@firestone-hs/simulate-bgs-battle 1.1.391 → 1.1.392

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.
@@ -26,6 +26,7 @@ export interface BoardEntity {
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  value?: number;
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  }[];
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  scriptDataNum1?: number;
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+ inInitialState?: boolean;
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  additionalCards?: readonly string[] | null;
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  rememberedDeathrattles?: {
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  cardId: string;
@@ -1 +1 @@
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- {"version":3,"file":"board-entity.js","sourceRoot":"","sources":["../src/board-entity.ts"],"names":[],"mappings":"","sourcesContent":["export interface BoardEntity {\r\n\tentityId: number;\r\n\tcardId: string;\r\n\tattack: number;\r\n\thealth: number;\r\n\r\n\tmaxHealth?: number;\r\n\tavengeCurrent?: number;\r\n\tavengeDefault?: number;\r\n\tfrenzyChargesLeft?: number;\r\n\tdefinitelyDead?: boolean;\r\n\ttaunt?: boolean;\r\n\tdivineShield?: boolean;\r\n\tpoisonous?: boolean;\r\n\tvenomous?: boolean;\r\n\treborn?: boolean;\r\n\tcleave?: boolean;\r\n\twindfury?: boolean;\r\n\tstealth?: boolean;\r\n\tenchantments?: {\r\n\t\tcardId: string;\r\n\t\toriginEntityId?: number;\r\n\t\ttagScriptDataNum1?: number;\r\n\t\ttagScriptDataNum2?: number;\r\n\t\ttiming: number;\r\n\t\trepeats?: number;\r\n\t\tvalue?: number;\r\n\t}[];\r\n\tscriptDataNum1?: number;\r\n\t// For Build-An-Undead\r\n\tadditionalCards?: readonly string[] | null;\r\n\r\n\t// We only store the card id, because we want all the attack and other data to be computed at runtime, based on the\r\n\t// current stats of the Fish\r\n\trememberedDeathrattles?: { cardId: string; timing: number; repeats: number }[];\r\n\tdamageMultiplier?: number;\r\n\tlocked?: boolean;\r\n\tfriendly?: boolean;\r\n\tcantAttack?: boolean;\r\n\thasAttacked?: number;\r\n\timmuneWhenAttackCharges?: number;\r\n\tattackImmediately?: boolean;\r\n\t// Used only to handle murkeye aura?\r\n\tpreviousAttack?: number;\r\n\tlastAffectedByEntity?: BoardEntity;\r\n\tattacking?: boolean;\r\n\t// Did it have divine shield at least once? (for Sinrunner Blanchy)\r\n\thadDivineShield?: boolean;\r\n\tabiityChargesLeft?: number;\r\n\r\n\tonCanceledSummon?: () => void;\r\n}\r\n"]}
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+ {"version":3,"file":"board-entity.js","sourceRoot":"","sources":["../src/board-entity.ts"],"names":[],"mappings":"","sourcesContent":["export interface BoardEntity {\r\n\tentityId: number;\r\n\tcardId: string;\r\n\tattack: number;\r\n\thealth: number;\r\n\r\n\tmaxHealth?: number;\r\n\tavengeCurrent?: number;\r\n\tavengeDefault?: number;\r\n\tfrenzyChargesLeft?: number;\r\n\tdefinitelyDead?: boolean;\r\n\ttaunt?: boolean;\r\n\tdivineShield?: boolean;\r\n\tpoisonous?: boolean;\r\n\tvenomous?: boolean;\r\n\treborn?: boolean;\r\n\tcleave?: boolean;\r\n\twindfury?: boolean;\r\n\tstealth?: boolean;\r\n\tenchantments?: {\r\n\t\tcardId: string;\r\n\t\toriginEntityId?: number;\r\n\t\ttagScriptDataNum1?: number;\r\n\t\ttagScriptDataNum2?: number;\r\n\t\ttiming: number;\r\n\t\trepeats?: number;\r\n\t\tvalue?: number;\r\n\t}[];\r\n\tscriptDataNum1?: number;\r\n\tinInitialState?: boolean;\r\n\t// For Build-An-Undead\r\n\tadditionalCards?: readonly string[] | null;\r\n\r\n\t// We only store the card id, because we want all the attack and other data to be computed at runtime, based on the\r\n\t// current stats of the Fish\r\n\trememberedDeathrattles?: { cardId: string; timing: number; repeats: number }[];\r\n\tdamageMultiplier?: number;\r\n\tlocked?: boolean;\r\n\tfriendly?: boolean;\r\n\tcantAttack?: boolean;\r\n\thasAttacked?: number;\r\n\timmuneWhenAttackCharges?: number;\r\n\tattackImmediately?: boolean;\r\n\t// Used only to handle murkeye aura?\r\n\tpreviousAttack?: number;\r\n\tlastAffectedByEntity?: BoardEntity;\r\n\tattacking?: boolean;\r\n\t// Did it have divine shield at least once? (for Sinrunner Blanchy)\r\n\thadDivineShield?: boolean;\r\n\tabiityChargesLeft?: number;\r\n\r\n\tonCanceledSummon?: () => void;\r\n}\r\n"]}
@@ -28,7 +28,7 @@ const simulateBattle = (battleInput, cards, cardsData) => {
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  var _a, _b, _c, _d, _e;
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  const start = Date.now();
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  const maxAcceptableDuration = ((_a = battleInput.options) === null || _a === void 0 ? void 0 : _a.maxAcceptableDuration) || 8000;
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- const numberOfSimulations = ((_b = battleInput.options) === null || _b === void 0 ? void 0 : _b.numberOfSimulations) || 5000;
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+ const numberOfSimulations = ((_b = battleInput.options) === null || _b === void 0 ? void 0 : _b.numberOfSimulations) || 8000;
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  const simulationResult = {
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  wonLethal: 0,
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  won: 0,
@@ -151,14 +151,16 @@ const buildFinalInput = (battleInput, cards, cardsData) => {
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  const opponentInfo = battleInput.opponentBoard;
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  const playerBoard = playerInfo.board
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  .map((entity) => (0, enchantments_1.fixEnchantments)(entity, cards))
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+ .map((entity) => ({ ...entity, inInitialState: true }))
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  .map((entity) => ({ ...(0, utils_1.addImpliedMechanics)(entity, cardsData), friendly: true }));
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- const playerHand = (_b = (_a = playerInfo.player.hand) === null || _a === void 0 ? void 0 : _a.map((entity) => ({ ...(0, utils_1.addImpliedMechanics)(entity, cardsData), friendly: true }))) !== null && _b !== void 0 ? _b : [];
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+ const playerHand = (_b = (_a = playerInfo.player.hand) === null || _a === void 0 ? void 0 : _a.map((entity) => ({ ...entity, inInitialState: true })).map((entity) => ({ ...(0, utils_1.addImpliedMechanics)(entity, cardsData), friendly: true }))) !== null && _b !== void 0 ? _b : [];
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  playerInfo.player.secrets = (_c = playerInfo.secrets) === null || _c === void 0 ? void 0 : _c.filter((e) => !!(e === null || e === void 0 ? void 0 : e.cardId));
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  playerInfo.player.friendly = true;
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  const opponentBoard = opponentInfo.board
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  .map((entity) => (0, enchantments_1.fixEnchantments)(entity, cards))
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+ .map((entity) => ({ ...entity, inInitialState: true }))
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  .map((entity) => ({ ...(0, utils_1.addImpliedMechanics)(entity, cardsData), friendly: false }));
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- const opponentHand = (_e = (_d = opponentInfo.player.hand) === null || _d === void 0 ? void 0 : _d.map((entity) => ({ ...(0, utils_1.addImpliedMechanics)(entity, cardsData), friendly: false }))) !== null && _e !== void 0 ? _e : [];
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+ const opponentHand = (_e = (_d = opponentInfo.player.hand) === null || _d === void 0 ? void 0 : _d.map((entity) => ({ ...entity, inInitialState: true })).map((entity) => ({ ...(0, utils_1.addImpliedMechanics)(entity, cardsData), friendly: false }))) !== null && _e !== void 0 ? _e : [];
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  opponentInfo.player.secrets = (_f = opponentInfo.secrets) === null || _f === void 0 ? void 0 : _f.filter((e) => !!(e === null || e === void 0 ? void 0 : e.cardId));
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  opponentInfo.player.friendly = false;
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  (0, auras_1.setMissingAuras)(playerBoard, playerInfo.player, opponentInfo.player, cards);
@@ -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 { fixEnchantments } from './simulation/enchantments';\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\r\n\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: true } as BoardEntity));\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\r\n\tconst opponentBoard = opponentInfo.board\r\n\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: false } as BoardEntity));\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\n// const 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\n// const 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 { fixEnchantments } from './simulation/enchantments';\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 || 8000;\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\r\n\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: true } as BoardEntity));\r\n\tconst playerHand =\r\n\t\tplayerInfo.player.hand\r\n\t\t\t?.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: true } as BoardEntity)) ?? [];\r\n\tplayerInfo.player.secrets = playerInfo.secrets?.filter((e) => !!e?.cardId);\r\n\tplayerInfo.player.friendly = true;\r\n\r\n\tconst opponentBoard = opponentInfo.board\r\n\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: false } as BoardEntity));\r\n\tconst opponentHand =\r\n\t\topponentInfo.player.hand\r\n\t\t\t?.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: false } as BoardEntity)) ?? [];\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\n// const 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\n// const 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"]}
@@ -493,7 +493,17 @@ const bumpEntities = (entity, bumpInto, entityBoard, entityBoardHero, otherBoard
493
493
  (entity.cardId === "BG28_404" || entity.cardId === "BG28_404_G")) {
494
494
  entity.abiityChargesLeft--;
495
495
  const newTarget = (0, utils_1.pickRandom)(otherBoard);
496
- return (0, exports.bumpEntities)(newTarget, bumpInto, otherBoard, otherHero, entityBoard, entityBoardHero, gameState, false);
496
+ const newSource = {
497
+ ...entity,
498
+ attack: bumpInto.attack,
499
+ attacking: true,
500
+ };
501
+ const defenderHadDivineShield = newTarget.divineShield;
502
+ const damageDone = (0, exports.bumpEntities)(newTarget, newSource, otherBoard, otherHero, entityBoard, entityBoardHero, gameState, false);
503
+ if (newSource.attack > 0 && defenderHadDivineShield) {
504
+ (0, utils_2.updateDivineShield)(newTarget, otherBoard, false, gameState.allCards);
505
+ }
506
+ return damageDone;
497
507
  }
498
508
  const damageDealt = (entity.damageMultiplier || 1) * bumpInto.attack;
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509
  entity.health = entity.health - damageDealt;