@firestone-hs/simulate-bgs-battle 1.1.202 → 1.1.203
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/services/utils.js +12 -25
- package/dist/services/utils.js.map +1 -1
- package/dist/simulate-bgs-battle.js +9 -15
- package/dist/simulate-bgs-battle.js.map +1 -1
- package/dist/simulation/attack.js +16 -6
- package/dist/simulation/attack.js.map +1 -1
- package/dist/simulation/deathrattle-effects.js +14 -4
- package/dist/simulation/deathrattle-effects.js.map +1 -1
- package/dist/simulation/spectator/spectator.js +10 -1
- package/dist/simulation/spectator/spectator.js.map +1 -1
- package/dist/simulation/start-of-combat.js +7 -3
- package/dist/simulation/start-of-combat.js.map +1 -1
- package/dist/utils.js +5 -1
- package/dist/utils.js.map +1 -1
- package/package.json +1 -1
package/dist/services/utils.js
CHANGED
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@@ -1,13 +1,4 @@
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"use strict";
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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
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function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
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return new (P || (P = Promise))(function (resolve, reject) {
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function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
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function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
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function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
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step((generator = generator.apply(thisArg, _arguments || [])).next());
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});
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};
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var __importDefault = (this && this.__importDefault) || function (mod) {
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return (mod && mod.__esModule) ? mod : { "default": mod };
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};
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@@ -23,26 +14,22 @@ function partitionArray(array, partitionSize) {
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return result;
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}
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exports.partitionArray = partitionArray;
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function http(request) {
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return
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resolve(body);
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});
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async function http(request) {
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return new Promise((resolve) => {
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node_fetch_1.default(request)
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.then((response) => {
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return response.text();
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}, (error) => {
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console.warn('could not retrieve review', error);
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})
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.then((body) => {
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resolve(body);
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});
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});
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}
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exports.http = http;
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function sleep(ms) {
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return
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return new Promise((resolve) => setTimeout(resolve, ms));
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});
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async function sleep(ms) {
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return new Promise((resolve) => setTimeout(resolve, ms));
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}
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exports.sleep = sleep;
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const groupByFunction = (keyExtractor) => (array) => {
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@@ -1 +1 @@
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{"version":3,"file":"utils.js","sourceRoot":"","sources":["../../src/services/utils.ts"],"names":[],"mappings":"
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{"version":3,"file":"utils.js","sourceRoot":"","sources":["../../src/services/utils.ts"],"names":[],"mappings":";;;;;;AAAA,4DAAgD;AAEhD,SAAS,cAAc,CAAI,KAAmB,EAAE,aAAqB;IACpE,MAAM,WAAW,GAAQ,CAAC,GAAG,KAAK,CAAC,CAAC;IACpC,MAAM,MAAM,GAAU,EAAE,CAAC;IACzB,OAAO,WAAW,CAAC,MAAM,EAAE;QAC1B,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,CAAC;KAClD;IACD,OAAO,MAAM,CAAC;AACf,CAAC;AA+BQ,wCAAc;AA7BvB,KAAK,UAAU,IAAI,CAAC,OAAoB;IACvC,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE;QAC9B,oBAAK,CAAC,OAAO,CAAC;aACZ,IAAI,CACJ,CAAC,QAAQ,EAAE,EAAE;YACZ,OAAO,QAAQ,CAAC,IAAI,EAAE,CAAC;QACxB,CAAC,EACD,CAAC,KAAK,EAAE,EAAE;YACT,OAAO,CAAC,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QAClD,CAAC,CACD;aACA,IAAI,CAAC,CAAC,IAAI,EAAE,EAAE;YACd,OAAO,CAAC,IAAI,CAAC,CAAC;QACf,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACJ,CAAC;AAcwB,oBAAI;AAZ7B,KAAK,UAAU,KAAK,CAAC,EAAE;IACtB,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,UAAU,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC;AAC1D,CAAC;AAU8B,sBAAK;AAR7B,MAAM,eAAe,GAAG,CAAI,YAAyC,EAAE,EAAE,CAAC,CAAC,KAAmB,EAAmC,EAAE;IACzI,OAAO,KAAK,CAAC,MAAM,CAAC,CAAC,iBAAiB,EAAE,GAAG,EAAE,EAAE;QAC9C,MAAM,KAAK,GAAG,YAAY,CAAC,GAAG,CAAC,CAAC;QAChC,iBAAiB,CAAC,KAAK,CAAC,GAAG,CAAC,iBAAiB,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;QACxE,OAAO,iBAAiB,CAAC;IAC1B,CAAC,EAAE,EAAE,CAAC,CAAC;AACR,CAAC,CAAC;AANW,QAAA,eAAe,mBAM1B;AAIK,MAAM,UAAU,GAAG,CAAI,KAAmB,EAAK,EAAE;IACvD,IAAI,EAAC,KAAK,aAAL,KAAK,uBAAL,KAAK,CAAE,MAAM,CAAA,EAAE;QACnB,OAAO,IAAI,CAAC;KACZ;IACD,OAAO,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC;AACxD,CAAC,CAAC;AALW,QAAA,UAAU,cAKrB;AAEK,MAAM,MAAM,GAAG,CAAC,KAAa,EAAU,EAAE;IAE/C,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;IACzC,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;IACvC,OAAO,MAAM,CAAC;AACf,CAAC,CAAC;AALW,QAAA,MAAM,UAKjB;AAEK,MAAM,MAAM,GAAG,CAAC,MAAc,EAAU,EAAE;IAChD,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;IAC3C,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;IACnC,OAAO,GAAG,CAAC;AACZ,CAAC,CAAC;AAJW,QAAA,MAAM,UAIjB;AAEK,MAAM,2BAA2B,GAAG,CAAI,IAAS,EAAE,CAAS,EAAO,EAAE;IAC3E,MAAM,QAAQ,GAAG,oBAAY,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;IACzC,OAAO,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;AAC7B,CAAC,CAAC;AAHW,QAAA,2BAA2B,+BAGtC;AAGK,MAAM,YAAY,GAAG,CAAI,KAAU,EAAO,EAAE;IAClD,IAAI,YAAY,GAAG,KAAK,CAAC,MAAM,CAAC;IAChC,IAAI,WAAW,GAAG,CAAC,CAAC;IAGpB,OAAO,YAAY,IAAI,CAAC,EAAE;QAEzB,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,YAAY,CAAC,CAAC;QACvD,YAAY,EAAE,CAAC;QAGf,CAAC,KAAK,CAAC,YAAY,CAAC,EAAE,KAAK,CAAC,WAAW,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,WAAW,CAAC,EAAE,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC;KACtF;IAED,OAAO,KAAK,CAAC;AACd,CAAC,CAAC;AAfW,QAAA,YAAY,gBAevB","sourcesContent":["import fetch, { RequestInfo } from 'node-fetch';\r\n\r\nfunction partitionArray<T>(array: readonly T[], partitionSize: number): readonly T[][] {\r\n\tconst workingCopy: T[] = [...array];\r\n\tconst result: T[][] = [];\r\n\twhile (workingCopy.length) {\r\n\t\tresult.push(workingCopy.splice(0, partitionSize));\r\n\t}\r\n\treturn result;\r\n}\r\n\r\nasync function http(request: RequestInfo): Promise<any> {\r\n\treturn new Promise((resolve) => {\r\n\t\tfetch(request)\r\n\t\t\t.then(\r\n\t\t\t\t(response) => {\r\n\t\t\t\t\treturn response.text();\r\n\t\t\t\t},\r\n\t\t\t\t(error) => {\r\n\t\t\t\t\tconsole.warn('could not retrieve review', error);\r\n\t\t\t\t},\r\n\t\t\t)\r\n\t\t\t.then((body) => {\r\n\t\t\t\tresolve(body);\r\n\t\t\t});\r\n\t});\r\n}\r\n\r\nasync function sleep(ms) {\r\n\treturn new Promise((resolve) => setTimeout(resolve, ms));\r\n}\r\n\r\nexport const groupByFunction = <T>(keyExtractor: (obj: T) => string | number) => (array: readonly T[]): { [key: string]: readonly T[] } => {\r\n\treturn array.reduce((objectsByKeyValue, obj) => {\r\n\t\tconst value = keyExtractor(obj);\r\n\t\tobjectsByKeyValue[value] = (objectsByKeyValue[value] || []).concat(obj);\r\n\t\treturn objectsByKeyValue;\r\n\t}, {});\r\n};\r\n\r\nexport { partitionArray, http, sleep };\r\n\r\nexport const pickRandom = <T>(array: readonly T[]): T => {\r\n\tif (!array?.length) {\r\n\t\treturn null;\r\n\t}\r\n\treturn array[Math.floor(Math.random() * array.length)];\r\n};\r\n\r\nexport const encode = (input: string): string => {\r\n\t// return compressToEncodedURIComponent(input);\r\n\tconst buff = Buffer.from(input, 'utf-8');\r\n\tconst base64 = buff.toString('base64');\r\n\treturn base64;\r\n};\r\n\r\nexport const decode = (base64: string): string => {\r\n\tconst buff = Buffer.from(base64, 'base64');\r\n\tconst str = buff.toString('utf-8');\r\n\treturn str;\r\n};\r\n\r\nexport const pickMultipleRandomDifferent = <T>(list: T[], n: number): T[] => {\r\n\tconst shuffled = shuffleArray([...list]);\r\n\treturn shuffled.slice(0, n);\r\n};\r\n\r\n// https://stackoverflow.com/a/2450976/548701\r\nexport const shuffleArray = <T>(array: T[]): T[] => {\r\n\tlet currentIndex = array.length;\r\n\tlet randomIndex = 0;\r\n\r\n\t// While there remain elements to shuffle...\r\n\twhile (currentIndex != 0) {\r\n\t\t// Pick a remaining element...\r\n\t\trandomIndex = Math.floor(Math.random() * currentIndex);\r\n\t\tcurrentIndex--;\r\n\r\n\t\t// And swap it with the current element.\r\n\t\t[array[currentIndex], array[randomIndex]] = [array[randomIndex], array[currentIndex]];\r\n\t}\r\n\r\n\treturn array;\r\n};\r\n"]}
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"use strict";
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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
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function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
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step((generator = generator.apply(thisArg, _arguments || [])).next());
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});
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};
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exports.validEnchantments = exports.simulateBattle = void 0;
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const reference_data_1 = require("@firestone-hs/reference-data");
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@@ -17,10 +8,10 @@ const simulator_1 = require("./simulation/simulator");
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const spectator_1 = require("./simulation/spectator/spectator");
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const utils_1 = require("./utils");
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const cards = new reference_data_1.AllCardsService();
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exports.default = (event) =>
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exports.default = async (event) => {
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var _a, _b, _c;
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const battleInput = JSON.parse(event.body);
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await cards.initializeCardsDb();
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const cardsData = new cards_data_1.CardsData(cards, false);
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cardsData.inititialize((_b = (_a = battleInput.gameState) === null || _a === void 0 ? void 0 : _a.validTribes) !== null && _b !== void 0 ? _b : (_c = battleInput.options) === null || _c === void 0 ? void 0 : _c.validTribes);
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const simulationResult = exports.simulateBattle(battleInput, cards, cardsData);
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body: JSON.stringify(simulationResult),
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}
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};
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const simulateBattle = (battleInput, cards, cardsData) => {
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const start = Date.now();
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const playerInfo = battleInput.playerBoard;
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const opponentInfo = battleInput.opponentBoard;
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const playerBoard = playerInfo.board.map((entity) => (
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const opponentBoard = opponentInfo.board.map((entity) => (
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const playerBoard = playerInfo.board.map((entity) => ({ ...utils_1.addImpliedMechanics(entity), friendly: true }));
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const opponentBoard = opponentInfo.board.map((entity) => ({ ...utils_1.addImpliedMechanics(entity), friendly: false }));
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auras_1.removeAuras(playerBoard, cardsData);
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auras_1.removeAuras(opponentBoard, cardsData);
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auras_1.setImplicitData(playerBoard, cardsData);
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const cleanEnchantments = (board) => {
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const entityIds = board.map((entity) => entity.entityId);
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return board.map((entity) => (
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return board.map((entity) => ({
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...entity,
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enchantments: cleanEnchantmentsForEntity(entity.enchantments, entityIds),
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}));
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};
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exports.validEnchantments = [
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"BG_BOT_312e",
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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();\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, true);\r\n\t// console.log('after implicit data', playerInfo.player.avengeCurrent, playerInfo.player.avengeDefault);\r\n\tsetImplicitDataHero(opponentInfo.player, cardsData, false);\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_BG_BOT_312e,\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantmentBattlegrounds,\r\n\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\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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+
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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();\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, true);\r\n\t// console.log('after implicit data', playerInfo.player.avengeCurrent, playerInfo.player.avengeDefault);\r\n\tsetImplicitDataHero(opponentInfo.player, cardsData, false);\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_BG_BOT_312e,\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantmentBattlegrounds,\r\n\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\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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@@ -246,7 +246,12 @@ const dealDamageToEnemy = (defendingEntity, defendingBoard, defendingBoardHero,
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return 0;
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}
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const isDeadBeforeDamage = defendingEntity.definitelyDead || defendingEntity.health <= 0;
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-
const fakeAttacker =
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+
const fakeAttacker = {
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|
250
|
+
...(damageSource || {}),
|
|
251
|
+
entityId: -1,
|
|
252
|
+
attack: damage,
|
|
253
|
+
attacking: true,
|
|
254
|
+
};
|
|
250
255
|
const actualDamageDone = exports.bumpEntities(defendingEntity, fakeAttacker, defendingBoard, defendingBoardHero, boardWithAttackOrigin, boardWithAttackOriginHero, allCards, cardsData, sharedState, spectator);
|
|
251
256
|
if (!isDeadBeforeDamage && actualDamageDone > 0) {
|
|
252
257
|
defendingEntity.lastAffectedByEntity = damageSource;
|
|
@@ -373,10 +378,10 @@ const getWheneverEntitySpawns = (entity, entityBoard, entityBoardHero, otherBoar
|
|
|
373
378
|
return deathrattle_spawns_1.spawnEntities("TB_BaconUps_030t", 1, entityBoard, entityBoardHero, otherBoard, otherHero, allCards, cardsData, sharedState, spectator, entity.friendly, true);
|
|
374
379
|
}
|
|
375
380
|
else if (entity.cardId === "BGS_044") {
|
|
376
|
-
return deathrattle_spawns_1.spawnEntities(cardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)], 1, entityBoard, entityBoardHero, otherBoard, otherHero, allCards, cardsData, sharedState, spectator, entity.friendly, true).map((entity) => (
|
|
381
|
+
return deathrattle_spawns_1.spawnEntities(cardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)], 1, entityBoard, entityBoardHero, otherBoard, otherHero, allCards, cardsData, sharedState, spectator, entity.friendly, true).map((entity) => ({ ...entity, taunt: true }));
|
|
377
382
|
}
|
|
378
383
|
else if (entity.cardId === "TB_BaconUps_116") {
|
|
379
|
-
return deathrattle_spawns_1.spawnEntities(cardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)], 2, entityBoard, entityBoardHero, otherBoard, otherHero, allCards, cardsData, sharedState, spectator, entity.friendly, true).map((entity) => (
|
|
384
|
+
return deathrattle_spawns_1.spawnEntities(cardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)], 2, entityBoard, entityBoardHero, otherBoard, otherHero, allCards, cardsData, sharedState, spectator, entity.friendly, true).map((entity) => ({ ...entity, taunt: true }));
|
|
380
385
|
}
|
|
381
386
|
else if (entity.cardId === "BOT_218") {
|
|
382
387
|
return deathrattle_spawns_1.spawnEntities("BOT_218t", 1, entityBoard, entityBoardHero, otherBoard, otherHero, allCards, cardsData, sharedState, spectator, entity.friendly, true);
|
|
@@ -465,7 +470,7 @@ const handleDeathrattlesForFirstBoard = (firstBoard, firstBoardHero, otherBoard,
|
|
|
465
470
|
}
|
|
466
471
|
};
|
|
467
472
|
const handleRebornForFirstBoard = (firstBoard, firstBoardHero, otherBoard, otherBoardHero, deadMinionIndexesFromRight, deadEntities, allCards, cardsData, sharedState, spectator) => {
|
|
468
|
-
for (let i =
|
|
473
|
+
for (let i = deadMinionIndexesFromRight.length - 1; i >= 0; i--) {
|
|
469
474
|
const entity = deadEntities[i];
|
|
470
475
|
const indexFromRight = deadMinionIndexesFromRight[i];
|
|
471
476
|
if (entity.health <= 0 || entity.definitelyDead) {
|
|
@@ -590,12 +595,17 @@ const buildBoardAfterDeathrattleSpawns = (boardWithKilledMinion, boardWithKilled
|
|
|
590
595
|
deathrattle_effects_1.handleDeathrattleEffects(boardWithKilledMinion, boardWithKilledMinionHero, deadEntity, opponentBoard, opponentBoardHero, allCards, cardsData, sharedState, spectator);
|
|
591
596
|
if ((_a = deadEntity.rememberedDeathrattles) === null || _a === void 0 ? void 0 : _a.length) {
|
|
592
597
|
for (const deathrattle of deadEntity.rememberedDeathrattles) {
|
|
593
|
-
const entityToProcess =
|
|
598
|
+
const entityToProcess = {
|
|
599
|
+
...deadEntity,
|
|
600
|
+
rememberedDeathrattles: undefined,
|
|
601
|
+
cardId: deathrattle,
|
|
602
|
+
enchantments: [
|
|
594
603
|
{
|
|
595
604
|
cardId: deathrattle,
|
|
596
605
|
originEntityId: deadEntity.entityId,
|
|
597
606
|
},
|
|
598
|
-
]
|
|
607
|
+
],
|
|
608
|
+
};
|
|
599
609
|
buildBoardAfterDeathrattleSpawns(boardWithKilledMinion, boardWithKilledMinionHero, entityToProcess, deadMinionIndexFromRight2, opponentBoard, opponentBoardHero, entitiesDeadThisAttack, allCards, cardsData, sharedState, spectator);
|
|
600
610
|
}
|
|
601
611
|
}
|