r\nexport const applyMinionDeathEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndex: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (isCorrectTribe(allCards.getCard(deadEntity.cardId).race, Race.BEAST)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, allCards, spectator);\r\n\t}\r\n\tif (isCorrectTribe(allCards.getCard(deadEntity.cardId).race, Race.DEMON)) {\r\n\t\tapplySoulJugglerEffect(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\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\tif (isCorrectTribe(allCards.getCard(deadEntity.cardId).race, Race.MECH)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, allCards, spectator);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, Race.MURLOC, allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, allCards);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, allCards);\r\n\t}\r\n\r\n\tif (AURA_ORIGINS.includes(deadEntity.cardId)) {\r\n\t\tremoveAurasAfterAuraSourceDeath(boardWithDeadEntity, deadEntity, cardsData);\r\n\t}\r\n\r\n\tif (deadEntity.taunt) {\r\n\t\t// applyQirajiHarbringerEffect(boardWithDeadEntity, deadEntityIndex, allCards);\r\n\t}\r\n\t// Overkill\r\n\tif (deadEntity.health < 0 && deadEntity.lastAffectedByEntity?.attacking) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame2) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlameBattlegrounds) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental) {\r\n\t\t\t// console.log('applying WildfireElemental effect', stringifySimple(boardWithDeadEntity, allCards));\r\n\t\t\tconst excessDamage = -deadEntity.health;\r\n\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, null, deadEntityIndex);\r\n\t\t\t// console.log('neighbours', stringifySimple(neighbours, allCards));\r\n\t\t\tif (neighbours.length > 0) {\r\n\t\t\t\tconst randomTarget = neighbours[Math.floor(Math.random() * neighbours.length)];\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\trandomTarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\texcessDamage,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds) {\r\n\t\t\tconst excessDamage = -deadEntity.health;\r\n\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, null, deadEntityIndex);\r\n\t\t\tneighbours.forEach((neighbour) =>\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\tneighbour,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\texcessDamage,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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),\r\n\t\t\t);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\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\t!deadEntity.friendly,\r\n\t\t\t\ttrue,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(deadEntityIndex, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehornBattlegrounds) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntTokenBattlegrounds,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\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\t!deadEntity.friendly,\r\n\t\t\t\ttrue,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(deadEntityIndex, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath2) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId).race, Race.PIRATE))\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyAttack(pirate, 2, boardWithDeadEntity, allCards);\r\n\t\t\t\tmodifyHealth(pirate, 2, boardWithDeadEntity, allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(deadEntity.lastAffectedByEntity, pirate, otherBoard);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliathBattlegrounds) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId).race, Race.PIRATE))\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyAttack(pirate, 4, boardWithDeadEntity, allCards);\r\n\t\t\t\tmodifyHealth(pirate, 4, boardWithDeadEntity, allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(deadEntity.lastAffectedByEntity, pirate, otherBoard);\r\n\t\t\t});\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.NatPagleExtremeAngler) {\r\n\t\t// }\r\n\t}\r\n\r\n\tconst rivendare = boardWithDeadEntity.find((entity) => entity.cardId === CardIds.BaronRivendare2);\r\n\tconst goldenRivendare = boardWithDeadEntity.find((entity) => entity.cardId === CardIds.BaronRivendareBattlegrounds);\r\n\tconst multiplier = goldenRivendare ? 3 : rivendare ? 2 : 1;\r\n\tif (deadEntity.cardId === CardIds.UnstableGhoul) {\r\n\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\tdealDamageToAllMinions(\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\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} else if (deadEntity.cardId === CardIds.UnstableGhoulBattlegrounds) {\r\n\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\tdealDamageToAllMinions(\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t2,\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\tapplyAvengeEffects(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityIndex,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\totherBoard,\r\n\t\totherBoardHero,\r\n\t\tallCards,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tspectator,\r\n\t);\r\n};\r\n\r\nexport const dealDamageToAllMinions = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamageDealt: number,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t\t// return [board1, board2];\r\n\t}\r\n\t// let updatedBoard1 = [...board1];\r\n\t// let updatedBoard2 = [...board2];\r\n\tconst fakeAttacker = {\r\n\t\t...(damageSource || {}),\r\n\t\tentityId: -1,\r\n\t\tattack: damageDealt,\r\n\t\tattacking: true,\r\n\t} as BoardEntity;\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tbumpEntities(board1[i], fakeAttacker, board1, board1Hero, board2, board2Hero, allCards, cardsData, sharedState, spectator);\r\n\t\t// board1[i] = entity;\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tbumpEntities(board2[i], fakeAttacker, board2, board2Hero, board1, board1Hero, allCards, cardsData, sharedState, spectator);\r\n\t\t// updatedBoard2 = [...boardResult];\r\n\t\t// updatedBoard2[i] = entity;\r\n\t}\r\n\t// processMinionDeath(board1, board1Hero, board2, board2Hero, allCards, cardsData, sharedState, spectator);\r\n};\r\n\r\nconst applySoulJugglerEffect = (\r\n\tboardWithJugglers: BoardEntity[],\r\n\tboardWithJugglersHero: BgsPlayerEntity,\r\n\tboardToAttack: BoardEntity[],\r\n\tboardToAttackHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (boardWithJugglers.length === 0 && boardToAttack.length === 0) {\r\n\t\treturn;\r\n\t\t// return [boardWithJugglers, boardToAttack];\r\n\t}\r\n\tconst jugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler);\r\n\tfor (const juggler of jugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\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 goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJugglerBattlegrounds);\r\n\tfor (const juggler of goldenJugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\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\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\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// processMinionDeath(\r\n\t// \tboardWithJugglers,\r\n\t// \tboardWithJugglersHero,\r\n\t// \tboardToAttack,\r\n\t// \tboardToAttackHero,\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 applyScavengingHyenaEffect = (board: BoardEntity[], allCards: AllCardsService, spectator: Spectator): void => {\r\n\t// const copy = [...board];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.ScavengingHyenaLegacy) {\r\n\t\t\tmodifyAttack(board[i], 2, board, allCards);\r\n\t\t\tmodifyHealth(board[i], 1, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaBattlegrounds) {\r\n\t\t\tmodifyAttack(board[i], 4, board, allCards);\r\n\t\t\tmodifyHealth(board[i], 2, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyJunkbotEffect = (board: BoardEntity[], allCards: AllCardsService, spectator: Spectator): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.Junkbot) {\r\n\t\t\tmodifyAttack(board[i], 2, board, allCards);\r\n\t\t\tmodifyHealth(board[i], 2, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board);\r\n\t\t} else if (board[i].cardId === CardIds.JunkbotBattlegrounds) {\r\n\t\t\tmodifyAttack(board[i], 4, board, allCards);\r\n\t\t\tmodifyHealth(board[i], 4, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board);\r\n\t\t}\r\n\t}\r\n};\r\n\r\n// const applyQirajiHarbringerEffect = (board: BoardEntity[], deadEntityIndex: number, allCards: AllCardsService): void => {\r\n// \tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger);\r\n// \tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbingerBattlegrounds);\r\n// \tconst neighbours = getNeighbours(board, null, deadEntityIndex);\r\n\r\n// \t// TODO: if reactivated, properly apply buffs one by one, instead of all together\r\n\r\n// \tneighbours.forEach((entity) => {\r\n// \t\tmodifyAttack(entity, 2 * qiraji.length + 4 * goldenQiraji.length, board, allCards);\r\n// \t\tmodifyHealth(entity, 2 * qiraji.length + 4 * goldenQiraji.length);\r\n// \t\tafterStatsUpdate(entity, board, allCards);\r\n// \t});\r\n// };\r\n\r\nexport const applyMonstrosity = (\r\n\tmonstrosity: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tboardWithDeadEntities: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n): void => {\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tmodifyAttack(monstrosity, deadEntity.attack, boardWithDeadEntities, allCards);\r\n\t\tif (monstrosity.cardId === CardIds.MonstrosityBattlegrounds) {\r\n\t\t\tmodifyAttack(monstrosity, deadEntity.attack, boardWithDeadEntities, allCards);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const rememberDeathrattles = (fish: BoardEntity, deadEntities: readonly BoardEntity[], cardsData: CardsData): void => {\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter((entity) => cardsData.validDeathrattles.includes(entity.cardId))\r\n\t\t.map((entity) => entity.cardId);\r\n\tconst validEnchantments = deadEntities\r\n\t\t.filter((entity) => entity.enchantments?.length)\r\n\t\t.map((entity) => entity.enchantments)\r\n\t\t.reduce((a, b) => a.concat(b), [])\r\n\t\t.map((enchantment) => enchantment.cardId)\r\n\t\t.filter((enchantmentId) =>\r\n\t\t\t[\r\n\t\t\t\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment,\r\n\t\t\t\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantmentBattlegrounds,\r\n\t\t\t\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\t\t\t\tCardIds.SneedsReplicator_ReplicateEnchantment,\r\n\t\t\t\tCardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\tCardIds.FireInvocation_ElementFireEnchantment,\r\n\t\t\t\tCardIds.WaterInvocation_ElementWaterEnchantment,\r\n\t\t\t\tCardIds.LightningInvocation,\r\n\t\t\t].includes(enchantmentId as CardIds),\r\n\t\t);\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments];\r\n\t// Order is important\r\n\tif (fish.cardId === CardIds.FishOfNzothBattlegrounds) {\r\n\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\tconst doubleDr = [...validDeathrattles, ...validEnchantments].reduce((res, current) => res.concat([current, current]), []);\r\n\t\tfish.rememberedDeathrattles = [...doubleDr, ...(fish.rememberedDeathrattles || [])];\r\n\t} else {\r\n\t\tfish.rememberedDeathrattles = [...newDeathrattles, ...(fish.rememberedDeathrattles || [])];\r\n\t}\r\n};\r\n\r\nconst removeOldMurkEyeAttack = (boardWithDeadEntity: BoardEntity[], allCards: AllCardsService) => {\r\n\tconst murkeyes = boardWithDeadEntity.filter(\r\n\t\t(entity) => entity.cardId === CardIds.OldMurkEyeLegacy || entity.cardId === CardIds.OldMurkEyeVanilla,\r\n\t);\r\n\tconst goldenMurkeyes = boardWithDeadEntity.filter((entity) => entity.cardId === CardIds.OldMurkEyeBattlegrounds);\r\n\tmurkeyes.forEach((entity) => {\r\n\t\tmodifyAttack(entity, -1, boardWithDeadEntity, allCards);\r\n\t\tafterStatsUpdate(entity, boardWithDeadEntity, allCards);\r\n\t});\r\n\tgoldenMurkeyes.forEach((entity) => {\r\n\t\tmodifyAttack(entity, -2, boardWithDeadEntity, allCards);\r\n\t\tafterStatsUpdate(entity, boardWithDeadEntity, allCards);\r\n\t});\r\n};\r\n"]}
|
|
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 { AURA_ORIGINS, CardsData } from '../cards/cards-data';\r\nimport { groupByFunction, pickMultipleRandomDifferent, pickRandom } from '../services/utils';\r\nimport {\r\n\taddStatsToBoard,\r\n\tafterStatsUpdate,\r\n\tgrantAllDivineShield,\r\n\tgrantRandomAttack,\r\n\tgrantRandomDivineShield,\r\n\tgrantRandomHealth,\r\n\tgrantRandomStats,\r\n\thasCorrectTribe,\r\n\tisCorrectTribe,\r\n\tmodifyAttack,\r\n\tmodifyHealth\r\n} from '../utils';\r\nimport { bumpEntities, dealDamageToEnemy, dealDamageToRandomEnemy, getNeighbours } from './attack';\r\nimport { removeAurasAfterAuraSourceDeath } from './auras';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\n\r\nexport const handleDeathrattleEffects = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst rivendare = boardWithDeadEntity.find((entity) => entity.cardId === CardIds.BaronRivendare2);\r\n\tconst goldenRivendare = boardWithDeadEntity.find((entity) => entity.cardId === CardIds.BaronRivendareBattlegrounds);\r\n\tconst multiplier = goldenRivendare ? 3 : rivendare ? 2 : 1;\r\n\t// We do it on a case by case basis so that we deal all the damage in one go for instance\r\n\t// and avoid proccing deathrattle spawns between the times the damage triggers\r\n\tswitch (deadEntity.cardId) {\r\n\t\tcase CardIds.SelflessHero:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SelflessHeroBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, spectator);\r\n\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SpiritOfAirBattlegrounds1:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst target = pickRandom(boardWithDeadEntity);\r\n\t\t\t\tif (target) {\r\n\t\t\t\t\ttarget.divineShield = true;\r\n\t\t\t\t\ttarget.taunt = true;\r\n\t\t\t\t\ttarget.windfury = true;\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SpiritOfAirBattlegrounds2:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst target = pickRandom(boardWithDeadEntity);\r\n\t\t\t\tif (target) {\r\n\t\t\t\t\ttarget.divineShield = true;\r\n\t\t\t\t\ttarget.taunt = true;\r\n\t\t\t\t\ttarget.windfury = true;\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\r\n\t\t\t\t\tconst target2 = pickRandom(boardWithDeadEntity.filter((e) => e.entityId !== target.entityId));\r\n\t\t\t\t\tif (target2) {\r\n\t\t\t\t\t\ttarget2.divineShield = true;\r\n\t\t\t\t\t\ttarget2.taunt = true;\r\n\t\t\t\t\t\ttarget2.windfury = true;\r\n\t\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.NadinaTheRed:\r\n\t\tcase CardIds.NadinaTheRedBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantAllDivineShield(boardWithDeadEntity, 'DRAGON', allCards);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SpawnOfNzoth:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 1, multiplier * 1, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.SpawnOfNzothBattlegrounds:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 2, multiplier * 2, allCards, spectator);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.GoldrinnTheGreatWolf:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 5, multiplier * 5, allCards, spectator, 'BEAST');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.GoldrinnTheGreatWolfBattlegrounds:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 10, multiplier * 10, allCards, spectator, 'BEAST');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.KingBagurgle:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 2, multiplier * 2, allCards, spectator, 'MURLOC');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.KingBagurgleBattlegrounds:\r\n\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, multiplier * 4, multiplier * 4, allCards, spectator, 'MURLOC');\r\n\t\t\tbreak;\r\n\t\tcase CardIds.FiendishServant:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomAttack(deadEntity, boardWithDeadEntity, deadEntity.attack, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.FiendishServantBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomAttack(deadEntity, boardWithDeadEntity, deadEntity.attack, allCards, spectator);\r\n\t\t\t\tgrantRandomAttack(deadEntity, boardWithDeadEntity, deadEntity.attack, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ImpulsiveTrickster:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomHealth(deadEntity, boardWithDeadEntity, deadEntity.maxHealth, allCards, spectator, true);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ImpulsiveTricksterBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tgrantRandomHealth(deadEntity, boardWithDeadEntity, deadEntity.maxHealth, allCards, spectator, true);\r\n\t\t\t\tgrantRandomHealth(deadEntity, boardWithDeadEntity, deadEntity.maxHealth, allCards, spectator, true);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Leapfrogger:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, false, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.LeapfroggerBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, true, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.PalescaleCrocolisk:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst target = grantRandomStats(deadEntity, boardWithDeadEntity, 6, 6, Race.BEAST, allCards, spectator);\r\n\t\t\t\tif (!!target) {\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.PalescaleCrocoliskBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst target = grantRandomStats(deadEntity, boardWithDeadEntity, 12, 12, Race.BEAST, allCards, spectator);\r\n\t\t\t\tif (!!target) {\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.LeapfroggerBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, true, allCards, spectator);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ElementiumSquirrelBombBattlegrounds1:\r\n\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst numberOfDeadMechsThisCombat = sharedState.deaths\r\n\t\t\t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId)?.race, Race.MECH)).length;\r\n\t\t\t\tfor (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {\r\n\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t3,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tallCards,\r\n\t\t\t\t\t\tcardsData,\r\n\t\t\t\t\t\tsharedState,\r\n\t\t\t\t\t\tspectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.ElementiumSquirrelBombBattlegrounds2:\r\n\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tconst numberOfDeadMechsThisCombat = sharedState.deaths\r\n\t\t\t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId)?.race, Race.MECH)).length;\r\n\t\t\t\tfor (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {\r\n\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t6,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tallCards,\r\n\t\t\t\t\t\tcardsData,\r\n\t\t\t\t\t\tsharedState,\r\n\t\t\t\t\t\tspectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.KaboomBot:\r\n\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.KaboomBotBattlegrounds:\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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);\r\n\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\r\n\t\tcase CardIds.SrTombDiverBattlegrounds1:\r\n\t\t\tfor (let i = 0; i < Math.min(1, boardWithDeadEntity.length); i++) {\r\n\t\t\t\tconst rightMostMinion = boardWithDeadEntity[boardWithDeadEntity.length - i];\r\n\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\tconst refCard = allCards.getCard(rightMostMinion.cardId);\r\n\t\t\t\t\tconst goldenCard = allCards.getCardFromDbfId(refCard.battlegroundsPremiumDbfId);\r\n\t\t\t\t\trightMostMinion.cardId = goldenCard.id;\r\n\t\t\t\t\tmodifyAttack(rightMostMinion, refCard.attack, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tmodifyHealth(rightMostMinion, refCard.health, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tafterStatsUpdate(rightMostMinion, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, rightMostMinion, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\tcase CardIds.SrTombDiverBattlegrounds2:\r\n\t\t\tfor (let i = 0; i < Math.min(2, boardWithDeadEntity.length); i++) {\r\n\t\t\t\tconst rightMostMinion = boardWithDeadEntity[boardWithDeadEntity.length - i];\r\n\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\tconst refCard = allCards.getCard(rightMostMinion.cardId);\r\n\t\t\t\t\tconst goldenCard = allCards.getCardFromDbfId(refCard.battlegroundsPremiumDbfId);\r\n\t\t\t\t\trightMostMinion.cardId = goldenCard.id;\r\n\t\t\t\t\tmodifyAttack(rightMostMinion, refCard.attack, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tmodifyHealth(rightMostMinion, refCard.health, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tafterStatsUpdate(rightMostMinion, boardWithDeadEntity, allCards);\r\n\t\t\t\t\tspectator.registerPowerTarget(deadEntity, rightMostMinion, boardWithDeadEntity);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t}\r\n\r\n\t// It's important to first copy the enchantments, otherwise you could end up\r\n\t// in an infinite loop - since new enchants are added after each step\r\n\tlet enchantments: { cardId: string; originEntityId?: number; repeats?: number }[] = [...(deadEntity.enchantments ?? [])];\r\n\tconst threshold = 20;\r\n\tif (enchantments.length > threshold || enchantments.some((e) => e.repeats && e.repeats > 1)) {\r\n\t\t// console.warn(\r\n\t\t// \t'too many enchtments, truncating',\r\n\t\t// \tstringifySimpleCard(deadEntity),\r\n\t\t// \tdeadEntity.enchantments.length,\r\n\t\t// \tdeadEntity.enchantments,\r\n\t\t// );\r\n\t\t// In some cases it's possible that there are way too many enchantments because of the frog\r\n\t\t// In that case, we make a trade-off and don't trigger the \"on stats change\" trigger as\r\n\t\t// often as we should, so that we can have the stats themselves correct\r\n\t\tconst enchantmentGroups = groupByFunction((enchantment: any) => enchantment.cardId)(enchantments);\r\n\t\tenchantments = Object.keys(enchantmentGroups).map((cardId) => ({\r\n\t\t\tcardId: cardId,\r\n\t\t\trepeats: enchantmentGroups[cardId].length,\r\n\t\t}));\r\n\t}\r\n\tfor (const enchantment of enchantments) {\r\n\t\tswitch (enchantment.cardId) {\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment1:\r\n\t\t\t\tif (!!enchantment.repeats && enchantment.repeats > 1) {\r\n\t\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, false, allCards, spectator, multiplier * enchantment.repeats);\r\n\t\t\t\t} else {\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, false, allCards, spectator);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment2:\r\n\t\t\t\tif (!!enchantment.repeats && enchantment.repeats > 1) {\r\n\t\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, true, allCards, spectator, multiplier * enchantment.repeats);\r\n\t\t\t\t} else {\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tapplyLeapFroggerEffect(boardWithDeadEntity, deadEntity, true, allCards, spectator);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.EarthRecollectionEnchantment:\r\n\t\t\t\tapplyEarthInvocationEnchantment(boardWithDeadEntity, deadEntity, allCards, spectator);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FireRecollectionEnchantment:\r\n\t\t\t\tapplyFireInvocationEnchantment(boardWithDeadEntity, deadEntity, allCards, spectator);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.WaterRecollectionEnchantment:\r\n\t\t\t\tapplyWaterInvocationEnchantment(boardWithDeadEntity, deadEntity, allCards, spectator);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.LightningRecollectionEnchantment:\r\n\t\t\t\tapplyLightningInvocationEnchantment(\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyLightningInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptorBattlegrounds ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst targets = pickMultipleRandomDifferent(otherBoard, 5);\r\n\t\tfor (const target of targets) {\r\n\t\t\tdealDamageToEnemy(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\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\nexport const applyWaterInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptorBattlegrounds ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity[boardWithDeadEntity.length - 1];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyHealth(target, 3, boardWithDeadEntity, allCards);\r\n\t\t\ttarget.taunt = true;\r\n\t\t\tafterStatsUpdate(target, boardWithDeadEntity, allCards);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyFireInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptorBattlegrounds ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity[0];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyAttack(target, target.attack, boardWithDeadEntity, allCards);\r\n\t\t\tafterStatsUpdate(target, boardWithDeadEntity, allCards);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyEarthInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptorBattlegrounds ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst minionsGrantedDeathrattle: BoardEntity[] = pickMultipleRandomDifferent(boardWithDeadEntity, 4);\r\n\t\tminionsGrantedDeathrattle.forEach((minion) => {\r\n\t\t\tminion.enchantments.push({\r\n\t\t\t\tcardId: CardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\toriginEntityId: deadEntity?.entityId,\r\n\t\t\t});\r\n\t\t});\r\n\t}\r\n};\r\n\r\nconst applyLeapFroggerEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst buffed = grantRandomStats(\r\n\t\tdeadEntity,\r\n\t\tboardWithDeadEntity,\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tRace.BEAST,\r\n\t\tallCards,\r\n\t\tspectator,\r\n\t);\r\n\tif (buffed) {\r\n\t\tbuffed.enchantments = buffed.enchantments ?? [];\r\n\t\tbuffed.enchantments.push({\r\n\t\t\tcardId: isPremium ? CardIds.Leapfrogger_LeapfrogginEnchantment2 : CardIds.Leapfrogger_LeapfrogginEnchantment1,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : undefined,\r\n\t\t});\r\n\t\t// Don't register power effect here, since it's already done in the random stats\r\n\t\t// spectator.registerPowerTarget(deadEntity, buffed, boardWithDeadEntity);\r\n\t\t// console.log('applyLeapFroggerEffect', stringifySimpleCard(deadEntity), stringifySimpleCard(buffed));\r\n\t}\r\n};\r\n\r\nexport const applyMinionDeathEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndex: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (isCorrectTribe(allCards.getCard(deadEntity.cardId).race, Race.BEAST)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, allCards, spectator);\r\n\t}\r\n\tif (isCorrectTribe(allCards.getCard(deadEntity.cardId).race, Race.DEMON)) {\r\n\t\tapplySoulJugglerEffect(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\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\tif (isCorrectTribe(allCards.getCard(deadEntity.cardId).race, Race.MECH)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, allCards, spectator);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, Race.MURLOC, allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, allCards);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, allCards);\r\n\t}\r\n\r\n\tif (AURA_ORIGINS.includes(deadEntity.cardId)) {\r\n\t\tremoveAurasAfterAuraSourceDeath(boardWithDeadEntity, deadEntity, cardsData);\r\n\t}\r\n\r\n\tif (deadEntity.taunt) {\r\n\t\t// applyQirajiHarbringerEffect(boardWithDeadEntity, deadEntityIndex, allCards);\r\n\t}\r\n\t// Overkill\r\n\tif (deadEntity.health < 0 && deadEntity.lastAffectedByEntity?.attacking) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame2) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlameBattlegrounds) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental) {\r\n\t\t\t// console.log('applying WildfireElemental effect', stringifySimple(boardWithDeadEntity, allCards));\r\n\t\t\tconst excessDamage = -deadEntity.health;\r\n\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, null, deadEntityIndex);\r\n\t\t\t// console.log('neighbours', stringifySimple(neighbours, allCards));\r\n\t\t\tif (neighbours.length > 0) {\r\n\t\t\t\tconst randomTarget = neighbours[Math.floor(Math.random() * neighbours.length)];\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\trandomTarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\texcessDamage,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds) {\r\n\t\t\tconst excessDamage = -deadEntity.health;\r\n\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, null, deadEntityIndex);\r\n\t\t\tneighbours.forEach((neighbour) =>\r\n\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\tneighbour,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\texcessDamage,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\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),\r\n\t\t\t);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\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\t!deadEntity.friendly,\r\n\t\t\t\ttrue,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(deadEntityIndex, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehornBattlegrounds) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntTokenBattlegrounds,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\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\t!deadEntity.friendly,\r\n\t\t\t\ttrue,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(deadEntityIndex, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath2) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId).race, Race.PIRATE))\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyAttack(pirate, 2, boardWithDeadEntity, allCards);\r\n\t\t\t\tmodifyHealth(pirate, 2, boardWithDeadEntity, allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(deadEntity.lastAffectedByEntity, pirate, otherBoard);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliathBattlegrounds) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId).race, Race.PIRATE))\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyAttack(pirate, 4, boardWithDeadEntity, allCards);\r\n\t\t\t\tmodifyHealth(pirate, 4, boardWithDeadEntity, allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, allCards);\r\n\t\t\t\tspectator.registerPowerTarget(deadEntity.lastAffectedByEntity, pirate, otherBoard);\r\n\t\t\t});\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.NatPagleExtremeAngler) {\r\n\t\t// }\r\n\t}\r\n\r\n\tconst rivendare = boardWithDeadEntity.find((entity) => entity.cardId === CardIds.BaronRivendare2);\r\n\tconst goldenRivendare = boardWithDeadEntity.find((entity) => entity.cardId === CardIds.BaronRivendareBattlegrounds);\r\n\tconst multiplier = goldenRivendare ? 3 : rivendare ? 2 : 1;\r\n\tif (deadEntity.cardId === CardIds.UnstableGhoul) {\r\n\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\tdealDamageToAllMinions(\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\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} else if (deadEntity.cardId === CardIds.UnstableGhoulBattlegrounds) {\r\n\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\tdealDamageToAllMinions(\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t2,\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\t// applyAvengeEffects(\r\n\t// \tdeadEntity,\r\n\t// \tdeadEntityIndex,\r\n\t// \tboardWithDeadEntity,\r\n\t// \tboardWithDeadEntityHero,\r\n\t// \totherBoard,\r\n\t// \totherBoardHero,\r\n\t// \tallCards,\r\n\t// \tcardsData,\r\n\t// \tsharedState,\r\n\t// \tspectator,\r\n\t// );\r\n};\r\n\r\nexport const dealDamageToAllMinions = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamageDealt: number,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t\t// return [board1, board2];\r\n\t}\r\n\t// let updatedBoard1 = [...board1];\r\n\t// let updatedBoard2 = [...board2];\r\n\tconst fakeAttacker = {\r\n\t\t...(damageSource || {}),\r\n\t\tentityId: -1,\r\n\t\tattack: damageDealt,\r\n\t\tattacking: true,\r\n\t} as BoardEntity;\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tbumpEntities(board1[i], fakeAttacker, board1, board1Hero, board2, board2Hero, allCards, cardsData, sharedState, spectator);\r\n\t\t// board1[i] = entity;\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tbumpEntities(board2[i], fakeAttacker, board2, board2Hero, board1, board1Hero, allCards, cardsData, sharedState, spectator);\r\n\t\t// updatedBoard2 = [...boardResult];\r\n\t\t// updatedBoard2[i] = entity;\r\n\t}\r\n\t// processMinionDeath(board1, board1Hero, board2, board2Hero, allCards, cardsData, sharedState, spectator);\r\n};\r\n\r\nconst applySoulJugglerEffect = (\r\n\tboardWithJugglers: BoardEntity[],\r\n\tboardWithJugglersHero: BgsPlayerEntity,\r\n\tboardToAttack: BoardEntity[],\r\n\tboardToAttackHero: BgsPlayerEntity,\r\n\tallCards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tif (boardWithJugglers.length === 0 && boardToAttack.length === 0) {\r\n\t\treturn;\r\n\t\t// return [boardWithJugglers, boardToAttack];\r\n\t}\r\n\tconst jugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler);\r\n\tfor (const juggler of jugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\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 goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJugglerBattlegrounds);\r\n\tfor (const juggler of goldenJugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\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\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\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// processMinionDeath(\r\n\t// \tboardWithJugglers,\r\n\t// \tboardWithJugglersHero,\r\n\t// \tboardToAttack,\r\n\t// \tboardToAttackHero,\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 applyScavengingHyenaEffect = (board: BoardEntity[], allCards: AllCardsService, spectator: Spectator): void => {\r\n\t// const copy = [...board];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.ScavengingHyenaLegacy) {\r\n\t\t\tmodifyAttack(board[i], 2, board, allCards);\r\n\t\t\tmodifyHealth(board[i], 1, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaBattlegrounds) {\r\n\t\t\tmodifyAttack(board[i], 4, board, allCards);\r\n\t\t\tmodifyHealth(board[i], 2, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyJunkbotEffect = (board: BoardEntity[], allCards: AllCardsService, spectator: Spectator): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.Junkbot) {\r\n\t\t\tmodifyAttack(board[i], 2, board, allCards);\r\n\t\t\tmodifyHealth(board[i], 2, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board);\r\n\t\t} else if (board[i].cardId === CardIds.JunkbotBattlegrounds) {\r\n\t\t\tmodifyAttack(board[i], 4, board, allCards);\r\n\t\t\tmodifyHealth(board[i], 4, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board);\r\n\t\t}\r\n\t}\r\n};\r\n\r\n// const applyQirajiHarbringerEffect = (board: BoardEntity[], deadEntityIndex: number, allCards: AllCardsService): void => {\r\n// \tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger);\r\n// \tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbingerBattlegrounds);\r\n// \tconst neighbours = getNeighbours(board, null, deadEntityIndex);\r\n\r\n// \t// TODO: if reactivated, properly apply buffs one by one, instead of all together\r\n\r\n// \tneighbours.forEach((entity) => {\r\n// \t\tmodifyAttack(entity, 2 * qiraji.length + 4 * goldenQiraji.length, board, allCards);\r\n// \t\tmodifyHealth(entity, 2 * qiraji.length + 4 * goldenQiraji.length);\r\n// \t\tafterStatsUpdate(entity, board, allCards);\r\n// \t});\r\n// };\r\n\r\nexport const applyMonstrosity = (\r\n\tmonstrosity: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tboardWithDeadEntities: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n): void => {\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tmodifyAttack(monstrosity, deadEntity.attack, boardWithDeadEntities, allCards);\r\n\t\tif (monstrosity.cardId === CardIds.MonstrosityBattlegrounds) {\r\n\t\t\tmodifyAttack(monstrosity, deadEntity.attack, boardWithDeadEntities, allCards);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const rememberDeathrattles = (fish: BoardEntity, deadEntities: readonly BoardEntity[], cardsData: CardsData): void => {\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter((entity) => cardsData.validDeathrattles.includes(entity.cardId))\r\n\t\t.map((entity) => entity.cardId);\r\n\tconst validEnchantments = deadEntities\r\n\t\t.filter((entity) => entity.enchantments?.length)\r\n\t\t.map((entity) => entity.enchantments)\r\n\t\t.reduce((a, b) => a.concat(b), [])\r\n\t\t.map((enchantment) => enchantment.cardId)\r\n\t\t.filter((enchantmentId) =>\r\n\t\t\t[\r\n\t\t\t\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment,\r\n\t\t\t\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantmentBattlegrounds,\r\n\t\t\t\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\t\t\t\tCardIds.SneedsReplicator_ReplicateEnchantment,\r\n\t\t\t\tCardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\tCardIds.FireInvocation_ElementFireEnchantment,\r\n\t\t\t\tCardIds.WaterInvocation_ElementWaterEnchantment,\r\n\t\t\t\tCardIds.LightningInvocation,\r\n\t\t\t].includes(enchantmentId as CardIds),\r\n\t\t);\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments];\r\n\t// Order is important\r\n\tif (fish.cardId === CardIds.FishOfNzothBattlegrounds) {\r\n\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\tconst doubleDr = [...validDeathrattles, ...validEnchantments].reduce((res, current) => res.concat([current, current]), []);\r\n\t\tfish.rememberedDeathrattles = [...doubleDr, ...(fish.rememberedDeathrattles || [])];\r\n\t} else {\r\n\t\tfish.rememberedDeathrattles = [...newDeathrattles, ...(fish.rememberedDeathrattles || [])];\r\n\t}\r\n};\r\n\r\nconst removeOldMurkEyeAttack = (boardWithDeadEntity: BoardEntity[], allCards: AllCardsService) => {\r\n\tconst murkeyes = boardWithDeadEntity.filter(\r\n\t\t(entity) => entity.cardId === CardIds.OldMurkEyeLegacy || entity.cardId === CardIds.OldMurkEyeVanilla,\r\n\t);\r\n\tconst goldenMurkeyes = boardWithDeadEntity.filter((entity) => entity.cardId === CardIds.OldMurkEyeBattlegrounds);\r\n\tmurkeyes.forEach((entity) => {\r\n\t\tmodifyAttack(entity, -1, boardWithDeadEntity, allCards);\r\n\t\tafterStatsUpdate(entity, boardWithDeadEntity, allCards);\r\n\t});\r\n\tgoldenMurkeyes.forEach((entity) => {\r\n\t\tmodifyAttack(entity, -2, boardWithDeadEntity, allCards);\r\n\t\tafterStatsUpdate(entity, boardWithDeadEntity, allCards);\r\n\t});\r\n};\r\n"]}
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