@firestone-hs/simulate-bgs-battle 1.1.366 → 1.1.367

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.
@@ -338,8 +338,8 @@ const handleDeathrattleEffects = (boardWithDeadEntity, boardWithDeadEntityHero,
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  break;
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  case "BG28_304":
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  case "BG28_304_G":
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- const moroesBuffAtk = deadEntity.cardId === "BG28_304_G" ? 4 : 2;
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- const moroesBuffHealth = deadEntity.cardId === "BG28_304_G" ? 12 : 6;
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+ const moroesBuffAtk = deadEntity.cardId === "BG28_304_G" ? 2 : 1;
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+ const moroesBuffHealth = deadEntity.cardId === "BG28_304_G" ? 10 : 5;
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  for (let i = 0; i < multiplier; i++) {
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  (0, utils_2.addStatsToBoard)(deadEntity, boardWithDeadEntity, moroesBuffAtk, moroesBuffHealth, gameState.allCards, gameState.spectator, reference_data_1.Race[reference_data_1.Race.UNDEAD]);
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  }
@@ -1 +1 @@
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- 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { groupByFunction, pickMultipleRandomDifferent, pickRandom, pickRandomLowestHealth } from '../services/utils';\r\nimport {\r\n\taddCardsInHand,\r\n\taddStatsToBoard,\r\n\tafterStatsUpdate,\r\n\tgrantRandomAttack,\r\n\tgrantRandomDivineShield,\r\n\tgrantRandomHealth,\r\n\tgrantRandomStats,\r\n\tgrantStatsToMinionsOfEachType,\r\n\thasCorrectTribe,\r\n\tisCorrectTribe,\r\n\tisFish,\r\n\tisGolden,\r\n\tmakeMinionGolden,\r\n\tmodifyAttack,\r\n\tmodifyHealth,\r\n\tupdateDivineShield,\r\n} from '../utils';\r\nimport { dealDamageToEnemy, dealDamageToRandomEnemy, findNearestEnemies, getNeighbours } from './attack';\r\nimport { triggerBattlecry } from './battlecries';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\n\r\nexport const computeDeathrattleMultiplier = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsharedState: SharedState,\r\n): number => {\r\n\tconst rivendare =\r\n\t\t!!board.find(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.BaronRivendare_BG_FP1_031 ||\r\n\t\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518,\r\n\t\t) || boardHero.secrets?.some((e) => e.cardId === CardIds.TitusTribute_BG28_843);\r\n\tconst goldenRivendare = board.find(\r\n\t\t(entity) =>\r\n\t\t\tentity.cardId === CardIds.BaronRivendare_TB_BaconUps_055 ||\r\n\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518_G,\r\n\t);\r\n\tconst titus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354).length;\r\n\tconst goldenTitus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354_G).length;\r\n\tconst tombs =\r\n\t\tboardHero.questRewardEntities?.filter((entity) => entity.cardId === CardIds.TurbulentTombs)?.length ?? 0;\r\n\tconst echoesOfArgus = sharedState.anomalies.includes(CardIds.EchoesOfArgus_BG27_Anomaly_802) ? 1 : 0;\r\n\tconst scourgeMultiplier = deadEntity.additionalCards?.includes(CardIds.ScourgeTroll) ? 2 : 1;\r\n\tconst multiplier =\r\n\t\tscourgeMultiplier *\r\n\t\t((goldenRivendare ? 3 : rivendare ? 2 : 1) + titus + 2 * goldenTitus + tombs + echoesOfArgus);\r\n\treturn multiplier;\r\n};\r\n\r\n// export const handleDeathrattles = (\r\n// \tboardWithKilledMinion: BoardEntity[],\r\n// \tboardWithKilledMinionHero: BgsPlayerEntity,\r\n// \tdeadEntity: BoardEntity,\r\n// \tdeadMinionIndexFromRight2: number,\r\n// \topponentBoard: BoardEntity[],\r\n// \topponentBoardHero: BgsPlayerEntity,\r\n// \tentitiesDeadThisAttack: readonly BoardEntity[],\r\n// \tgameState: InternalGameState,\r\n// ) => {};\r\n\r\nexport const handleDeathrattleEffects = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = computeDeathrattleMultiplier(\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\tgameState.sharedState,\r\n\t);\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\r\n\tconst cardIds = [deadEntity.cardId, ...(deadEntity.additionalCards ?? [])];\r\n\tfor (const deadEntityCardId of cardIds) {\r\n\t\tswitch (deadEntityCardId) {\r\n\t\t\tcase CardIds.RylakMetalhead_BG26_801:\r\n\t\t\tcase CardIds.RylakMetalhead_BG26_801_G:\r\n\t\t\t\tconst rylakMutltiplier = deadEntityCardId === CardIds.RylakMetalhead_BG26_801_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, null, deadEntityIndexFromRight);\r\n\t\t\t\t\tfor (const neighbour of neighbours) {\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tneighbour,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tfor (let j = 0; j < rylakMutltiplier; j++) {\r\n\t\t\t\t\t\t\ttriggerBattlecry(\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tneighbour,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\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.SelflessHero_BG_OG_221:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.SelflessHero_TB_BaconUps_014:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.OperaticBelcher_BG26_888:\r\n\t\t\tcase CardIds.OperaticBelcher_BG26_888_G:\r\n\t\t\t\tconst belcherMultiplier = deadEntityCardId === CardIds.OperaticBelcher_BG26_888_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < belcherMultiplier; j++) {\r\n\t\t\t\t\t\tconst possibleBelcherTargets = boardWithDeadEntity\r\n\t\t\t\t\t\t\t.filter((entity) => !entity.venomous)\r\n\t\t\t\t\t\t\t.filter((entity) => !entity.poisonous)\r\n\t\t\t\t\t\t\t.filter((entity) => entity.health > 0 && !entity.definitelyDead)\r\n\t\t\t\t\t\t\t.filter((entity) => hasCorrectTribe(entity, Race.MURLOC, gameState.allCards));\r\n\t\t\t\t\t\tif (possibleBelcherTargets.length > 0) {\r\n\t\t\t\t\t\t\tconst chosen = pickRandom(possibleBelcherTargets);\r\n\t\t\t\t\t\t\tchosen.venomous = true;\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tchosen,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\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.SpiritOfAir_TB_BaconShop_HERO_76_Buddy:\r\n\t\t\tcase CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy_G:\r\n\t\t\t\tconst iterations = deadEntityCardId === CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < iterations; j++) {\r\n\t\t\t\t\t\tlet validTargets = boardWithDeadEntity.filter((entity) => !entity.divineShield);\r\n\t\t\t\t\t\tif (!validTargets?.length) {\r\n\t\t\t\t\t\t\tvalidTargets = boardWithDeadEntity.filter((entity) => !entity.taunt);\r\n\t\t\t\t\t\t\tif (!validTargets?.length) {\r\n\t\t\t\t\t\t\t\tvalidTargets = boardWithDeadEntity.filter((entity) => !entity.windfury);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tconst target = pickRandom(validTargets);\r\n\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\tif (!target.divineShield) {\r\n\t\t\t\t\t\t\t\tupdateDivineShield(target, boardWithDeadEntity, true, gameState.allCards);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\ttarget.taunt = true;\r\n\t\t\t\t\t\t\ttarget.windfury = true;\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\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.NadinaTheRed_BGS_040:\r\n\t\t\tcase CardIds.NadinaTheRed_TB_BaconUps_154:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst nadinaMultiplier = deadEntityCardId === CardIds.NadinaTheRed_TB_BaconUps_154 ? 6 : 3;\r\n\t\t\t\t\tfor (let j = 0; j < nadinaMultiplier; j++) {\r\n\t\t\t\t\t\tconst validTargets = boardWithDeadEntity\r\n\t\t\t\t\t\t\t.filter((e) => hasCorrectTribe(e, Race.DRAGON, gameState.allCards))\r\n\t\t\t\t\t\t\t.filter((entity) => !entity.divineShield);\r\n\t\t\t\t\t\tconst target = pickRandom(validTargets);\r\n\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\tupdateDivineShield(target, boardWithDeadEntity, true, gameState.allCards);\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\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.SpawnOfNzoth_BG_OG_256:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 1,\r\n\t\t\t\t\tmultiplier * 1,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.SpawnOfNzoth_TB_BaconUps_025:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 2,\r\n\t\t\t\t\tmultiplier * 2,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.GoldrinnTheGreatWolf_BGS_018:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 3,\r\n\t\t\t\t\tmultiplier * 2,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t'BEAST',\r\n\t\t\t\t);\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.GoldrinnBuffAtk += multiplier * 3;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.GoldrinnBuffHealth += multiplier * 2;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.GoldrinnTheGreatWolf_TB_BaconUps_085:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 6,\r\n\t\t\t\t\tmultiplier * 4,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t'BEAST',\r\n\t\t\t\t);\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.GoldrinnBuffAtk += multiplier * 6;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.GoldrinnBuffHealth += multiplier * 4;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.KingBagurgle_BGS_030:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 2,\r\n\t\t\t\t\tmultiplier * 3,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t'MURLOC',\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.KingBagurgle_TB_BaconUps_100:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 4,\r\n\t\t\t\t\tmultiplier * 6,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t'MURLOC',\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FiendishServant_YOD_026:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.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.FiendishServant_TB_BaconUps_112:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.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.ImpulsiveTrickster_BG21_006:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomHealth(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.maxHealth,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\ttrue,\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.ImpulsiveTrickster_BG21_006_G:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomHealth(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.maxHealth,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tgrantRandomHealth(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.maxHealth,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\ttrue,\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_BG21_000:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tgameState.sharedState,\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_BG21_000_G:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tgameState.sharedState,\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.PalescaleCrocolisk_BG21_001:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t6,\r\n\t\t\t\t\t\t6,\r\n\t\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\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.PalescaleCrocolisk_BG21_001_G:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t12,\r\n\t\t\t\t\t\t12,\r\n\t\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\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.ScarletSkull_BG25_022:\r\n\t\t\tcase CardIds.ScarletSkull_BG25_022_G:\r\n\t\t\t\tconst scarletMultiplier = deadEntityCardId === CardIds.ScarletSkull_BG25_022_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tscarletMultiplier * 1,\r\n\t\t\t\t\t\tscarletMultiplier * 2,\r\n\t\t\t\t\t\tRace.UNDEAD,\r\n\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\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.AnubarakNerubianKing_BG25_007:\r\n\t\t\tcase CardIds.AnubarakNerubianKing_BG25_007_G:\r\n\t\t\t\tconst anubarakMultiplier = deadEntityCardId === CardIds.AnubarakNerubianKing_BG25_007_G ? 2 : 1;\r\n\t\t\t\tconst attackBonus = anubarakMultiplier * 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tboardWithDeadEntityHero.globalInfo.UndeadAttackBonus += attackBonus;\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tattackBonus,\r\n\t\t\t\t\t\t0,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tRace[Race.UNDEAD],\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\t// case CardIds.ElementiumSquirrelBombBattlegrounds_TB_BaconShop_HERO_17_Buddy:\r\n\t\t\t// \t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t// \t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t// \tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t// \t\tconst numberOfDeadMechsThisCombat = sharedState.deaths\r\n\t\t\t// \t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t// \t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t// \t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId)?.races, Race.MECH)).length;\r\n\t\t\t// \t\tfor (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {\r\n\t\t\t// \t\t\tdealDamageToRandomEnemy(\r\n\t\t\t// \t\t\t\totherBoard,\r\n\t\t\t// \t\t\t\totherBoardHero,\r\n\t\t\t// \t\t\t\tdeadEntity,\r\n\t\t\t// \t\t\t\t3,\r\n\t\t\t// \t\t\t\tboardWithDeadEntity,\r\n\t\t\t// \t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t// \t\t\t\tallCards,\r\n\t\t\t// \t\t\t\tcardsData,\r\n\t\t\t// \t\t\t\tsharedState,\r\n\t\t\t// \t\t\t\tspectator,\r\n\t\t\t// \t\t\t);\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.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy:\r\n\t\t\tcase CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy_G:\r\n\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\tconst squirrelDamage =\r\n\t\t\t\t\tdeadEntity.cardId === CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy_G ? 4 : 2;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst numberOfDeadMechsThisCombat = gameState.sharedState.deaths\r\n\t\t\t\t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\t\t\tisCorrectTribe(gameState.allCards.getCard(entity.cardId)?.races, Race.MECH),\r\n\t\t\t\t\t\t).length;\r\n\t\t\t\t\tfor (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {\r\n\t\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tsquirrelDamage,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.KaboomBot_BG_BOT_606:\r\n\t\t\tcase CardIds.KaboomBot_TB_BaconUps_028:\r\n\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\tconst kaboomLoops = deadEntity.cardId === CardIds.KaboomBot_TB_BaconUps_028 ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < kaboomLoops; j++) {\r\n\t\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t4,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.LighterFighter_BG28_968:\r\n\t\t\tcase CardIds.LighterFighter_BG28_968_G:\r\n\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\tconst lighterFighterDamage = deadEntity.cardId === CardIds.LighterFighter_BG28_968_G ? 8 : 4;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < 2; j++) {\r\n\t\t\t\t\t\tconst target = pickRandomLowestHealth(otherBoard);\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tlighterFighterDamage,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.DrBoombox_BG25_165:\r\n\t\t\tcase CardIds.DrBoombox_BG25_165_G:\r\n\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\tconst boomboxDamage = deadEntity.cardId === CardIds.DrBoombox_BG25_165_G ? 14 : 7;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t// The nearest enemies use the full board info\r\n\t\t\t\t\t// const boardIncludingDeadEntityAtCorrectIndex = boardWithDeadEntity.splice(\r\n\t\t\t\t\t// \tdeadEntityIndexFromRight,\r\n\t\t\t\t\t// \t0,\r\n\t\t\t\t\t// \tdeadEntity,\r\n\t\t\t\t\t// );\r\n\t\t\t\t\tconst targets = findNearestEnemies(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\tdeadEntityIndexFromRight,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t2,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t);\r\n\t\t\t\t\ttargets.forEach((target) => {\r\n\t\t\t\t\t\t// console.debug('dealing damage to', stringifySimpleCard(target));\r\n\t\t\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboomboxDamage,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.UnstableGhoul_BG_FP1_024:\r\n\t\t\tcase CardIds.UnstableGhoul_TB_BaconUps_118:\r\n\t\t\t\tconst damage = deadEntityCardId === CardIds.UnstableGhoul_TB_BaconUps_118 ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tdealDamageToAllMinions(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\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\tdamage,\r\n\t\t\t\t\t\tgameState,\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.TunnelBlaster_BG_DAL_775:\r\n\t\t\tcase CardIds.TunnelBlaster_BG_DAL_775_G:\r\n\t\t\t\tconst loops = deadEntityCardId === CardIds.TunnelBlaster_BG_DAL_775_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < loops; j++) {\r\n\t\t\t\t\t\tdealDamageToAllMinions(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t3,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.LeeroyTheReckless_BG23_318:\r\n\t\t\tcase CardIds.LeeroyTheReckless_BG23_318_G:\r\n\t\t\t\tif (deadEntity.lastAffectedByEntity) {\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity.definitelyDead = true;\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RadioStar_BG25_399:\r\n\t\t\tcase CardIds.RadioStar_BG25_399_G:\r\n\t\t\t\tconst radioQuantity = deadEntityCardId === CardIds.RadioStar_BG25_399_G ? 2 : 1;\r\n\t\t\t\tconst radioEntities = Array(radioQuantity).fill(deadEntity.lastAffectedByEntity);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, radioEntities, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.SrTombDiver_TB_BaconShop_HERO_41_Buddy:\r\n\t\t\t\tfor (let i = 0; i < Math.min(1, boardWithDeadEntity.length); i++) {\r\n\t\t\t\t\tconst rightMostMinion = boardWithDeadEntity[boardWithDeadEntity.length - 1 - i];\r\n\t\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\t\trightMostMinion,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\t\tgameState.sharedState,\r\n\t\t\t\t\t\t);\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.SrTombDiver_TB_BaconShop_HERO_41_Buddy_G:\r\n\t\t\t\tfor (let i = 0; i < Math.min(2, boardWithDeadEntity.length); i++) {\r\n\t\t\t\t\tconst rightMostMinion = boardWithDeadEntity[boardWithDeadEntity.length - 1 - i];\r\n\t\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\t\trightMostMinion,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\t\tgameState.sharedState,\r\n\t\t\t\t\t\t);\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.Scourfin_BG26_360:\r\n\t\t\tcase CardIds.Scourfin_BG26_360_G:\r\n\t\t\t\t// When it's the opponent, the game state already contains all the buffs\r\n\t\t\t\tif (deadEntity?.friendly) {\r\n\t\t\t\t\tconst statsScourfin = deadEntityCardId === CardIds.Scourfin_BG26_360_G ? 10 : 5;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero.hand,\r\n\t\t\t\t\t\t\tstatsScourfin,\r\n\t\t\t\t\t\t\tstatsScourfin,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t);\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.SanguineChampion_BG23_017:\r\n\t\t\tcase CardIds.SanguineChampion_BG23_017_G:\r\n\t\t\t\tconst sanguineChampionStats = deadEntityCardId === CardIds.SanguineChampion_BG23_017 ? 1 : 2;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemAttackBonus += sanguineChampionStats;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemHealthBonus += sanguineChampionStats;\r\n\t\t\t\tbreak;\r\n\r\n\t\t\t// Putricide-only\r\n\t\t\tcase CardIds.Banshee_BG_RLK_957:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t2,\r\n\t\t\t\t\t\t1,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tRace[Race.UNDEAD],\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.LostSpirit_BG26_GIL_513:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t0,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tnull,\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.TickingAbomination_BG_ICC_099:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (const entity of boardWithDeadEntity) {\r\n\t\t\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t5,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.WitheredSpearhide_BG27_006:\r\n\t\t\tcase CardIds.WitheredSpearhide_BG27_006_G:\r\n\t\t\t\tconst witheredSpearhideCardsToAdd = Array(\r\n\t\t\t\t\tdeadEntity.cardId === CardIds.WitheredSpearhide_BG27_006_G ? 2 : 1,\r\n\t\t\t\t).fill(CardIds.BloodGem);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, witheredSpearhideCardsToAdd, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RecurringNightmare_BG26_055:\r\n\t\t\tcase CardIds.RecurringNightmare_BG26_055_G:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyRecurringNightmareDeathrattleEffect(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tdeadEntityCardId === CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tgameState.sharedState,\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.MotleyPhalanx_BG27_080:\r\n\t\t\tcase CardIds.MotleyPhalanx_BG27_080_G:\r\n\t\t\t\tconst motleyBuff = deadEntity.cardId === CardIds.MotleyPhalanx_BG27_080_G ? 8 : 4;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantStatsToMinionsOfEachType(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tmotleyBuff,\r\n\t\t\t\t\t\tmotleyBuff,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.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.MoroesStewardOfDeath_BG28_304:\r\n\t\t\tcase CardIds.MoroesStewardOfDeath_BG28_304_G:\r\n\t\t\t\tconst moroesBuffAtk = deadEntity.cardId === CardIds.MoroesStewardOfDeath_BG28_304_G ? 4 : 2;\r\n\t\t\t\tconst moroesBuffHealth = deadEntity.cardId === CardIds.MoroesStewardOfDeath_BG28_304_G ? 12 : 6;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tmoroesBuffAtk,\r\n\t\t\t\t\t\tmoroesBuffHealth,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tRace[Race.UNDEAD],\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.SteadfastSpirit_BG28_306:\r\n\t\t\tcase CardIds.SteadfastSpirit_BG28_306_G:\r\n\t\t\t\tconst steadfastSpiritBuff = deadEntity.cardId === CardIds.SteadfastSpirit_BG28_306_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tsteadfastSpiritBuff,\r\n\t\t\t\t\t\tsteadfastSpiritBuff,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.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.Mummifier_BG28_309:\r\n\t\t\tcase CardIds.Mummifier_BG28_309_G:\r\n\t\t\t\tconst mummifierBuff = deadEntity.cardId === CardIds.Mummifier_BG28_309_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < mummifierBuff; j++) {\r\n\t\t\t\t\t\tconst targets = boardWithDeadEntity\r\n\t\t\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\t\te.cardId !== CardIds.Mummifier_BG28_309 &&\r\n\t\t\t\t\t\t\t\t\te.cardId !== CardIds.Mummifier_BG28_309_G,\r\n\t\t\t\t\t\t\t)\r\n\t\t\t\t\t\t\t.filter((e) => !e.reborn)\r\n\t\t\t\t\t\t\t.filter((e) => hasCorrectTribe(e, Race.UNDEAD, gameState.allCards));\r\n\t\t\t\t\t\tconst target = pickRandom(targets);\r\n\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\ttarget.reborn = true;\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\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\r\n\tlet enchantments: { cardId: string; originEntityId?: number; repeats?: number }[] = [\r\n\t\t...(deadEntity.enchantments ?? []),\r\n\t\t...(deadEntity.rememberedDeathrattles ?? []),\r\n\t].sort((a, b) => a.timing - b.timing);\r\n\t// In some cases it's possible that there are way too many enchantments because of the frog\r\n\t// In that case, we make a trade-off and don't trigger the \"on stats change\" trigger as\r\n\t// often as we should, so that we can have the stats themselves correct\r\n\t// We don't want to lump everything together, as it skews the stats when there are a lot of buffs\r\n\t// Instead, we build groups\r\n\tconst maxNumberOfGroups = 12;\r\n\tconst enchantmentGroups = groupByFunction((enchantment: any) => enchantment.cardId)(enchantments);\r\n\tenchantments = Object.keys(enchantmentGroups).flatMap((cardId) => {\r\n\t\tlet repeatsToApply = enchantmentGroups[cardId].map((e) => e.repeats || 1).reduce((a, b) => a + b, 0);\r\n\r\n\t\t// Frogs include the multiplers here directly\r\n\t\tif (\r\n\t\t\t[\r\n\t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\t\t\t].includes(cardId as CardIds)\r\n\t\t) {\r\n\t\t\trepeatsToApply = repeatsToApply * multiplier;\r\n\t\t}\r\n\r\n\t\tconst results = [];\r\n\t\tconst repeatsPerBuff = Math.max(1, Math.floor(repeatsToApply / maxNumberOfGroups));\r\n\t\tlet repeatsDone = 0;\r\n\t\twhile (repeatsDone < repeatsToApply) {\r\n\t\t\tconst repeats = Math.min(repeatsPerBuff, repeatsToApply - repeatsDone);\r\n\t\t\tresults.push({\r\n\t\t\t\tcardId: cardId,\r\n\t\t\t\trepeats: repeats,\r\n\t\t\t\ttiming: Math.min(...enchantmentGroups[cardId].map((e) => e.timing)),\r\n\t\t\t});\r\n\t\t\trepeatsDone += repeatsPerBuff;\r\n\t\t}\r\n\t\treturn results;\r\n\t});\r\n\tfor (const enchantment of enchantments) {\r\n\t\tswitch (enchantment.cardId) {\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e:\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge:\r\n\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tenchantment.cardId === CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\tgameState.sharedState,\r\n\t\t\t\t\tenchantment.repeats || 1,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.EarthRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyEarthInvocationEnchantment(boardWithDeadEntity, deadEntity, deadEntity, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FireRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyFireInvocationEnchantment(boardWithDeadEntity, deadEntity, deadEntity, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.WaterRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyWaterInvocationEnchantment(boardWithDeadEntity, deadEntity, deadEntity, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.LightningRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyLightningInvocationEnchantment(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\t// const playerCopy = boardWithDeadEntity.map((e) => ({ ...e, lastAffectedByEntity: null }));\r\n\t// const oppCopy = otherBoard.map((e) => ({ ...e, lastAffectedByEntity: null }));\r\n\t// console.log('player board', boardWithDeadEntity.length, playerCopy.length, playerCopy.map((e) => JSON.stringify(e)).join('\\n'));\r\n\t// console.log('opp board', JSON.stringify(oppCopy));\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\tgameState: FullGameState,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 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\tgameState,\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\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 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, gameState.allCards);\r\n\t\t\ttarget.taunt = true;\r\n\t\t\tafterStatsUpdate(target, boardWithDeadEntity, gameState.allCards);\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, target, boardWithDeadEntity, null, null);\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\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 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, gameState.allCards);\r\n\t\t\tafterStatsUpdate(target, boardWithDeadEntity, gameState.allCards);\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, target, boardWithDeadEntity, null, null);\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\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 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\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, minion, boardWithDeadEntity, null, null);\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\tsharedState: SharedState,\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\tfalse,\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\r\n\t\t\t\t? CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge\r\n\t\t\t\t: CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\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\nconst applyRecurringNightmareDeathrattleEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n\tsharedState: SharedState,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst target = pickRandom(\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) => hasCorrectTribe(e, Race.UNDEAD, allCards))\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055 &&\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t),\r\n\t);\r\n\tif (target) {\r\n\t\ttarget.enchantments = target.enchantments ?? [];\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge\r\n\t\t\t\t: CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t});\r\n\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity, null, null);\r\n\t}\r\n};\r\n\r\nexport const applyMinionDeathEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (isCorrectTribe(gameState.allCards.getCard(deadEntity.cardId).races, Race.BEAST)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t}\r\n\tif (isCorrectTribe(gameState.allCards.getCard(deadEntity.cardId).races, Race.DEMON)) {\r\n\t\tapplySoulJugglerEffect(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (isCorrectTribe(gameState.allCards.getCard(deadEntity.cardId).races, Race.MECH)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, Race.MURLOC, gameState.allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, gameState.allCards);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, gameState.allCards);\r\n\t}\r\n\tif (deadEntity.taunt) {\r\n\t\tapplyBristlemaneScrapsmithEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tapplyQirajiHarbringerEffect(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tdeadEntityIndexFromRight,\r\n\t\t\tgameState.allCards,\r\n\t\t\tgameState.spectator,\r\n\t\t);\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008_G\r\n\t) {\r\n\t\tapplyEternalKnightEffect(boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t}\r\n\r\n\t// Putricide-only\r\n\tboardWithDeadEntity\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FlesheatingGhoulLegacy_BG26_tt_004))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyAttack(e, 1, boardWithDeadEntity, gameState.allCards);\r\n\t\t\tafterStatsUpdate(e, boardWithDeadEntity, gameState.allCards);\r\n\t\t});\r\n\r\n\tapplyRotHideGnollEffect(boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\r\n\t// Overkill\r\n\tif (deadEntity.health < 0 && deadEntity.lastAffectedByEntity?.attacking) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_BGS_032) {\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\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_TB_BaconUps_103) {\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\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental && deadEntity.lastAffectedByEntity.attacking) {\r\n\t\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// \t// Prevent propagation of the effect\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\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\tdeadEntity.lastAffectedByEntity,\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 (\r\n\t\t// \tdeadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds &&\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking\r\n\t\t// ) {\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\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\tdeadEntity.lastAffectedByEntity,\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// }\r\n\t\telse if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TRL_232) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TRL_232t,\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\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\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(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TB_BaconUps_051) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TB_BaconUps_051t,\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\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\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(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_BGS_080) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => isCorrectTribe(gameState.allCards.getCard(entity.cardId).races, 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, gameState.allCards);\r\n\t\t\t\tmodifyHealth(pirate, 2, boardWithDeadEntity, gameState.allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, gameState.allCards);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_TB_BaconUps_142) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => isCorrectTribe(gameState.allCards.getCard(entity.cardId).races, 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, gameState.allCards);\r\n\t\t\t\tmodifyHealth(pirate, 4, boardWithDeadEntity, gameState.allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, gameState.allCards);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t}\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\tgameState: FullGameState,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tdealDamageToEnemy(board1[i], board1, board1Hero, damageSource, damageDealt, board2, board2Hero, gameState);\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tdealDamageToEnemy(board2[i], board2, board2Hero, damageSource, damageDealt, board1, board1Hero, gameState);\r\n\t}\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\tgameState: FullGameState,\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_BGS_002);\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\tgameState,\r\n\t\t);\r\n\t}\r\n\tconst goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_TB_BaconUps_075);\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\tgameState,\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\tgameState,\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_BG_EX1_531) {\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, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaLegacy_TB_BaconUps_043) {\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, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyEternalKnightEffect = (board: BoardEntity[], allCards: AllCardsService, spectator: Spectator): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008_G\r\n\t\t) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.EternalKnight_BG25_008_G ? 2 : 1;\r\n\t\t\tmodifyAttack(board[i], multiplier * 1, board, allCards);\r\n\t\t\tmodifyHealth(board[i], multiplier * 1, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyRotHideGnollEffect = (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.RotHideGnoll_BG25_013 || board[i].cardId === CardIds.RotHideGnoll_BG25_013_G) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.RotHideGnoll_BG25_013_G ? 2 : 1;\r\n\t\t\tmodifyAttack(board[i], multiplier * 1, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyBristlemaneScrapsmithEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardPlayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707 ||\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707_G\r\n\t\t) {\r\n\t\t\tconst cardsToAdd = Array(CardIds.BristlemaneScrapsmith_BG24_707_G ? 2 : 1).fill(CardIds.BloodGem);\r\n\t\t\taddCardsInHand(boardPlayerEntity, board, cardsToAdd, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, boardPlayerEntity, null);\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_GVG_106) {\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, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.Junkbot_TB_BaconUps_046) {\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, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyQirajiHarbringerEffect = (\r\n\tboard: BoardEntity[],\r\n\tdeadEntityIndexFromRight: number,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_BGS_112);\r\n\tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_TB_BaconUps_303);\r\n\tconst neighbours = getNeighbours(board, null, deadEntityIndexFromRight);\r\n\r\n\t// TODO: if reactivated, properly apply buffs one by one, instead of all together\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, board, allCards);\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.Monstrosity_BG20_HERO_282_Buddy_G) {\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 = (\r\n\tfish: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tallCards: AllCardsService,\r\n\tsharedState: SharedState,\r\n): void => {\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter((entity) => cardsData.validDeathrattles.includes(entity.cardId) || isFish(entity))\r\n\t\t.map((entity) => ({ cardId: entity.cardId, repeats: 1, timing: sharedState.currentEntityId++ }));\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.flatMap((enchantment) => ({\r\n\t\t\tcardId: enchantment.cardId,\r\n\t\t\trepeats: enchantment.repeats ?? 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t}))\r\n\t\t.filter((enchantment) =>\r\n\t\t\t[\r\n\t\t\t\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_BG_BOT_312e,\r\n\t\t\t\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_TB_BaconUps_032e,\r\n\t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\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\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004e,\r\n\t\t\t\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004_Ge,\r\n\t\t\t].includes(enchantment.cardId as CardIds),\r\n\t\t);\r\n\t// Multiple fish\r\n\tconst deadEntityRememberedDeathrattles =\r\n\t\tdeadEntities.filter((e) => !!e.rememberedDeathrattles?.length).flatMap((e) => e.rememberedDeathrattles) ?? [];\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments, ...deadEntityRememberedDeathrattles];\r\n\t// Order is important - the DR are triggered in the ordered the minions have died\r\n\t// console.log(\r\n\t// \t'remembering deathrattle',\r\n\t// \t'\\n',\r\n\t// \tstringifySimpleCard(fish, allCards),\r\n\t// \t'\\n',\r\n\t// \tstringifySimple(deadEntities, allCards),\r\n\t// \t'\\n',\r\n\t// \tfish.rememberedDeathrattles,\r\n\t// );\r\n\tif (isGolden(fish.cardId, allCards)) {\r\n\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\tconst doubleDr = newDeathrattles.reduce((res, current) => res.concat([current, current]), []);\r\n\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...doubleDr];\r\n\t} else {\r\n\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...newDeathrattles];\r\n\t}\r\n\t// console.log(\r\n\t// \t'remembering deathrattle after',\r\n\t// \tstringifySimple(deadEntities, allCards),\r\n\t// \t'\\n',\r\n\t// \tfish.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.OldMurkEye);\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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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 { groupByFunction, pickMultipleRandomDifferent, pickRandom, pickRandomLowestHealth } from '../services/utils';\r\nimport {\r\n\taddCardsInHand,\r\n\taddStatsToBoard,\r\n\tafterStatsUpdate,\r\n\tgrantRandomAttack,\r\n\tgrantRandomDivineShield,\r\n\tgrantRandomHealth,\r\n\tgrantRandomStats,\r\n\tgrantStatsToMinionsOfEachType,\r\n\thasCorrectTribe,\r\n\tisCorrectTribe,\r\n\tisFish,\r\n\tisGolden,\r\n\tmakeMinionGolden,\r\n\tmodifyAttack,\r\n\tmodifyHealth,\r\n\tupdateDivineShield,\r\n} from '../utils';\r\nimport { dealDamageToEnemy, dealDamageToRandomEnemy, findNearestEnemies, getNeighbours } from './attack';\r\nimport { triggerBattlecry } from './battlecries';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\n\r\nexport const computeDeathrattleMultiplier = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsharedState: SharedState,\r\n): number => {\r\n\tconst rivendare =\r\n\t\t!!board.find(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.BaronRivendare_BG_FP1_031 ||\r\n\t\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518,\r\n\t\t) || boardHero.secrets?.some((e) => e.cardId === CardIds.TitusTribute_BG28_843);\r\n\tconst goldenRivendare = board.find(\r\n\t\t(entity) =>\r\n\t\t\tentity.cardId === CardIds.BaronRivendare_TB_BaconUps_055 ||\r\n\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518_G,\r\n\t);\r\n\tconst titus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354).length;\r\n\tconst goldenTitus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354_G).length;\r\n\tconst tombs =\r\n\t\tboardHero.questRewardEntities?.filter((entity) => entity.cardId === CardIds.TurbulentTombs)?.length ?? 0;\r\n\tconst echoesOfArgus = sharedState.anomalies.includes(CardIds.EchoesOfArgus_BG27_Anomaly_802) ? 1 : 0;\r\n\tconst scourgeMultiplier = deadEntity.additionalCards?.includes(CardIds.ScourgeTroll) ? 2 : 1;\r\n\tconst multiplier =\r\n\t\tscourgeMultiplier *\r\n\t\t((goldenRivendare ? 3 : rivendare ? 2 : 1) + titus + 2 * goldenTitus + tombs + echoesOfArgus);\r\n\treturn multiplier;\r\n};\r\n\r\n// export const handleDeathrattles = (\r\n// \tboardWithKilledMinion: BoardEntity[],\r\n// \tboardWithKilledMinionHero: BgsPlayerEntity,\r\n// \tdeadEntity: BoardEntity,\r\n// \tdeadMinionIndexFromRight2: number,\r\n// \topponentBoard: BoardEntity[],\r\n// \topponentBoardHero: BgsPlayerEntity,\r\n// \tentitiesDeadThisAttack: readonly BoardEntity[],\r\n// \tgameState: InternalGameState,\r\n// ) => {};\r\n\r\nexport const handleDeathrattleEffects = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = computeDeathrattleMultiplier(\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\tgameState.sharedState,\r\n\t);\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\r\n\tconst cardIds = [deadEntity.cardId, ...(deadEntity.additionalCards ?? [])];\r\n\tfor (const deadEntityCardId of cardIds) {\r\n\t\tswitch (deadEntityCardId) {\r\n\t\t\tcase CardIds.RylakMetalhead_BG26_801:\r\n\t\t\tcase CardIds.RylakMetalhead_BG26_801_G:\r\n\t\t\t\tconst rylakMutltiplier = deadEntityCardId === CardIds.RylakMetalhead_BG26_801_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, null, deadEntityIndexFromRight);\r\n\t\t\t\t\tfor (const neighbour of neighbours) {\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tneighbour,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tfor (let j = 0; j < rylakMutltiplier; j++) {\r\n\t\t\t\t\t\t\ttriggerBattlecry(\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tneighbour,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\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.SelflessHero_BG_OG_221:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.SelflessHero_TB_BaconUps_014:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t\t\t\t\tgrantRandomDivineShield(deadEntity, boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.OperaticBelcher_BG26_888:\r\n\t\t\tcase CardIds.OperaticBelcher_BG26_888_G:\r\n\t\t\t\tconst belcherMultiplier = deadEntityCardId === CardIds.OperaticBelcher_BG26_888_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < belcherMultiplier; j++) {\r\n\t\t\t\t\t\tconst possibleBelcherTargets = boardWithDeadEntity\r\n\t\t\t\t\t\t\t.filter((entity) => !entity.venomous)\r\n\t\t\t\t\t\t\t.filter((entity) => !entity.poisonous)\r\n\t\t\t\t\t\t\t.filter((entity) => entity.health > 0 && !entity.definitelyDead)\r\n\t\t\t\t\t\t\t.filter((entity) => hasCorrectTribe(entity, Race.MURLOC, gameState.allCards));\r\n\t\t\t\t\t\tif (possibleBelcherTargets.length > 0) {\r\n\t\t\t\t\t\t\tconst chosen = pickRandom(possibleBelcherTargets);\r\n\t\t\t\t\t\t\tchosen.venomous = true;\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tchosen,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\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.SpiritOfAir_TB_BaconShop_HERO_76_Buddy:\r\n\t\t\tcase CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy_G:\r\n\t\t\t\tconst iterations = deadEntityCardId === CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < iterations; j++) {\r\n\t\t\t\t\t\tlet validTargets = boardWithDeadEntity.filter((entity) => !entity.divineShield);\r\n\t\t\t\t\t\tif (!validTargets?.length) {\r\n\t\t\t\t\t\t\tvalidTargets = boardWithDeadEntity.filter((entity) => !entity.taunt);\r\n\t\t\t\t\t\t\tif (!validTargets?.length) {\r\n\t\t\t\t\t\t\t\tvalidTargets = boardWithDeadEntity.filter((entity) => !entity.windfury);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tconst target = pickRandom(validTargets);\r\n\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\tif (!target.divineShield) {\r\n\t\t\t\t\t\t\t\tupdateDivineShield(target, boardWithDeadEntity, true, gameState.allCards);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\ttarget.taunt = true;\r\n\t\t\t\t\t\t\ttarget.windfury = true;\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\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.NadinaTheRed_BGS_040:\r\n\t\t\tcase CardIds.NadinaTheRed_TB_BaconUps_154:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst nadinaMultiplier = deadEntityCardId === CardIds.NadinaTheRed_TB_BaconUps_154 ? 6 : 3;\r\n\t\t\t\t\tfor (let j = 0; j < nadinaMultiplier; j++) {\r\n\t\t\t\t\t\tconst validTargets = boardWithDeadEntity\r\n\t\t\t\t\t\t\t.filter((e) => hasCorrectTribe(e, Race.DRAGON, gameState.allCards))\r\n\t\t\t\t\t\t\t.filter((entity) => !entity.divineShield);\r\n\t\t\t\t\t\tconst target = pickRandom(validTargets);\r\n\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\tupdateDivineShield(target, boardWithDeadEntity, true, gameState.allCards);\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\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.SpawnOfNzoth_BG_OG_256:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 1,\r\n\t\t\t\t\tmultiplier * 1,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.SpawnOfNzoth_TB_BaconUps_025:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 2,\r\n\t\t\t\t\tmultiplier * 2,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.GoldrinnTheGreatWolf_BGS_018:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 3,\r\n\t\t\t\t\tmultiplier * 2,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t'BEAST',\r\n\t\t\t\t);\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.GoldrinnBuffAtk += multiplier * 3;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.GoldrinnBuffHealth += multiplier * 2;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.GoldrinnTheGreatWolf_TB_BaconUps_085:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 6,\r\n\t\t\t\t\tmultiplier * 4,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t'BEAST',\r\n\t\t\t\t);\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.GoldrinnBuffAtk += multiplier * 6;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.GoldrinnBuffHealth += multiplier * 4;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.KingBagurgle_BGS_030:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 2,\r\n\t\t\t\t\tmultiplier * 3,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t'MURLOC',\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.KingBagurgle_TB_BaconUps_100:\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tmultiplier * 4,\r\n\t\t\t\t\tmultiplier * 6,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t'MURLOC',\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FiendishServant_YOD_026:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.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.FiendishServant_TB_BaconUps_112:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.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.ImpulsiveTrickster_BG21_006:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomHealth(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.maxHealth,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\ttrue,\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.ImpulsiveTrickster_BG21_006_G:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantRandomHealth(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.maxHealth,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tgrantRandomHealth(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity.maxHealth,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\ttrue,\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_BG21_000:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tgameState.sharedState,\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_BG21_000_G:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tgameState.sharedState,\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.PalescaleCrocolisk_BG21_001:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t6,\r\n\t\t\t\t\t\t6,\r\n\t\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\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.PalescaleCrocolisk_BG21_001_G:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t12,\r\n\t\t\t\t\t\t12,\r\n\t\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\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.ScarletSkull_BG25_022:\r\n\t\t\tcase CardIds.ScarletSkull_BG25_022_G:\r\n\t\t\t\tconst scarletMultiplier = deadEntityCardId === CardIds.ScarletSkull_BG25_022_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tscarletMultiplier * 1,\r\n\t\t\t\t\t\tscarletMultiplier * 2,\r\n\t\t\t\t\t\tRace.UNDEAD,\r\n\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\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.AnubarakNerubianKing_BG25_007:\r\n\t\t\tcase CardIds.AnubarakNerubianKing_BG25_007_G:\r\n\t\t\t\tconst anubarakMultiplier = deadEntityCardId === CardIds.AnubarakNerubianKing_BG25_007_G ? 2 : 1;\r\n\t\t\t\tconst attackBonus = anubarakMultiplier * 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tboardWithDeadEntityHero.globalInfo.UndeadAttackBonus += attackBonus;\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tattackBonus,\r\n\t\t\t\t\t\t0,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tRace[Race.UNDEAD],\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\t// case CardIds.ElementiumSquirrelBombBattlegrounds_TB_BaconShop_HERO_17_Buddy:\r\n\t\t\t// \t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t// \t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t// \tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t// \t\tconst numberOfDeadMechsThisCombat = sharedState.deaths\r\n\t\t\t// \t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t// \t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t// \t\t\t.filter((entity) => isCorrectTribe(allCards.getCard(entity.cardId)?.races, Race.MECH)).length;\r\n\t\t\t// \t\tfor (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {\r\n\t\t\t// \t\t\tdealDamageToRandomEnemy(\r\n\t\t\t// \t\t\t\totherBoard,\r\n\t\t\t// \t\t\t\totherBoardHero,\r\n\t\t\t// \t\t\t\tdeadEntity,\r\n\t\t\t// \t\t\t\t3,\r\n\t\t\t// \t\t\t\tboardWithDeadEntity,\r\n\t\t\t// \t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t// \t\t\t\tallCards,\r\n\t\t\t// \t\t\t\tcardsData,\r\n\t\t\t// \t\t\t\tsharedState,\r\n\t\t\t// \t\t\t\tspectator,\r\n\t\t\t// \t\t\t);\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.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy:\r\n\t\t\tcase CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy_G:\r\n\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\tconst squirrelDamage =\r\n\t\t\t\t\tdeadEntity.cardId === CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy_G ? 4 : 2;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tconst numberOfDeadMechsThisCombat = gameState.sharedState.deaths\r\n\t\t\t\t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\t\t\tisCorrectTribe(gameState.allCards.getCard(entity.cardId)?.races, Race.MECH),\r\n\t\t\t\t\t\t).length;\r\n\t\t\t\t\tfor (let j = 0; j < numberOfDeadMechsThisCombat + 1; j++) {\r\n\t\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tsquirrelDamage,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.KaboomBot_BG_BOT_606:\r\n\t\t\tcase CardIds.KaboomBot_TB_BaconUps_028:\r\n\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\tconst kaboomLoops = deadEntity.cardId === CardIds.KaboomBot_TB_BaconUps_028 ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < kaboomLoops; j++) {\r\n\t\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t4,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.LighterFighter_BG28_968:\r\n\t\t\tcase CardIds.LighterFighter_BG28_968_G:\r\n\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\tconst lighterFighterDamage = deadEntity.cardId === CardIds.LighterFighter_BG28_968_G ? 8 : 4;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < 2; j++) {\r\n\t\t\t\t\t\tconst target = pickRandomLowestHealth(otherBoard);\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tlighterFighterDamage,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.DrBoombox_BG25_165:\r\n\t\t\tcase CardIds.DrBoombox_BG25_165_G:\r\n\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\tconst boomboxDamage = deadEntity.cardId === CardIds.DrBoombox_BG25_165_G ? 14 : 7;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t// The nearest enemies use the full board info\r\n\t\t\t\t\t// const boardIncludingDeadEntityAtCorrectIndex = boardWithDeadEntity.splice(\r\n\t\t\t\t\t// \tdeadEntityIndexFromRight,\r\n\t\t\t\t\t// \t0,\r\n\t\t\t\t\t// \tdeadEntity,\r\n\t\t\t\t\t// );\r\n\t\t\t\t\tconst targets = findNearestEnemies(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\tdeadEntityIndexFromRight,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t2,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t);\r\n\t\t\t\t\ttargets.forEach((target) => {\r\n\t\t\t\t\t\t// console.debug('dealing damage to', stringifySimpleCard(target));\r\n\t\t\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboomboxDamage,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.UnstableGhoul_BG_FP1_024:\r\n\t\t\tcase CardIds.UnstableGhoul_TB_BaconUps_118:\r\n\t\t\t\tconst damage = deadEntityCardId === CardIds.UnstableGhoul_TB_BaconUps_118 ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tdealDamageToAllMinions(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\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\tdamage,\r\n\t\t\t\t\t\tgameState,\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.TunnelBlaster_BG_DAL_775:\r\n\t\t\tcase CardIds.TunnelBlaster_BG_DAL_775_G:\r\n\t\t\t\tconst loops = deadEntityCardId === CardIds.TunnelBlaster_BG_DAL_775_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < loops; j++) {\r\n\t\t\t\t\t\tdealDamageToAllMinions(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t3,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.LeeroyTheReckless_BG23_318:\r\n\t\t\tcase CardIds.LeeroyTheReckless_BG23_318_G:\r\n\t\t\t\tif (deadEntity.lastAffectedByEntity) {\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity.definitelyDead = true;\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RadioStar_BG25_399:\r\n\t\t\tcase CardIds.RadioStar_BG25_399_G:\r\n\t\t\t\tconst radioQuantity = deadEntityCardId === CardIds.RadioStar_BG25_399_G ? 2 : 1;\r\n\t\t\t\tconst radioEntities = Array(radioQuantity).fill(deadEntity.lastAffectedByEntity);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, radioEntities, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.SrTombDiver_TB_BaconShop_HERO_41_Buddy:\r\n\t\t\t\tfor (let i = 0; i < Math.min(1, boardWithDeadEntity.length); i++) {\r\n\t\t\t\t\tconst rightMostMinion = boardWithDeadEntity[boardWithDeadEntity.length - 1 - i];\r\n\t\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\t\trightMostMinion,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\t\tgameState.sharedState,\r\n\t\t\t\t\t\t);\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.SrTombDiver_TB_BaconShop_HERO_41_Buddy_G:\r\n\t\t\t\tfor (let i = 0; i < Math.min(2, boardWithDeadEntity.length); i++) {\r\n\t\t\t\t\tconst rightMostMinion = boardWithDeadEntity[boardWithDeadEntity.length - 1 - i];\r\n\t\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\t\trightMostMinion,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\t\tgameState.sharedState,\r\n\t\t\t\t\t\t);\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.Scourfin_BG26_360:\r\n\t\t\tcase CardIds.Scourfin_BG26_360_G:\r\n\t\t\t\t// When it's the opponent, the game state already contains all the buffs\r\n\t\t\t\tif (deadEntity?.friendly) {\r\n\t\t\t\t\tconst statsScourfin = deadEntityCardId === CardIds.Scourfin_BG26_360_G ? 10 : 5;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero.hand,\r\n\t\t\t\t\t\t\tstatsScourfin,\r\n\t\t\t\t\t\t\tstatsScourfin,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t);\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.SanguineChampion_BG23_017:\r\n\t\t\tcase CardIds.SanguineChampion_BG23_017_G:\r\n\t\t\t\tconst sanguineChampionStats = deadEntityCardId === CardIds.SanguineChampion_BG23_017 ? 1 : 2;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemAttackBonus += sanguineChampionStats;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemHealthBonus += sanguineChampionStats;\r\n\t\t\t\tbreak;\r\n\r\n\t\t\t// Putricide-only\r\n\t\t\tcase CardIds.Banshee_BG_RLK_957:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t2,\r\n\t\t\t\t\t\t1,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tRace[Race.UNDEAD],\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.LostSpirit_BG26_GIL_513:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t0,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tnull,\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.TickingAbomination_BG_ICC_099:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (const entity of boardWithDeadEntity) {\r\n\t\t\t\t\t\tdealDamageToEnemy(\r\n\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t5,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\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.WitheredSpearhide_BG27_006:\r\n\t\t\tcase CardIds.WitheredSpearhide_BG27_006_G:\r\n\t\t\t\tconst witheredSpearhideCardsToAdd = Array(\r\n\t\t\t\t\tdeadEntity.cardId === CardIds.WitheredSpearhide_BG27_006_G ? 2 : 1,\r\n\t\t\t\t).fill(CardIds.BloodGem);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, witheredSpearhideCardsToAdd, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RecurringNightmare_BG26_055:\r\n\t\t\tcase CardIds.RecurringNightmare_BG26_055_G:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyRecurringNightmareDeathrattleEffect(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tdeadEntityCardId === CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tgameState.sharedState,\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.MotleyPhalanx_BG27_080:\r\n\t\t\tcase CardIds.MotleyPhalanx_BG27_080_G:\r\n\t\t\t\tconst motleyBuff = deadEntity.cardId === CardIds.MotleyPhalanx_BG27_080_G ? 8 : 4;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tgrantStatsToMinionsOfEachType(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tmotleyBuff,\r\n\t\t\t\t\t\tmotleyBuff,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.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.MoroesStewardOfDeath_BG28_304:\r\n\t\t\tcase CardIds.MoroesStewardOfDeath_BG28_304_G:\r\n\t\t\t\tconst moroesBuffAtk = deadEntity.cardId === CardIds.MoroesStewardOfDeath_BG28_304_G ? 2 : 1;\r\n\t\t\t\tconst moroesBuffHealth = deadEntity.cardId === CardIds.MoroesStewardOfDeath_BG28_304_G ? 10 : 5;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tmoroesBuffAtk,\r\n\t\t\t\t\t\tmoroesBuffHealth,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\tRace[Race.UNDEAD],\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.SteadfastSpirit_BG28_306:\r\n\t\t\tcase CardIds.SteadfastSpirit_BG28_306_G:\r\n\t\t\t\tconst steadfastSpiritBuff = deadEntity.cardId === CardIds.SteadfastSpirit_BG28_306_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tsteadfastSpiritBuff,\r\n\t\t\t\t\t\tsteadfastSpiritBuff,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\tgameState.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.Mummifier_BG28_309:\r\n\t\t\tcase CardIds.Mummifier_BG28_309_G:\r\n\t\t\t\tconst mummifierBuff = deadEntity.cardId === CardIds.Mummifier_BG28_309_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tfor (let j = 0; j < mummifierBuff; j++) {\r\n\t\t\t\t\t\tconst targets = boardWithDeadEntity\r\n\t\t\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\t\te.cardId !== CardIds.Mummifier_BG28_309 &&\r\n\t\t\t\t\t\t\t\t\te.cardId !== CardIds.Mummifier_BG28_309_G,\r\n\t\t\t\t\t\t\t)\r\n\t\t\t\t\t\t\t.filter((e) => !e.reborn)\r\n\t\t\t\t\t\t\t.filter((e) => hasCorrectTribe(e, Race.UNDEAD, gameState.allCards));\r\n\t\t\t\t\t\tconst target = pickRandom(targets);\r\n\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\ttarget.reborn = true;\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\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\r\n\tlet enchantments: { cardId: string; originEntityId?: number; repeats?: number }[] = [\r\n\t\t...(deadEntity.enchantments ?? []),\r\n\t\t...(deadEntity.rememberedDeathrattles ?? []),\r\n\t].sort((a, b) => a.timing - b.timing);\r\n\t// In some cases it's possible that there are way too many enchantments because of the frog\r\n\t// In that case, we make a trade-off and don't trigger the \"on stats change\" trigger as\r\n\t// often as we should, so that we can have the stats themselves correct\r\n\t// We don't want to lump everything together, as it skews the stats when there are a lot of buffs\r\n\t// Instead, we build groups\r\n\tconst maxNumberOfGroups = 12;\r\n\tconst enchantmentGroups = groupByFunction((enchantment: any) => enchantment.cardId)(enchantments);\r\n\tenchantments = Object.keys(enchantmentGroups).flatMap((cardId) => {\r\n\t\tlet repeatsToApply = enchantmentGroups[cardId].map((e) => e.repeats || 1).reduce((a, b) => a + b, 0);\r\n\r\n\t\t// Frogs include the multiplers here directly\r\n\t\tif (\r\n\t\t\t[\r\n\t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\t\t\t].includes(cardId as CardIds)\r\n\t\t) {\r\n\t\t\trepeatsToApply = repeatsToApply * multiplier;\r\n\t\t}\r\n\r\n\t\tconst results = [];\r\n\t\tconst repeatsPerBuff = Math.max(1, Math.floor(repeatsToApply / maxNumberOfGroups));\r\n\t\tlet repeatsDone = 0;\r\n\t\twhile (repeatsDone < repeatsToApply) {\r\n\t\t\tconst repeats = Math.min(repeatsPerBuff, repeatsToApply - repeatsDone);\r\n\t\t\tresults.push({\r\n\t\t\t\tcardId: cardId,\r\n\t\t\t\trepeats: repeats,\r\n\t\t\t\ttiming: Math.min(...enchantmentGroups[cardId].map((e) => e.timing)),\r\n\t\t\t});\r\n\t\t\trepeatsDone += repeatsPerBuff;\r\n\t\t}\r\n\t\treturn results;\r\n\t});\r\n\tfor (const enchantment of enchantments) {\r\n\t\tswitch (enchantment.cardId) {\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e:\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge:\r\n\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tenchantment.cardId === CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\tgameState.sharedState,\r\n\t\t\t\t\tenchantment.repeats || 1,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.EarthRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyEarthInvocationEnchantment(boardWithDeadEntity, deadEntity, deadEntity, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FireRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyFireInvocationEnchantment(boardWithDeadEntity, deadEntity, deadEntity, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.WaterRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyWaterInvocationEnchantment(boardWithDeadEntity, deadEntity, deadEntity, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.LightningRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyLightningInvocationEnchantment(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\t// const playerCopy = boardWithDeadEntity.map((e) => ({ ...e, lastAffectedByEntity: null }));\r\n\t// const oppCopy = otherBoard.map((e) => ({ ...e, lastAffectedByEntity: null }));\r\n\t// console.log('player board', boardWithDeadEntity.length, playerCopy.length, playerCopy.map((e) => JSON.stringify(e)).join('\\n'));\r\n\t// console.log('opp board', JSON.stringify(oppCopy));\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\tgameState: FullGameState,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 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\tgameState,\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\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 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, gameState.allCards);\r\n\t\t\ttarget.taunt = true;\r\n\t\t\tafterStatsUpdate(target, boardWithDeadEntity, gameState.allCards);\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, target, boardWithDeadEntity, null, null);\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\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 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, gameState.allCards);\r\n\t\t\tafterStatsUpdate(target, boardWithDeadEntity, gameState.allCards);\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, target, boardWithDeadEntity, null, null);\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\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 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\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, minion, boardWithDeadEntity, null, null);\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\tsharedState: SharedState,\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\tfalse,\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\r\n\t\t\t\t? CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge\r\n\t\t\t\t: CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\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\nconst applyRecurringNightmareDeathrattleEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n\tsharedState: SharedState,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst target = pickRandom(\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) => hasCorrectTribe(e, Race.UNDEAD, allCards))\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055 &&\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t),\r\n\t);\r\n\tif (target) {\r\n\t\ttarget.enchantments = target.enchantments ?? [];\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge\r\n\t\t\t\t: CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t});\r\n\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity, null, null);\r\n\t}\r\n};\r\n\r\nexport const applyMinionDeathEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (isCorrectTribe(gameState.allCards.getCard(deadEntity.cardId).races, Race.BEAST)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t}\r\n\tif (isCorrectTribe(gameState.allCards.getCard(deadEntity.cardId).races, Race.DEMON)) {\r\n\t\tapplySoulJugglerEffect(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (isCorrectTribe(gameState.allCards.getCard(deadEntity.cardId).races, Race.MECH)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, Race.MURLOC, gameState.allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, gameState.allCards);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, gameState.allCards);\r\n\t}\r\n\tif (deadEntity.taunt) {\r\n\t\tapplyBristlemaneScrapsmithEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tapplyQirajiHarbringerEffect(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tdeadEntityIndexFromRight,\r\n\t\t\tgameState.allCards,\r\n\t\t\tgameState.spectator,\r\n\t\t);\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008_G\r\n\t) {\r\n\t\tapplyEternalKnightEffect(boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\t}\r\n\r\n\t// Putricide-only\r\n\tboardWithDeadEntity\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FlesheatingGhoulLegacy_BG26_tt_004))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyAttack(e, 1, boardWithDeadEntity, gameState.allCards);\r\n\t\t\tafterStatsUpdate(e, boardWithDeadEntity, gameState.allCards);\r\n\t\t});\r\n\r\n\tapplyRotHideGnollEffect(boardWithDeadEntity, gameState.allCards, gameState.spectator);\r\n\r\n\t// Overkill\r\n\tif (deadEntity.health < 0 && deadEntity.lastAffectedByEntity?.attacking) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_BGS_032) {\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\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_TB_BaconUps_103) {\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\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental && deadEntity.lastAffectedByEntity.attacking) {\r\n\t\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// \t// Prevent propagation of the effect\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\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\tdeadEntity.lastAffectedByEntity,\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 (\r\n\t\t// \tdeadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds &&\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking\r\n\t\t// ) {\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\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\tdeadEntity.lastAffectedByEntity,\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// }\r\n\t\telse if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TRL_232) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TRL_232t,\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\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\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(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TB_BaconUps_051) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TB_BaconUps_051t,\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\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\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(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_BGS_080) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => isCorrectTribe(gameState.allCards.getCard(entity.cardId).races, 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, gameState.allCards);\r\n\t\t\t\tmodifyHealth(pirate, 2, boardWithDeadEntity, gameState.allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, gameState.allCards);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_TB_BaconUps_142) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => isCorrectTribe(gameState.allCards.getCard(entity.cardId).races, 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, gameState.allCards);\r\n\t\t\t\tmodifyHealth(pirate, 4, boardWithDeadEntity, gameState.allCards);\r\n\t\t\t\tafterStatsUpdate(pirate, boardWithDeadEntity, gameState.allCards);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t}\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\tgameState: FullGameState,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tdealDamageToEnemy(board1[i], board1, board1Hero, damageSource, damageDealt, board2, board2Hero, gameState);\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tdealDamageToEnemy(board2[i], board2, board2Hero, damageSource, damageDealt, board1, board1Hero, gameState);\r\n\t}\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\tgameState: FullGameState,\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_BGS_002);\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\tgameState,\r\n\t\t);\r\n\t}\r\n\tconst goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_TB_BaconUps_075);\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\tgameState,\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\tgameState,\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_BG_EX1_531) {\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, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaLegacy_TB_BaconUps_043) {\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, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyEternalKnightEffect = (board: BoardEntity[], allCards: AllCardsService, spectator: Spectator): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008_G\r\n\t\t) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.EternalKnight_BG25_008_G ? 2 : 1;\r\n\t\t\tmodifyAttack(board[i], multiplier * 1, board, allCards);\r\n\t\t\tmodifyHealth(board[i], multiplier * 1, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyRotHideGnollEffect = (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.RotHideGnoll_BG25_013 || board[i].cardId === CardIds.RotHideGnoll_BG25_013_G) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.RotHideGnoll_BG25_013_G ? 2 : 1;\r\n\t\t\tmodifyAttack(board[i], multiplier * 1, board, allCards);\r\n\t\t\tafterStatsUpdate(board[i], board, allCards);\r\n\t\t\tspectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyBristlemaneScrapsmithEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardPlayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707 ||\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707_G\r\n\t\t) {\r\n\t\t\tconst cardsToAdd = Array(CardIds.BristlemaneScrapsmith_BG24_707_G ? 2 : 1).fill(CardIds.BloodGem);\r\n\t\t\taddCardsInHand(boardPlayerEntity, board, cardsToAdd, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, boardPlayerEntity, null);\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_GVG_106) {\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, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.Junkbot_TB_BaconUps_046) {\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, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyQirajiHarbringerEffect = (\r\n\tboard: BoardEntity[],\r\n\tdeadEntityIndexFromRight: number,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_BGS_112);\r\n\tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_TB_BaconUps_303);\r\n\tconst neighbours = getNeighbours(board, null, deadEntityIndexFromRight);\r\n\r\n\t// TODO: if reactivated, properly apply buffs one by one, instead of all together\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, board, allCards);\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.Monstrosity_BG20_HERO_282_Buddy_G) {\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 = (\r\n\tfish: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tallCards: AllCardsService,\r\n\tsharedState: SharedState,\r\n): void => {\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter((entity) => cardsData.validDeathrattles.includes(entity.cardId) || isFish(entity))\r\n\t\t.map((entity) => ({ cardId: entity.cardId, repeats: 1, timing: sharedState.currentEntityId++ }));\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.flatMap((enchantment) => ({\r\n\t\t\tcardId: enchantment.cardId,\r\n\t\t\trepeats: enchantment.repeats ?? 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t}))\r\n\t\t.filter((enchantment) =>\r\n\t\t\t[\r\n\t\t\t\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_BG_BOT_312e,\r\n\t\t\t\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_TB_BaconUps_032e,\r\n\t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\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\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004e,\r\n\t\t\t\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004_Ge,\r\n\t\t\t].includes(enchantment.cardId as CardIds),\r\n\t\t);\r\n\t// Multiple fish\r\n\tconst deadEntityRememberedDeathrattles =\r\n\t\tdeadEntities.filter((e) => !!e.rememberedDeathrattles?.length).flatMap((e) => e.rememberedDeathrattles) ?? [];\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments, ...deadEntityRememberedDeathrattles];\r\n\t// Order is important - the DR are triggered in the ordered the minions have died\r\n\t// console.log(\r\n\t// \t'remembering deathrattle',\r\n\t// \t'\\n',\r\n\t// \tstringifySimpleCard(fish, allCards),\r\n\t// \t'\\n',\r\n\t// \tstringifySimple(deadEntities, allCards),\r\n\t// \t'\\n',\r\n\t// \tfish.rememberedDeathrattles,\r\n\t// );\r\n\tif (isGolden(fish.cardId, allCards)) {\r\n\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\tconst doubleDr = newDeathrattles.reduce((res, current) => res.concat([current, current]), []);\r\n\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...doubleDr];\r\n\t} else {\r\n\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...newDeathrattles];\r\n\t}\r\n\t// console.log(\r\n\t// \t'remembering deathrattle after',\r\n\t// \tstringifySimple(deadEntities, allCards),\r\n\t// \t'\\n',\r\n\t// \tfish.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.OldMurkEye);\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"]}
@@ -85,33 +85,6 @@ const handleReborn = (deathrattleInput) => {
85
85
  };
86
86
  const handleDeathrattles = (deathrattleInput) => {
87
87
  handlePreDeathrattleEffects(deathrattleInput);
88
- const drEntities = handleNaturalDeathrattles(deathrattleInput);
89
- const enchEntities = handleEnchantmentsDeathrattles(deathrattleInput);
90
- handlePostDeathrattleEffects(deathrattleInput, [...drEntities, ...enchEntities]);
91
- };
92
- exports.handleDeathrattles = handleDeathrattles;
93
- const handlePreDeathrattleEffects = (deathrattleInput) => {
94
- const processPlayerFirst = Math.random() > 0.5;
95
- const playerStates = processPlayerFirst
96
- ? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]
97
- : [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];
98
- const playerDeadEntities = processPlayerFirst
99
- ? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]
100
- : [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];
101
- const playerDeadEntityIndexesFromRight = processPlayerFirst
102
- ? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]
103
- : [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];
104
- for (let i = 0; i < 2; i++) {
105
- const deadEntities = playerDeadEntities[i];
106
- if (deadEntities.length >= 0) {
107
- for (let j = 0; j < deadEntities.length; j++) {
108
- const deadEntity = deadEntities[j];
109
- (0, deathrattle_effects_1.applyMinionDeathEffect)(deadEntity, playerDeadEntityIndexesFromRight[i][j], playerStates[i].board, playerStates[i].player, playerStates[1 - i].board, playerStates[1 - i].player, deathrattleInput.gameState);
110
- }
111
- }
112
- }
113
- };
114
- const handleNaturalDeathrattles = (deathrattleInput) => {
115
88
  const processPlayerFirst = Math.random() > 0.5;
116
89
  const playerStates = processPlayerFirst
117
90
  ? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]
@@ -122,24 +95,21 @@ const handleNaturalDeathrattles = (deathrattleInput) => {
122
95
  const playerDeadEntityIndexesFromRight = processPlayerFirst
123
96
  ? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]
124
97
  : [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];
125
- const spawnedEntities = [];
126
98
  for (let i = 0; i < 2; i++) {
127
99
  const deadEntities = playerDeadEntities[i];
128
100
  if (deadEntities.length >= 0) {
129
101
  for (let j = 0; j < deadEntities.length; j++) {
130
102
  const deadEntity = deadEntities[j];
131
103
  const indexFromRight = playerDeadEntityIndexesFromRight[i][j];
132
- const modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);
133
- const entitiesFromNativeDeathrattle = (0, deathrattle_spawns_1.spawnEntitiesFromDeathrattle)(deadEntity, playerStates[i].board, playerStates[i].player, playerStates[1 - i].board, playerStates[1 - i].player, deadEntities, deathrattleInput.gameState);
134
- (0, spawns_1.performEntitySpawns)(entitiesFromNativeDeathrattle, playerStates[i].board, playerStates[i].player, deadEntity, modifiedIndexFromRight, playerStates[1 - i].board, playerStates[1 - i].player, deathrattleInput.gameState);
135
- (0, deathrattle_effects_1.handleDeathrattleEffects)(playerStates[i].board, playerStates[i].player, deadEntity, modifiedIndexFromRight, playerStates[1 - i].board, playerStates[1 - i].player, deathrattleInput.gameState);
136
- spawnedEntities.push(...entitiesFromNativeDeathrattle);
104
+ const drEntities = handleNaturalDeathrattle(deadEntity, indexFromRight, deadEntities, playerStates[i], playerStates[1 - i], deathrattleInput.gameState);
105
+ const enchEntities = handleEnchantmentsDeathrattle(deadEntity, indexFromRight, deadEntities, playerStates[i], playerStates[1 - i], deathrattleInput.gameState);
106
+ handlePostDeathrattleEffects(deadEntity, indexFromRight, deadEntities, playerStates[i], playerStates[1 - i], deathrattleInput.gameState, [...drEntities, ...enchEntities], i === 0, deathrattleInput);
137
107
  }
138
108
  }
139
109
  }
140
- return spawnedEntities;
141
110
  };
142
- const handleEnchantmentsDeathrattles = (deathrattleInput) => {
111
+ exports.handleDeathrattles = handleDeathrattles;
112
+ const handlePreDeathrattleEffects = (deathrattleInput) => {
143
113
  const processPlayerFirst = Math.random() > 0.5;
144
114
  const playerStates = processPlayerFirst
145
115
  ? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]
@@ -150,70 +120,58 @@ const handleEnchantmentsDeathrattles = (deathrattleInput) => {
150
120
  const playerDeadEntityIndexesFromRight = processPlayerFirst
151
121
  ? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]
152
122
  : [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];
153
- const spawnedEntities = [];
154
123
  for (let i = 0; i < 2; i++) {
155
124
  const deadEntities = playerDeadEntities[i];
156
125
  if (deadEntities.length >= 0) {
157
126
  for (let j = 0; j < deadEntities.length; j++) {
158
127
  const deadEntity = deadEntities[j];
159
- const indexFromRight = playerDeadEntityIndexesFromRight[i][j];
160
- const modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);
161
- const entitiesFromEnchantments = (0, deathrattle_spawns_1.spawnEntitiesFromEnchantments)(deadEntity, playerStates[i].board, playerStates[i].player, playerStates[1 - i].board, playerStates[1 - i].player, deathrattleInput.gameState);
162
- (0, spawns_1.performEntitySpawns)(entitiesFromEnchantments, playerStates[i].board, playerStates[i].player, deadEntity, modifiedIndexFromRight, playerStates[1 - i].board, playerStates[1 - i].player, deathrattleInput.gameState);
163
- spawnedEntities.push(...entitiesFromEnchantments);
128
+ (0, deathrattle_effects_1.applyMinionDeathEffect)(deadEntity, playerDeadEntityIndexesFromRight[i][j], playerStates[i].board, playerStates[i].player, playerStates[1 - i].board, playerStates[1 - i].player, deathrattleInput.gameState);
164
129
  }
165
130
  }
166
131
  }
167
- return spawnedEntities;
168
132
  };
169
- const handlePostDeathrattleEffects = (deathrattleInput, spawnedEntities) => {
133
+ const handleNaturalDeathrattle = (deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState) => {
134
+ const modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);
135
+ const entitiesFromNativeDeathrattle = (0, deathrattle_spawns_1.spawnEntitiesFromDeathrattle)(deadEntity, deadEntityPlayerState.board, deadEntityPlayerState.player, otherPlayerState.board, otherPlayerState.player, deadEntities, gameState);
136
+ (0, spawns_1.performEntitySpawns)(entitiesFromNativeDeathrattle, deadEntityPlayerState.board, deadEntityPlayerState.player, deadEntity, modifiedIndexFromRight, otherPlayerState.board, otherPlayerState.player, gameState);
137
+ (0, deathrattle_effects_1.handleDeathrattleEffects)(deadEntityPlayerState.board, deadEntityPlayerState.player, deadEntity, modifiedIndexFromRight, otherPlayerState.board, otherPlayerState.player, gameState);
138
+ return entitiesFromNativeDeathrattle;
139
+ };
140
+ const handleEnchantmentsDeathrattle = (deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState) => {
141
+ const modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);
142
+ const entitiesFromEnchantments = (0, deathrattle_spawns_1.spawnEntitiesFromEnchantments)(deadEntity, deadEntityPlayerState.board, deadEntityPlayerState.player, otherPlayerState.board, otherPlayerState.player, gameState);
143
+ (0, spawns_1.performEntitySpawns)(entitiesFromEnchantments, deadEntityPlayerState.board, deadEntityPlayerState.player, deadEntity, modifiedIndexFromRight, otherPlayerState.board, otherPlayerState.player, gameState);
144
+ return entitiesFromEnchantments;
145
+ };
146
+ const handlePostDeathrattleEffects = (deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState, spawnedEntities, isPlayer, deathrattleInput) => {
170
147
  var _a, _b;
171
- const processPlayerFirst = Math.random() > 0.5;
172
- const playerStates = processPlayerFirst
173
- ? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]
174
- : [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];
175
- const playerDeadEntities = processPlayerFirst
176
- ? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]
177
- : [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];
178
- const playerDeadEntityIndexesFromRight = processPlayerFirst
179
- ? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]
180
- : [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];
181
- for (let i = 0; i < 2; i++) {
182
- const deadEntities = playerDeadEntities[i];
183
- if (deadEntities.length >= 0) {
184
- for (let j = 0; j < deadEntities.length; j++) {
185
- const deadEntity = deadEntities[j];
186
- const indexFromRight = playerDeadEntityIndexesFromRight[i][j];
187
- const entityRightToSpawns = indexFromRight === 0 ? null : playerStates[i].board[playerStates[i].board.length - indexFromRight];
188
- spawnedEntities.forEach((entity) => {
189
- var _a;
190
- entity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : (_a = entityRightToSpawns === null || entityRightToSpawns === void 0 ? void 0 : entityRightToSpawns.hasAttacked) !== null && _a !== void 0 ? _a : 0;
191
- });
192
- if ((_a = deadEntity.rememberedDeathrattles) === null || _a === void 0 ? void 0 : _a.length) {
193
- for (const deathrattle of deadEntity.rememberedDeathrattles) {
194
- const entityToProcess = {
195
- ...deadEntity,
196
- rememberedDeathrattles: undefined,
197
- cardId: deathrattle.cardId,
198
- enchantments: [
199
- {
200
- cardId: deathrattle.cardId,
201
- originEntityId: deadEntity.entityId,
202
- repeats: (_b = deathrattle.repeats) !== null && _b !== void 0 ? _b : 1,
203
- timing: deathrattle.timing,
204
- },
205
- ],
206
- };
207
- (0, exports.handleDeathrattles)({
208
- ...deathrattleInput,
209
- playerDeadEntities: i === 0 ? [entityToProcess] : [],
210
- playerDeadEntityIndexesFromRight: i === 0 ? [indexFromRight] : [],
211
- opponentDeadEntities: i === 1 ? [entityToProcess] : [],
212
- opponentDeadEntityIndexesFromRight: i === 1 ? [indexFromRight] : [],
213
- });
214
- }
215
- }
216
- }
148
+ const entityRightToSpawns = indexFromRight === 0 ? null : deadEntityPlayerState.board[deadEntityPlayerState.board.length - indexFromRight];
149
+ spawnedEntities.forEach((entity) => {
150
+ var _a;
151
+ entity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : (_a = entityRightToSpawns === null || entityRightToSpawns === void 0 ? void 0 : entityRightToSpawns.hasAttacked) !== null && _a !== void 0 ? _a : 0;
152
+ });
153
+ if ((_a = deadEntity.rememberedDeathrattles) === null || _a === void 0 ? void 0 : _a.length) {
154
+ for (const deathrattle of deadEntity.rememberedDeathrattles) {
155
+ const entityToProcess = {
156
+ ...deadEntity,
157
+ rememberedDeathrattles: undefined,
158
+ cardId: deathrattle.cardId,
159
+ enchantments: [
160
+ {
161
+ cardId: deathrattle.cardId,
162
+ originEntityId: deadEntity.entityId,
163
+ repeats: (_b = deathrattle.repeats) !== null && _b !== void 0 ? _b : 1,
164
+ timing: deathrattle.timing,
165
+ },
166
+ ],
167
+ };
168
+ (0, exports.handleDeathrattles)({
169
+ ...deathrattleInput,
170
+ playerDeadEntities: isPlayer ? [entityToProcess] : [],
171
+ playerDeadEntityIndexesFromRight: isPlayer ? [indexFromRight] : [],
172
+ opponentDeadEntities: !isPlayer ? [entityToProcess] : [],
173
+ opponentDeadEntityIndexesFromRight: !isPlayer ? [indexFromRight] : [],
174
+ });
217
175
  }
218
176
  }
219
177
  };
@@ -1 +1 @@
1
- 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{ BoardEntity } from '../board-entity';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyAfterDeathEffects } from './death-effects';\r\nimport { applyMinionDeathEffect, handleDeathrattleEffects } from './deathrattle-effects';\r\nimport { spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { handleRebornForEntity } from './reborn';\r\nimport { performEntitySpawns } from './spawns';\r\n\r\nexport const orchestrateMinionDeathEffects = (deathrattleInput: DeathrattleInput) => {\r\n\thandleDeathrattles(deathrattleInput);\r\n\thandleReborn(deathrattleInput);\r\n\thandleAvenge(deathrattleInput);\r\n\thandleAfterDeathEffects(deathrattleInput);\r\n};\r\n\r\nconst handleAfterDeathEffects = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// const spawnedEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tapplyAfterDeathEffects(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleAvenge = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// const spawnedEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tapplyAvengeEffects(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleReborn = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// const spawnedEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\thandleRebornForEntity(\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\t// spawnedEntities.push(...entitiesFromNativeDeathrattle);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\t// return spawnedEntities;\r\n};\r\n\r\nexport const handleDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\thandlePreDeathrattleEffects(deathrattleInput);\r\n\tconst drEntities = handleNaturalDeathrattles(deathrattleInput);\r\n\tconst enchEntities = handleEnchantmentsDeathrattles(deathrattleInput);\r\n\thandlePostDeathrattleEffects(deathrattleInput, [...drEntities, ...enchEntities]);\r\n};\r\n\r\nconst handlePreDeathrattleEffects = (deathrattleInput: DeathrattleInput) => {\r\n\t// Wildfire Element is applied first, before the DR spawns\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tapplyMinionDeathEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleNaturalDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\t// Natural Deathrattles\r\n\t// First main DR, then enchantments:\r\n\t// - http://replays.firestoneapp.com/?reviewId=ea9503c9-2795-49f0-866b-9ea856cec7df&turn=11&action=2\r\n\t// - http://replays.firestoneapp.com/?reviewId=f32e734a-d5a2-4fa4-ad10-94019969cdd7&turn=6&action=22 (the trickster doesn't buff th\r\n\t// spawned crab)\r\n\t// http://replays.firestoneapp.com/?reviewId=1ff37e17-704c-4a73-8c78-377c52b6cb42&turn=13&action=1 is a trap: the enchantment is on the first\r\n\t// minion, but the DR is on the second one.\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tconst spawnedEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\tperformEntitySpawns(\r\n\t\t\t\t\tentitiesFromNativeDeathrattle,\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\t\t\t\thandleDeathrattleEffects(\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\tspawnedEntities.push(...entitiesFromNativeDeathrattle);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn spawnedEntities;\r\n};\r\n\r\nconst handleEnchantmentsDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tconst spawnedEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\tperformEntitySpawns(\r\n\t\t\t\t\tentitiesFromEnchantments,\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\tspawnedEntities.push(...entitiesFromEnchantments);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn spawnedEntities;\r\n};\r\n\r\nconst handlePostDeathrattleEffects = (deathrattleInput: DeathrattleInput, spawnedEntities: BoardEntity[]) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\t// This doesn't work if the entity that was to the right died.\r\n\t\t\t\tconst entityRightToSpawns =\r\n\t\t\t\t\tindexFromRight === 0 ? null : playerStates[i].board[playerStates[i].board.length - indexFromRight];\r\n\t\t\t\t// To handle minions attack tokens\r\n\t\t\t\t// See http://replays.firestoneapp.com/?reviewId=0583d6a4-6ed0-4b20-894e-4ceb560894fe&turn=6&action=11\r\n\t\t\t\t// When a minion dies, the spawn are either elligible to attack next turn or not\r\n\t\t\t\t// If the minion right to the spawned minion has already attacked, then the spawned\r\n\t\t\t\t// minion cannot attack\r\n\t\t\t\tspawnedEntities.forEach((entity) => {\r\n\t\t\t\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? 0;\r\n\t\t\t\t});\r\n\r\n\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\tif (deadEntity.rememberedDeathrattles?.length) {\r\n\t\t\t\t\tfor (const deathrattle of deadEntity.rememberedDeathrattles) {\r\n\t\t\t\t\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t\t\t\t\t...deadEntity,\r\n\t\t\t\t\t\t\trememberedDeathrattles: undefined,\r\n\t\t\t\t\t\t\tcardId: deathrattle.cardId,\r\n\t\t\t\t\t\t\tenchantments: [\r\n\t\t\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\t\t\tcardId: deathrattle.cardId,\r\n\t\t\t\t\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\t\t\t\t\trepeats: deathrattle.repeats ?? 1,\r\n\t\t\t\t\t\t\t\t\ttiming: deathrattle.timing,\r\n\t\t\t\t\t\t\t\t},\r\n\t\t\t\t\t\t\t],\r\n\t\t\t\t\t\t};\r\n\t\t\t\t\t\thandleDeathrattles({\r\n\t\t\t\t\t\t\t...deathrattleInput,\r\n\t\t\t\t\t\t\tplayerDeadEntities: i === 0 ? [entityToProcess] : [],\r\n\t\t\t\t\t\t\tplayerDeadEntityIndexesFromRight: i === 0 ? [indexFromRight] : [],\r\n\t\t\t\t\t\t\topponentDeadEntities: i === 1 ? [entityToProcess] : [],\r\n\t\t\t\t\t\t\topponentDeadEntityIndexesFromRight: i === 1 ? [indexFromRight] : [],\r\n\t\t\t\t\t\t});\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\ninterface DeathrattleInput {\r\n\tgameState: FullGameState;\r\n\tplayerDeadEntities: BoardEntity[];\r\n\tplayerDeadEntityIndexesFromRight: number[];\r\n\topponentDeadEntities: BoardEntity[];\r\n\topponentDeadEntityIndexesFromRight: number[];\r\n}\r\n"]}
1
+ 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{ BoardEntity } from '../board-entity';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyAfterDeathEffects } from './death-effects';\r\nimport { applyMinionDeathEffect, handleDeathrattleEffects } from './deathrattle-effects';\r\nimport { spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleRebornForEntity } from './reborn';\r\nimport { performEntitySpawns } from './spawns';\r\n\r\nexport const orchestrateMinionDeathEffects = (deathrattleInput: DeathrattleInput) => {\r\n\thandleDeathrattles(deathrattleInput);\r\n\thandleReborn(deathrattleInput);\r\n\thandleAvenge(deathrattleInput);\r\n\thandleAfterDeathEffects(deathrattleInput);\r\n};\r\n\r\nconst handleAfterDeathEffects = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// const spawnedEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tapplyAfterDeathEffects(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleAvenge = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// const spawnedEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tapplyAvengeEffects(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleReborn = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// const spawnedEntities: BoardEntity[] = [];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\thandleRebornForEntity(\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tmodifiedIndexFromRight,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\t// spawnedEntities.push(...entitiesFromNativeDeathrattle);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\t// return spawnedEntities;\r\n};\r\n\r\nexport const handleDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\thandlePreDeathrattleEffects(deathrattleInput);\r\n\t// Deathrattles are handled left to right\r\n\t// Then for each minion, natural deathrattles are processed first, then enchantments\r\n\t// http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=1\r\n\t// http://replays.firestoneapp.com/?reviewId=f32e734a-d5a2-4fa4-ad10-94019969cdd7&turn=6&action=22\r\n\t// http://replays.firestoneapp.com/?reviewId=ea9503c9-2795-49f0-866b-9ea856cec7df&turn=11&action=3\r\n\t// http://replays.firestoneapp.com/?reviewId=1ff37e17-704c-4a73-8c78-377c52b6cb42&turn=13&action=1 is a trap: the enchantment is on the first\r\n\t// minion, but the DR is on the second one.\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst drEntities = handleNaturalDeathrattle(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tplayerStates[i],\r\n\t\t\t\t\tplayerStates[1 - i],\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tplayerStates[i],\r\n\t\t\t\t\tplayerStates[1 - i],\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\thandlePostDeathrattleEffects(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tplayerStates[i],\r\n\t\t\t\t\tplayerStates[1 - i],\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\t[...drEntities, ...enchEntities],\r\n\t\t\t\t\ti === 0,\r\n\t\t\t\t\tdeathrattleInput,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handlePreDeathrattleEffects = (deathrattleInput: DeathrattleInput) => {\r\n\t// Wildfire Element is applied first, before the DR spawns\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tapplyMinionDeathEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleNaturalDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tdeadEntities,\r\n\t\tgameState,\r\n\t);\r\n\tperformEntitySpawns(\r\n\t\tentitiesFromNativeDeathrattle,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\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\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn entitiesFromNativeDeathrattle;\r\n};\r\n\r\nconst handleEnchantmentsDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\tperformEntitySpawns(\r\n\t\tentitiesFromEnchantments,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn entitiesFromEnchantments;\r\n};\r\n\r\nconst handlePostDeathrattleEffects = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tspawnedEntities: BoardEntity[],\r\n\tisPlayer: boolean,\r\n\tdeathrattleInput: DeathrattleInput,\r\n) => {\r\n\t// This doesn't work if the entity that was to the right died.\r\n\tconst entityRightToSpawns =\r\n\t\tindexFromRight === 0 ? null : deadEntityPlayerState.board[deadEntityPlayerState.board.length - indexFromRight];\r\n\t// To handle minions attack tokens\r\n\t// See http://replays.firestoneapp.com/?reviewId=0583d6a4-6ed0-4b20-894e-4ceb560894fe&turn=6&action=11\r\n\t// When a minion dies, the spawn are either elligible to attack next turn or not\r\n\t// If the minion right to the spawned minion has already attacked, then the spawned\r\n\t// minion cannot attack\r\n\tspawnedEntities.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? 0;\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.cardId,\r\n\t\t\t\tenchantments: [\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tcardId: deathrattle.cardId,\r\n\t\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\t\trepeats: deathrattle.repeats ?? 1,\r\n\t\t\t\t\t\ttiming: deathrattle.timing,\r\n\t\t\t\t\t},\r\n\t\t\t\t],\r\n\t\t\t};\r\n\t\t\thandleDeathrattles({\r\n\t\t\t\t...deathrattleInput,\r\n\t\t\t\tplayerDeadEntities: isPlayer ? [entityToProcess] : [],\r\n\t\t\t\tplayerDeadEntityIndexesFromRight: isPlayer ? [indexFromRight] : [],\r\n\t\t\t\topponentDeadEntities: !isPlayer ? [entityToProcess] : [],\r\n\t\t\t\topponentDeadEntityIndexesFromRight: !isPlayer ? [indexFromRight] : [],\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\ninterface DeathrattleInput {\r\n\tgameState: FullGameState;\r\n\tplayerDeadEntities: BoardEntity[];\r\n\tplayerDeadEntityIndexesFromRight: number[];\r\n\topponentDeadEntities: BoardEntity[];\r\n\topponentDeadEntityIndexesFromRight: number[];\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "@firestone-hs/simulate-bgs-battle",
3
- "version": "1.1.366",
3
+ "version": "1.1.367",
4
4
  "description": "",
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  "scripts": {
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  "lint": "eslint --color --fix --ext .ts .",