@firestone-hs/simulate-bgs-battle 1.1.379 → 1.1.380

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Files changed (63) hide show
  1. package/dist/bgs-player-entity.d.ts +10 -2
  2. package/dist/bgs-player-entity.js.map +1 -1
  3. package/dist/simulate-bgs-battle.js +9 -5
  4. package/dist/simulate-bgs-battle.js.map +1 -1
  5. package/dist/simulation/add-minion-to-board.d.ts +5 -4
  6. package/dist/simulation/add-minion-to-board.js +129 -111
  7. package/dist/simulation/add-minion-to-board.js.map +1 -1
  8. package/dist/simulation/attack.js +75 -57
  9. package/dist/simulation/attack.js.map +1 -1
  10. package/dist/simulation/auras.d.ts +3 -1
  11. package/dist/simulation/auras.js +4 -2
  12. package/dist/simulation/auras.js.map +1 -1
  13. package/dist/simulation/avenge.js +38 -36
  14. package/dist/simulation/avenge.js.map +1 -1
  15. package/dist/simulation/battlecries.js +73 -71
  16. package/dist/simulation/battlecries.js.map +1 -1
  17. package/dist/simulation/blood-gems.d.ts +2 -3
  18. package/dist/simulation/blood-gems.js +8 -7
  19. package/dist/simulation/blood-gems.js.map +1 -1
  20. package/dist/simulation/cards-in-hand.d.ts +5 -0
  21. package/dist/simulation/cards-in-hand.js +88 -0
  22. package/dist/simulation/cards-in-hand.js.map +1 -0
  23. package/dist/simulation/death-effects.js +4 -3
  24. package/dist/simulation/death-effects.js.map +1 -1
  25. package/dist/simulation/deathrattle-effects.d.ts +3 -3
  26. package/dist/simulation/deathrattle-effects.js +194 -116
  27. package/dist/simulation/deathrattle-effects.js.map +1 -1
  28. package/dist/simulation/deathrattle-on-trigger.d.ts +12 -0
  29. package/dist/simulation/deathrattle-on-trigger.js +20 -0
  30. package/dist/simulation/deathrattle-on-trigger.js.map +1 -0
  31. package/dist/simulation/deathrattle-spawns.js +20 -5
  32. package/dist/simulation/deathrattle-spawns.js.map +1 -1
  33. package/dist/simulation/frenzy.js +2 -1
  34. package/dist/simulation/frenzy.js.map +1 -1
  35. package/dist/simulation/minion-death.d.ts +3 -3
  36. package/dist/simulation/minion-death.js +25 -3
  37. package/dist/simulation/minion-death.js.map +1 -1
  38. package/dist/simulation/minion-kill.d.ts +2 -3
  39. package/dist/simulation/minion-kill.js +14 -14
  40. package/dist/simulation/minion-kill.js.map +1 -1
  41. package/dist/simulation/quest.d.ts +4 -0
  42. package/dist/simulation/quest.js +21 -0
  43. package/dist/simulation/quest.js.map +1 -0
  44. package/dist/simulation/reborn.js +7 -6
  45. package/dist/simulation/reborn.js.map +1 -1
  46. package/dist/simulation/spawns.js +1 -1
  47. package/dist/simulation/spawns.js.map +1 -1
  48. package/dist/simulation/spectator/game-action.d.ts +4 -0
  49. package/dist/simulation/spectator/game-action.js.map +1 -1
  50. package/dist/simulation/spectator/game-sample.d.ts +0 -4
  51. package/dist/simulation/spectator/game-sample.js.map +1 -1
  52. package/dist/simulation/spectator/spectator.d.ts +0 -4
  53. package/dist/simulation/spectator/spectator.js +51 -14
  54. package/dist/simulation/spectator/spectator.js.map +1 -1
  55. package/dist/simulation/start-of-combat.js +51 -49
  56. package/dist/simulation/start-of-combat.js.map +1 -1
  57. package/dist/simulation/stats.d.ts +8 -0
  58. package/dist/simulation/stats.js +124 -0
  59. package/dist/simulation/stats.js.map +1 -0
  60. package/dist/utils.d.ts +6 -12
  61. package/dist/utils.js +41 -194
  62. package/dist/utils.js.map +1 -1
  63. package/package.json +1 -1
@@ -11,9 +11,11 @@ export interface BgsPlayerEntity {
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  readonly heroPowerInfo2?: number;
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  friendly?: boolean;
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  entityId?: number;
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- questRewards?: readonly string[];
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- questRewardEntities?: readonly {
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+ questEntities: BgsQuestEntity[];
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+ questRewards?: string[];
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+ questRewardEntities?: {
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  cardId: string;
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+ entityId: number;
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  avengeDefault?: number;
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  avengeCurrent?: number;
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  scriptDataNum1: number;
@@ -39,3 +41,9 @@ export interface BgsPlayerGlobalInfo {
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  GoldrinnBuffHealth?: number;
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  TavernSpellsCastThisGame?: number;
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  }
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+ export interface BgsQuestEntity {
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+ CardId: string;
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+ RewardDbfId: number;
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+ ProgressCurrent: number;
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+ ProgressTotal: number;
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+ }
@@ -1 +1 @@
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- {"version":3,"file":"bgs-player-entity.js","sourceRoot":"","sources":["../src/bgs-player-entity.ts"],"names":[],"mappings":"","sourcesContent":["import { BoardEntity } from './board-entity';\r\nimport { BoardSecret } from './board-secret';\r\n\r\nexport interface BgsPlayerEntity {\r\n\treadonly cardId: string;\r\n\treadonly nonGhostCardId?: string;\r\n\treadonly hpLeft: number;\r\n\treadonly tavernTier: number;\r\n\treadonly heroPowerId?: string | undefined | null;\r\n\treadonly heroPowerUsed: boolean;\r\n\treadonly heroPowerInfo?: number | string;\r\n\treadonly heroPowerInfo2?: number;\r\n\tfriendly?: boolean;\r\n\tentityId?: number;\r\n\tquestRewards?: readonly string[];\r\n\tquestRewardEntities?: readonly {\r\n\t\tcardId: string;\r\n\t\tavengeDefault?: number;\r\n\t\tavengeCurrent?: number;\r\n\t\tscriptDataNum1: number;\r\n\t}[];\r\n\thand?: BoardEntity[];\r\n\tsecrets?: BoardSecret[];\r\n\tavengeCurrent?: number;\r\n\tavengeDefault?: number;\r\n\tglobalInfo?: BgsPlayerGlobalInfo;\r\n\r\n\tdeadEyeDamageDone?: number;\r\n\trapidReanimationMinion?: BoardEntity;\r\n\trapidReanimationIndexFromRight?: number;\r\n}\r\n\r\nexport interface BgsPlayerGlobalInfo {\r\n\tEternalKnightsDeadThisGame?: number;\r\n\tUndeadAttackBonus?: number;\r\n\tChoralAttackBuff?: number;\r\n\tChoralHealthBuff?: number;\r\n\tFrostlingBonus?: number;\r\n\tBloodGemAttackBonus?: number;\r\n\tBloodGemHealthBonus?: number;\r\n\tGoldrinnBuffAtk?: number;\r\n\tGoldrinnBuffHealth?: number;\r\n\tTavernSpellsCastThisGame?: number;\r\n}\r\n"]}
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+ {"version":3,"file":"bgs-player-entity.js","sourceRoot":"","sources":["../src/bgs-player-entity.ts"],"names":[],"mappings":"","sourcesContent":["import { BoardEntity } from './board-entity';\r\nimport { BoardSecret } from './board-secret';\r\n\r\nexport interface BgsPlayerEntity {\r\n\treadonly cardId: string;\r\n\treadonly nonGhostCardId?: string;\r\n\treadonly hpLeft: number;\r\n\treadonly tavernTier: number;\r\n\treadonly heroPowerId?: string | undefined | null;\r\n\treadonly heroPowerUsed: boolean;\r\n\treadonly heroPowerInfo?: number | string;\r\n\treadonly heroPowerInfo2?: number;\r\n\tfriendly?: boolean;\r\n\tentityId?: number;\r\n\tquestEntities: BgsQuestEntity[];\r\n\tquestRewards?: string[];\r\n\tquestRewardEntities?: {\r\n\t\tcardId: string;\r\n\t\tentityId: number;\r\n\t\tavengeDefault?: number;\r\n\t\tavengeCurrent?: number;\r\n\t\tscriptDataNum1: number;\r\n\t}[];\r\n\thand?: BoardEntity[];\r\n\tsecrets?: BoardSecret[];\r\n\tavengeCurrent?: number;\r\n\tavengeDefault?: number;\r\n\tglobalInfo?: BgsPlayerGlobalInfo;\r\n\r\n\tdeadEyeDamageDone?: number;\r\n\trapidReanimationMinion?: BoardEntity;\r\n\trapidReanimationIndexFromRight?: number;\r\n}\r\n\r\nexport interface BgsPlayerGlobalInfo {\r\n\tEternalKnightsDeadThisGame?: number;\r\n\tUndeadAttackBonus?: number;\r\n\tChoralAttackBuff?: number;\r\n\tChoralHealthBuff?: number;\r\n\tFrostlingBonus?: number;\r\n\tBloodGemAttackBonus?: number;\r\n\tBloodGemHealthBonus?: number;\r\n\tGoldrinnBuffAtk?: number;\r\n\tGoldrinnBuffHealth?: number;\r\n\tTavernSpellsCastThisGame?: number;\r\n}\r\n\r\nexport interface BgsQuestEntity {\r\n\tCardId: string;\r\n\tRewardDbfId: number;\r\n\tProgressCurrent: number;\r\n\tProgressTotal: number;\r\n}\r\n"]}
@@ -121,12 +121,15 @@ const cloneInput3 = (input) => {
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  return result;
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  };
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  const cloneBoard = (board) => {
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- var _a, _b;
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+ var _a, _b, _c, _d, _e;
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  const result = {
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  player: {
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  ...board.player,
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- hand: (_a = board.player.hand) === null || _a === void 0 ? void 0 : _a.map((entity) => cloneEntity(entity)),
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- secrets: (_b = board.player.secrets) === null || _b === void 0 ? void 0 : _b.map((secret) => ({ ...secret })),
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+ questEntities: (_a = board.player.questEntities) === null || _a === void 0 ? void 0 : _a.map((quest) => ({ ...quest })),
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+ questRewardEntities: (_b = board.player.questRewardEntities) === null || _b === void 0 ? void 0 : _b.map((reward) => ({ ...reward })),
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+ questRewards: (_c = board.player.questRewards) === null || _c === void 0 ? void 0 : _c.map((reward) => reward),
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+ hand: (_d = board.player.hand) === null || _d === void 0 ? void 0 : _d.map((entity) => cloneEntity(entity)),
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+ secrets: (_e = board.player.secrets) === null || _e === void 0 ? void 0 : _e.map((secret) => ({ ...secret })),
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  globalInfo: { ...board.player.globalInfo },
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  },
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  board: board.board.map((entity) => cloneEntity(entity)),
@@ -155,8 +158,9 @@ const buildFinalInput = (battleInput, cards, cardsData) => {
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  opponentInfo.player.friendly = false;
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  (0, auras_1.setMissingAuras)(playerBoard, playerInfo.player, opponentInfo.player, cards);
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  (0, auras_1.setMissingAuras)(opponentBoard, opponentInfo.player, playerInfo.player, cards);
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- (0, auras_1.setImplicitDataHero)(playerInfo.player, cardsData, true);
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- (0, auras_1.setImplicitDataHero)(opponentInfo.player, cardsData, false);
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+ const entityIdContainer = { entityId: 999999999 };
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+ (0, auras_1.setImplicitDataHero)(playerInfo.player, cardsData, true, entityIdContainer);
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+ (0, auras_1.setImplicitDataHero)(opponentInfo.player, cardsData, false, entityIdContainer);
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  const inputReady = {
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  playerBoard: {
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  board: playerBoard,
@@ -1 +1 @@
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { BgsBoardInfo } from './bgs-board-info';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { SimulationResult } from './simulation-result';\r\nimport { setImplicitDataHero, setMissingAuras } from './simulation/auras';\r\nimport { FullGameState } from './simulation/internal-game-state';\r\nimport { SharedState } from './simulation/shared-state';\r\nimport { Simulator } from './simulation/simulator';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\nimport { addImpliedMechanics } from './utils';\r\n\r\nconst cards = new AllCardsService();\r\n\r\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\r\n// the more traditional callback-style handler.\r\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\r\nexport default async (event): Promise<any> => {\r\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\r\n\tawait cards.initializeCardsDb();\r\n\tconst cardsData = new CardsData(cards, false);\r\n\tcardsData.inititialize(\r\n\t\tbattleInput.gameState?.validTribes ?? battleInput.options?.validTribes,\r\n\t\tbattleInput.gameState?.anomalies ?? [],\r\n\t);\r\n\tconst simulationResult = simulateBattle(battleInput, cards, cardsData);\r\n\r\n\tconst response = {\r\n\t\tstatusCode: 200,\r\n\t\tisBase64Encoded: false,\r\n\t\tbody: JSON.stringify(simulationResult),\r\n\t};\r\n\treturn response;\r\n};\r\n\r\nexport const simulateBattle = (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): SimulationResult => {\r\n\t// !battleInput.options?.skipInfoLogs && console.time('full-sim');\r\n\tconst start = Date.now();\r\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\r\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 5000;\r\n\tconst simulationResult: SimulationResult = {\r\n\t\twonLethal: 0,\r\n\t\twon: 0,\r\n\t\ttied: 0,\r\n\t\tlost: 0,\r\n\t\tlostLethal: 0,\r\n\t\tdamageWon: 0,\r\n\t\tdamageLost: 0,\r\n\t\twonLethalPercent: undefined,\r\n\t\twonPercent: undefined,\r\n\t\ttiedPercent: undefined,\r\n\t\tlostPercent: undefined,\r\n\t\tlostLethalPercent: undefined,\r\n\t\taverageDamageWon: undefined,\r\n\t\taverageDamageLost: undefined,\r\n\t};\r\n\r\n\tconst spectator = new Spectator(battleInput);\r\n\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\r\n\t// const inputStr = JSON.stringify(inputReady);\r\n\t!battleInput.options?.skipInfoLogs && console.time('simulation');\r\n\tconst outcomes = {};\r\n\tfor (let i = 0; i < numberOfSimulations; i++) {\r\n\t\tconst input: BgsBattleInfo = cloneInput3(inputReady);\r\n\t\tconst gameState: FullGameState = {\r\n\t\t\tallCards: cards,\r\n\t\t\tcardsData: cardsData,\r\n\t\t\tspectator: spectator,\r\n\t\t\tsharedState: new SharedState(),\r\n\t\t\tcurrentTurn: input.gameState.currentTurn,\r\n\t\t\tvalidTribes: input.gameState.validTribes,\r\n\t\t\tanomalies: input.gameState.anomalies,\r\n\t\t\tgameState: {\r\n\t\t\t\tplayer: {\r\n\t\t\t\t\tplayer: input.playerBoard.player,\r\n\t\t\t\t\tboard: input.playerBoard.board,\r\n\t\t\t\t},\r\n\t\t\t\topponent: {\r\n\t\t\t\t\tplayer: input.opponentBoard.player,\r\n\t\t\t\t\tboard: input.opponentBoard.board,\r\n\t\t\t\t},\r\n\t\t\t},\r\n\t\t};\r\n\t\tconst simulator = new Simulator(gameState);\r\n\t\tconst battleResult = simulator.simulateSingleBattle(\r\n\t\t\tinput.playerBoard.board,\r\n\t\t\tinput.playerBoard.player,\r\n\t\t\tinput.opponentBoard.board,\r\n\t\t\tinput.opponentBoard.player,\r\n\t\t);\r\n\t\tif (Date.now() - start > maxAcceptableDuration) {\r\n\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\r\n\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms', battleResult);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\tif (!battleResult) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tif (battleResult.result === 'won') {\r\n\t\t\tsimulationResult.won++;\r\n\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\r\n\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\r\n\t\t\t\tsimulationResult.wonLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'lost') {\r\n\t\t\tsimulationResult.lost++;\r\n\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\r\n\t\t\toutcomes[battleResult.damageDealt] = (outcomes[battleResult.damageDealt] ?? 0) + 1;\r\n\t\t\tif (\r\n\t\t\t\tbattleInput.playerBoard.player.hpLeft &&\r\n\t\t\t\tbattleResult.damageDealt >= battleInput.playerBoard.player.hpLeft\r\n\t\t\t) {\r\n\t\t\t\tsimulationResult.lostLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'tied') {\r\n\t\t\tsimulationResult.tied++;\r\n\t\t}\r\n\t\tspectator.commitBattleResult(battleResult.result);\r\n\t}\r\n\tupdateSimulationResult(simulationResult, inputReady);\r\n\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\r\n\tspectator.prune();\r\n\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples();\r\n\t// !battleInput.options?.skipInfoLogs && console.timeEnd('full-sim');\r\n\treturn simulationResult;\r\n};\r\n\r\n// const cloneInput = (input: BgsBattleInfo): BgsBattleInfo => {\r\n// \treturn structuredClone(input);\r\n// };\r\n// const cloneInput2 = (input: string): BgsBattleInfo => {\r\n// \treturn JSON.parse(input);\r\n// };\r\nconst cloneInput3 = (input: BgsBattleInfo): BgsBattleInfo => {\r\n\tconst result: BgsBattleInfo = {\r\n\t\tgameState: {\r\n\t\t\tcurrentTurn: input.gameState.currentTurn,\r\n\t\t\tanomalies: input.gameState.anomalies,\r\n\t\t\tvalidTribes: input.gameState.validTribes,\r\n\t\t},\r\n\t\theroHasDied: input.heroHasDied,\r\n\t\tplayerBoard: cloneBoard(input.playerBoard),\r\n\t\topponentBoard: cloneBoard(input.opponentBoard),\r\n\t\toptions: null,\r\n\t};\r\n\treturn result;\r\n};\r\nconst cloneBoard = (board: BgsBoardInfo): BgsBoardInfo => {\r\n\tconst result: BgsBoardInfo = {\r\n\t\tplayer: {\r\n\t\t\t...board.player,\r\n\t\t\thand: board.player.hand?.map((entity) => cloneEntity(entity)),\r\n\t\t\tsecrets: board.player.secrets?.map((secret) => ({ ...secret })),\r\n\t\t\tglobalInfo: { ...board.player.globalInfo },\r\n\t\t},\r\n\t\tboard: board.board.map((entity) => cloneEntity(entity)),\r\n\t};\r\n\treturn result;\r\n};\r\nconst cloneEntity = (entity: BoardEntity): BoardEntity => {\r\n\tconst result: BoardEntity = {\r\n\t\t...entity,\r\n\t\tenchantments: entity.enchantments?.map((enchant) => ({ ...enchant })),\r\n\t};\r\n\treturn result;\r\n};\r\n\r\nconst buildFinalInput = (battleInput: BgsBattleInfo, cards: AllCardsService, cardsData: CardsData): BgsBattleInfo => {\r\n\tconst playerInfo = battleInput.playerBoard;\r\n\tconst opponentInfo = battleInput.opponentBoard;\r\n\r\n\tconst playerBoard = playerInfo.board.map(\r\n\t\t(entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: true } as BoardEntity),\r\n\t);\r\n\tconst playerHand =\r\n\t\tplayerInfo.player.hand?.map(\r\n\t\t\t(entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: true } as BoardEntity),\r\n\t\t) ?? [];\r\n\tplayerInfo.player.secrets = playerInfo.secrets?.filter((e) => !!e?.cardId);\r\n\tplayerInfo.player.friendly = true;\r\n\tconst opponentBoard = opponentInfo.board.map(\r\n\t\t(entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: false } as BoardEntity),\r\n\t);\r\n\tconst opponentHand =\r\n\t\topponentInfo.player.hand?.map(\r\n\t\t\t(entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: false } as BoardEntity),\r\n\t\t) ?? [];\r\n\topponentInfo.player.secrets = opponentInfo.secrets?.filter((e) => !!e?.cardId);\r\n\topponentInfo.player.friendly = false;\r\n\r\n\t// When using the simulator, the aura is not applied when receiving the board state. When\r\n\tsetMissingAuras(playerBoard, playerInfo.player, opponentInfo.player, cards);\r\n\tsetMissingAuras(opponentBoard, opponentInfo.player, playerInfo.player, cards);\r\n\t// Avenge, maxHealth, etc.\r\n\t// setImplicitData(playerBoard, cardsData);\r\n\t// setImplicitData(opponentBoard, cardsData);\r\n\t// Avenge, globalInfo\r\n\tsetImplicitDataHero(playerInfo.player, cardsData, true);\r\n\tsetImplicitDataHero(opponentInfo.player, cardsData, false);\r\n\r\n\t// We do this so that we can have mutated objects inside the simulation and still\r\n\t// be able to start from a fresh copy for each simulation\r\n\tconst inputReady: BgsBattleInfo = {\r\n\t\tplayerBoard: {\r\n\t\t\tboard: playerBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...playerInfo.player,\r\n\t\t\t\thand: playerHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\topponentBoard: {\r\n\t\t\tboard: opponentBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...opponentInfo.player,\r\n\t\t\t\thand: opponentHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\tgameState: battleInput.gameState,\r\n\t} as BgsBattleInfo;\r\n\treturn inputReady;\r\n};\r\n\r\nconst updateSimulationResult = (simulationResult: SimulationResult, input: BgsBattleInfo) => {\r\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\r\n\tsimulationResult.wonPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\r\n\t\tsimulationResult.won,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.wonLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.wonLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\r\n\t\tsimulationResult.lost,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.lostLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\t// simulationResult.tiedPercent = checkRounding(Math.round((10 * (100 * simulationResult.tied)) / totalMatches) / 10, simulationResult.tied, totalMatches);\r\n\tsimulationResult.tiedPercent = checkRounding(\r\n\t\t100 - simulationResult.lostPercent - simulationResult.wonPercent,\r\n\t\tsimulationResult.tied,\r\n\t\ttotalMatches,\r\n\t);\r\n\r\n\tsimulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\r\n\tsimulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\r\n\tsimulationResult.averageDamageWon = simulationResult.won ? simulationResult.damageWon / simulationResult.won : 0;\r\n\tsimulationResult.averageDamageLost = simulationResult.lost\r\n\t\t? simulationResult.damageLost / simulationResult.lost\r\n\t\t: 0;\r\n\tif (\r\n\t\tsimulationResult.averageDamageWon > 0 &&\r\n\t\tsimulationResult.averageDamageWon < input.playerBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage won issue');\r\n\t}\r\n\tif (\r\n\t\tsimulationResult.averageDamageLost > 0 &&\r\n\t\tsimulationResult.averageDamageLost < input.opponentBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage lost issue', simulationResult);\r\n\t}\r\n};\r\n\r\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\r\n\tif (roundedValue === 0 && initialValue !== 0) {\r\n\t\treturn 0.01;\r\n\t}\r\n\tif (roundedValue === 100 && initialValue !== totalValue) {\r\n\t\treturn 99.9;\r\n\t}\r\n\treturn roundedValue;\r\n};\r\n\r\nconst cleanEnchantments = (board: readonly BoardEntity[]): readonly BoardEntity[] => {\r\n\tconst entityIds = board.map((entity) => entity.entityId);\r\n\treturn board.map((entity) => ({\r\n\t\t...entity,\r\n\t\tenchantments: cleanEnchantmentsForEntity(entity.enchantments, entityIds),\r\n\t}));\r\n};\r\n\r\nexport const validEnchantments = [\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_BG_BOT_312e,\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_TB_BaconUps_032e,\r\n\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\tCardIds.Sneed_SneedsReplicator,\r\n\tCardIds.SneedsReplicator_ReplicateEnchantment,\r\n\tCardIds.EarthRecollectionEnchantment, // Spirit Raptor\r\n\tCardIds.FireRecollectionEnchantment,\r\n\tCardIds.LightningRecollectionEnchantment,\r\n\tCardIds.WaterRecollectionEnchantment,\r\n\tCardIds.EarthInvocation_ElementEarthEnchantment, // Summon a 1/1\r\n\t// CardIds.FireInvocation_ElementFireEnchantment, // Attack is doubled, probably no use to keep it\r\n\t// CardIds.WaterInvocation_ElementWaterEnchantment, // +3 health and taunt, same\r\n\tCardIds.LightningInvocation, // Deal 1 damage to 5 enemy minions\r\n\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004e,\r\n\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004_Ge,\r\n\tCardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\tCardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge,\r\n];\r\n\r\nconst cleanEnchantmentsForEntity = (\r\n\tenchantments: { cardId: string; originEntityId?: number; timing: number }[],\r\n\tentityIds: readonly number[],\r\n): { cardId: string; originEntityId?: number; timing: number }[] => {\r\n\treturn enchantments.filter(\r\n\t\t(enchant) =>\r\n\t\t\tentityIds.indexOf(enchant.originEntityId) !== -1 ||\r\n\t\t\tvalidEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\r\n\t);\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { BgsBoardInfo } from './bgs-board-info';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { SimulationResult } from './simulation-result';\r\nimport { setImplicitDataHero, setMissingAuras } from './simulation/auras';\r\nimport { FullGameState } from './simulation/internal-game-state';\r\nimport { SharedState } from './simulation/shared-state';\r\nimport { Simulator } from './simulation/simulator';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\nimport { addImpliedMechanics } from './utils';\r\n\r\nconst cards = new AllCardsService();\r\n\r\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\r\n// the more traditional callback-style handler.\r\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\r\nexport default async (event): Promise<any> => {\r\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\r\n\tawait cards.initializeCardsDb();\r\n\tconst cardsData = new CardsData(cards, false);\r\n\tcardsData.inititialize(\r\n\t\tbattleInput.gameState?.validTribes ?? battleInput.options?.validTribes,\r\n\t\tbattleInput.gameState?.anomalies ?? [],\r\n\t);\r\n\tconst simulationResult = simulateBattle(battleInput, cards, cardsData);\r\n\r\n\tconst response = {\r\n\t\tstatusCode: 200,\r\n\t\tisBase64Encoded: false,\r\n\t\tbody: JSON.stringify(simulationResult),\r\n\t};\r\n\treturn response;\r\n};\r\n\r\nexport const simulateBattle = (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): SimulationResult => {\r\n\t// !battleInput.options?.skipInfoLogs && console.time('full-sim');\r\n\tconst start = Date.now();\r\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\r\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 5000;\r\n\tconst simulationResult: SimulationResult = {\r\n\t\twonLethal: 0,\r\n\t\twon: 0,\r\n\t\ttied: 0,\r\n\t\tlost: 0,\r\n\t\tlostLethal: 0,\r\n\t\tdamageWon: 0,\r\n\t\tdamageLost: 0,\r\n\t\twonLethalPercent: undefined,\r\n\t\twonPercent: undefined,\r\n\t\ttiedPercent: undefined,\r\n\t\tlostPercent: undefined,\r\n\t\tlostLethalPercent: undefined,\r\n\t\taverageDamageWon: undefined,\r\n\t\taverageDamageLost: undefined,\r\n\t};\r\n\r\n\tconst spectator = new Spectator(battleInput);\r\n\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\r\n\t// const inputStr = JSON.stringify(inputReady);\r\n\t!battleInput.options?.skipInfoLogs && console.time('simulation');\r\n\tconst outcomes = {};\r\n\tfor (let i = 0; i < numberOfSimulations; i++) {\r\n\t\tconst input: BgsBattleInfo = cloneInput3(inputReady);\r\n\t\tconst gameState: FullGameState = {\r\n\t\t\tallCards: cards,\r\n\t\t\tcardsData: cardsData,\r\n\t\t\tspectator: spectator,\r\n\t\t\tsharedState: new SharedState(),\r\n\t\t\tcurrentTurn: input.gameState.currentTurn,\r\n\t\t\tvalidTribes: input.gameState.validTribes,\r\n\t\t\tanomalies: input.gameState.anomalies,\r\n\t\t\tgameState: {\r\n\t\t\t\tplayer: {\r\n\t\t\t\t\tplayer: input.playerBoard.player,\r\n\t\t\t\t\tboard: input.playerBoard.board,\r\n\t\t\t\t},\r\n\t\t\t\topponent: {\r\n\t\t\t\t\tplayer: input.opponentBoard.player,\r\n\t\t\t\t\tboard: input.opponentBoard.board,\r\n\t\t\t\t},\r\n\t\t\t},\r\n\t\t};\r\n\t\tconst simulator = new Simulator(gameState);\r\n\t\tconst battleResult = simulator.simulateSingleBattle(\r\n\t\t\tinput.playerBoard.board,\r\n\t\t\tinput.playerBoard.player,\r\n\t\t\tinput.opponentBoard.board,\r\n\t\t\tinput.opponentBoard.player,\r\n\t\t);\r\n\t\tif (Date.now() - start > maxAcceptableDuration) {\r\n\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\r\n\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms', battleResult);\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\tif (!battleResult) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tif (battleResult.result === 'won') {\r\n\t\t\tsimulationResult.won++;\r\n\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\r\n\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\r\n\t\t\t\tsimulationResult.wonLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'lost') {\r\n\t\t\tsimulationResult.lost++;\r\n\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\r\n\t\t\toutcomes[battleResult.damageDealt] = (outcomes[battleResult.damageDealt] ?? 0) + 1;\r\n\t\t\tif (\r\n\t\t\t\tbattleInput.playerBoard.player.hpLeft &&\r\n\t\t\t\tbattleResult.damageDealt >= battleInput.playerBoard.player.hpLeft\r\n\t\t\t) {\r\n\t\t\t\tsimulationResult.lostLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'tied') {\r\n\t\t\tsimulationResult.tied++;\r\n\t\t}\r\n\t\tspectator.commitBattleResult(battleResult.result);\r\n\t}\r\n\tupdateSimulationResult(simulationResult, inputReady);\r\n\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\r\n\tspectator.prune();\r\n\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples();\r\n\t// !battleInput.options?.skipInfoLogs && console.timeEnd('full-sim');\r\n\treturn simulationResult;\r\n};\r\n\r\n// const cloneInput = (input: BgsBattleInfo): BgsBattleInfo => {\r\n// \treturn structuredClone(input);\r\n// };\r\n// const cloneInput2 = (input: string): BgsBattleInfo => {\r\n// \treturn JSON.parse(input);\r\n// };\r\nconst cloneInput3 = (input: BgsBattleInfo): BgsBattleInfo => {\r\n\tconst result: BgsBattleInfo = {\r\n\t\tgameState: {\r\n\t\t\tcurrentTurn: input.gameState.currentTurn,\r\n\t\t\tanomalies: input.gameState.anomalies,\r\n\t\t\tvalidTribes: input.gameState.validTribes,\r\n\t\t},\r\n\t\theroHasDied: input.heroHasDied,\r\n\t\tplayerBoard: cloneBoard(input.playerBoard),\r\n\t\topponentBoard: cloneBoard(input.opponentBoard),\r\n\t\toptions: null,\r\n\t};\r\n\treturn result;\r\n};\r\nconst cloneBoard = (board: BgsBoardInfo): BgsBoardInfo => {\r\n\tconst result: BgsBoardInfo = {\r\n\t\tplayer: {\r\n\t\t\t...board.player,\r\n\t\t\tquestEntities: board.player.questEntities?.map((quest) => ({ ...quest })),\r\n\t\t\tquestRewardEntities: board.player.questRewardEntities?.map((reward) => ({ ...reward })),\r\n\t\t\tquestRewards: board.player.questRewards?.map((reward) => reward),\r\n\t\t\thand: board.player.hand?.map((entity) => cloneEntity(entity)),\r\n\t\t\tsecrets: board.player.secrets?.map((secret) => ({ ...secret })),\r\n\t\t\tglobalInfo: { ...board.player.globalInfo },\r\n\t\t},\r\n\t\tboard: board.board.map((entity) => cloneEntity(entity)),\r\n\t};\r\n\treturn result;\r\n};\r\nconst cloneEntity = (entity: BoardEntity): BoardEntity => {\r\n\tconst result: BoardEntity = {\r\n\t\t...entity,\r\n\t\tenchantments: entity.enchantments?.map((enchant) => ({ ...enchant })),\r\n\t};\r\n\treturn result;\r\n};\r\n\r\nconst buildFinalInput = (battleInput: BgsBattleInfo, cards: AllCardsService, cardsData: CardsData): BgsBattleInfo => {\r\n\tconst playerInfo = battleInput.playerBoard;\r\n\tconst opponentInfo = battleInput.opponentBoard;\r\n\r\n\tconst playerBoard = playerInfo.board.map(\r\n\t\t(entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: true } as BoardEntity),\r\n\t);\r\n\tconst playerHand =\r\n\t\tplayerInfo.player.hand?.map(\r\n\t\t\t(entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: true } as BoardEntity),\r\n\t\t) ?? [];\r\n\tplayerInfo.player.secrets = playerInfo.secrets?.filter((e) => !!e?.cardId);\r\n\tplayerInfo.player.friendly = true;\r\n\tconst opponentBoard = opponentInfo.board.map(\r\n\t\t(entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: false } as BoardEntity),\r\n\t);\r\n\tconst opponentHand =\r\n\t\topponentInfo.player.hand?.map(\r\n\t\t\t(entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: false } as BoardEntity),\r\n\t\t) ?? [];\r\n\topponentInfo.player.secrets = opponentInfo.secrets?.filter((e) => !!e?.cardId);\r\n\topponentInfo.player.friendly = false;\r\n\r\n\t// When using the simulator, the aura is not applied when receiving the board state. When\r\n\tsetMissingAuras(playerBoard, playerInfo.player, opponentInfo.player, cards);\r\n\tsetMissingAuras(opponentBoard, opponentInfo.player, playerInfo.player, cards);\r\n\t// Avenge, maxHealth, etc.\r\n\t// setImplicitData(playerBoard, cardsData);\r\n\t// setImplicitData(opponentBoard, cardsData);\r\n\t// Avenge, globalInfo\r\n\tconst entityIdContainer = { entityId: 999_999_999 };\r\n\tsetImplicitDataHero(playerInfo.player, cardsData, true, entityIdContainer);\r\n\tsetImplicitDataHero(opponentInfo.player, cardsData, false, entityIdContainer);\r\n\r\n\t// We do this so that we can have mutated objects inside the simulation and still\r\n\t// be able to start from a fresh copy for each simulation\r\n\tconst inputReady: BgsBattleInfo = {\r\n\t\tplayerBoard: {\r\n\t\t\tboard: playerBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...playerInfo.player,\r\n\t\t\t\thand: playerHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\topponentBoard: {\r\n\t\t\tboard: opponentBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...opponentInfo.player,\r\n\t\t\t\thand: opponentHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\tgameState: battleInput.gameState,\r\n\t} as BgsBattleInfo;\r\n\treturn inputReady;\r\n};\r\n\r\nconst updateSimulationResult = (simulationResult: SimulationResult, input: BgsBattleInfo) => {\r\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\r\n\tsimulationResult.wonPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\r\n\t\tsimulationResult.won,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.wonLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.wonLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\r\n\t\tsimulationResult.lost,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.lostLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\t// simulationResult.tiedPercent = checkRounding(Math.round((10 * (100 * simulationResult.tied)) / totalMatches) / 10, simulationResult.tied, totalMatches);\r\n\tsimulationResult.tiedPercent = checkRounding(\r\n\t\t100 - simulationResult.lostPercent - simulationResult.wonPercent,\r\n\t\tsimulationResult.tied,\r\n\t\ttotalMatches,\r\n\t);\r\n\r\n\tsimulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\r\n\tsimulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\r\n\tsimulationResult.averageDamageWon = simulationResult.won ? simulationResult.damageWon / simulationResult.won : 0;\r\n\tsimulationResult.averageDamageLost = simulationResult.lost\r\n\t\t? simulationResult.damageLost / simulationResult.lost\r\n\t\t: 0;\r\n\tif (\r\n\t\tsimulationResult.averageDamageWon > 0 &&\r\n\t\tsimulationResult.averageDamageWon < input.playerBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage won issue');\r\n\t}\r\n\tif (\r\n\t\tsimulationResult.averageDamageLost > 0 &&\r\n\t\tsimulationResult.averageDamageLost < input.opponentBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage lost issue', simulationResult);\r\n\t}\r\n};\r\n\r\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\r\n\tif (roundedValue === 0 && initialValue !== 0) {\r\n\t\treturn 0.01;\r\n\t}\r\n\tif (roundedValue === 100 && initialValue !== totalValue) {\r\n\t\treturn 99.9;\r\n\t}\r\n\treturn roundedValue;\r\n};\r\n\r\nconst cleanEnchantments = (board: readonly BoardEntity[]): readonly BoardEntity[] => {\r\n\tconst entityIds = board.map((entity) => entity.entityId);\r\n\treturn board.map((entity) => ({\r\n\t\t...entity,\r\n\t\tenchantments: cleanEnchantmentsForEntity(entity.enchantments, entityIds),\r\n\t}));\r\n};\r\n\r\nexport const validEnchantments = [\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_BG_BOT_312e,\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_TB_BaconUps_032e,\r\n\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\tCardIds.Sneed_SneedsReplicator,\r\n\tCardIds.SneedsReplicator_ReplicateEnchantment,\r\n\tCardIds.EarthRecollectionEnchantment, // Spirit Raptor\r\n\tCardIds.FireRecollectionEnchantment,\r\n\tCardIds.LightningRecollectionEnchantment,\r\n\tCardIds.WaterRecollectionEnchantment,\r\n\tCardIds.EarthInvocation_ElementEarthEnchantment, // Summon a 1/1\r\n\t// CardIds.FireInvocation_ElementFireEnchantment, // Attack is doubled, probably no use to keep it\r\n\t// CardIds.WaterInvocation_ElementWaterEnchantment, // +3 health and taunt, same\r\n\tCardIds.LightningInvocation, // Deal 1 damage to 5 enemy minions\r\n\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004e,\r\n\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004_Ge,\r\n\tCardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\tCardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge,\r\n];\r\n\r\nconst cleanEnchantmentsForEntity = (\r\n\tenchantments: { cardId: string; originEntityId?: number; timing: number }[],\r\n\tentityIds: readonly number[],\r\n): { cardId: string; originEntityId?: number; timing: number }[] => {\r\n\treturn enchantments.filter(\r\n\t\t(enchant) =>\r\n\t\t\tentityIds.indexOf(enchant.originEntityId) !== -1 ||\r\n\t\t\tvalidEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\r\n\t);\r\n};\r\n"]}
@@ -1,10 +1,11 @@
1
1
  import { AllCardsService } from '@firestone-hs/reference-data';
2
2
  import { BgsPlayerEntity } from '../bgs-player-entity';
3
3
  import { BoardEntity } from '../board-entity';
4
+ import { FullGameState } from './internal-game-state';
4
5
  import { SharedState } from './shared-state';
5
6
  import { Spectator } from './spectator/spectator';
6
- export declare const addMinionsToBoard: (board: BoardEntity[], boardHero: BgsPlayerEntity, otherHero: BgsPlayerEntity, index: number, minionsToAdd: readonly BoardEntity[], allCards: AllCardsService, spectator: Spectator, sharedState: SharedState) => void;
7
- export declare const addMinionToBoard: (board: BoardEntity[], boardHero: BgsPlayerEntity, otherHero: BgsPlayerEntity, index: number, minionToAdd: BoardEntity, allCards: AllCardsService, spectator: Spectator, sharedState: SharedState, performAfterSpawnEffects?: boolean) => void;
8
- export declare const handleAddedMinionAuraEffect: (board: BoardEntity[], boardHero: BgsPlayerEntity, spawned: BoardEntity, allCards: AllCardsService, spectator: Spectator, sharedState: SharedState) => void;
9
- export declare const applyAurasToSelf: (spawned: BoardEntity, board: BoardEntity[], boardHero: BgsPlayerEntity, allCards: AllCardsService, sharedState: SharedState, spectator: Spectator) => void;
7
+ export declare const addMinionsToBoard: (board: BoardEntity[], boardHero: BgsPlayerEntity, otherHero: BgsPlayerEntity, index: number, minionsToAdd: readonly BoardEntity[], gameState: FullGameState) => void;
8
+ export declare const addMinionToBoard: (board: BoardEntity[], boardHero: BgsPlayerEntity, otherHero: BgsPlayerEntity, index: number, minionToAdd: BoardEntity, gameState: FullGameState, performAfterSpawnEffects?: boolean) => void;
9
+ export declare const handleAddedMinionAuraEffect: (board: BoardEntity[], boardHero: BgsPlayerEntity, spawned: BoardEntity, gameState: FullGameState) => void;
10
+ export declare const applyAurasToSelf: (spawned: BoardEntity, board: BoardEntity[], boardHero: BgsPlayerEntity, gameState: FullGameState) => void;
10
11
  export declare const removeAurasFromSelf: (entity: BoardEntity, board: BoardEntity[], boardHero: BgsPlayerEntity, allCards: AllCardsService, sharedState: SharedState, spectator: Spectator) => void;