@firestone-hs/simulate-bgs-battle 1.1.463 → 1.1.464
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/simulation/simulator.js.map +1 -1
- package/dist/utils.js +5 -2
- package/dist/utils.js.map +1 -1
- package/package.json +2 -2
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{ getEffectiveTechLevel } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { SingleSimulationResult } from '../single-simulation-result';\r\nimport { stringifySimple } from '../utils';\r\nimport { simulateAttack } from './attack';\r\nimport { clearStealthIfNeeded } from './auras';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleStartOfCombat } from './start-of-combat';\r\nimport { handleSummonsWhenSpace } from './summon-when-space';\r\n\r\n// New simulator should be instantiated for each match\r\nexport class Simulator {\r\n\tprivate currentAttacker: number;\r\n\tprivate currentSpeedAttacker = -1;\r\n\r\n\t// It should come already initialized\r\n\tconstructor(private readonly gameState: FullGameState) {}\r\n\r\n\t// Here we suppose that the BoardEntity only contain at most the enchantments that are linked\r\n\t// to auras (so we probably should hand-filter that, since there are actually few auras)\r\n\tpublic simulateSingleBattle(playerState: PlayerState, opponentState: PlayerState): SingleSimulationResult {\r\n\t\tlet playerBoard: BoardEntity[] = playerState.board;\r\n\t\tlet playerEntity: BgsPlayerEntity = playerState.player;\r\n\t\tlet opponentBoard: BoardEntity[] = opponentState.board;\r\n\t\tlet opponentEntity: BgsPlayerEntity = opponentState.player;\r\n\t\twhile (\r\n\t\t\t!playerEntity.startOfCombatDone ||\r\n\t\t\t!opponentEntity.startOfCombatDone ||\r\n\t\t\t(playerBoard?.length > 0 && opponentBoard?.length > 0)\r\n\t\t) {\r\n\t\t\tthis.simulateSingleBattlePass(playerBoard, playerEntity, opponentBoard, opponentEntity);\r\n\r\n\t\t\t// The only case where there can only 0-attack minions on a board is when both boards\r\n\t\t\t// are that way (otherwise one side would kill the other)\r\n\t\t\tconst areBothBoards0Attack =\r\n\t\t\t\tplayerState.board.length > 0 &&\r\n\t\t\t\tplayerState.board.every((entity) => entity.attack === 0) &&\r\n\t\t\t\topponentState.board.length > 0 &&\r\n\t\t\t\topponentState.board.every((entity) => entity.attack === 0);\r\n\t\t\tconst isPlayerBoardEmpty = playerState.board.length === 0;\r\n\t\t\tconst isOpponentBoardEmpty = opponentState.board.length === 0;\r\n\t\t\tplayerBoard = areBothBoards0Attack || isPlayerBoardEmpty ? playerState.teammate?.board : playerState.board;\r\n\t\t\tplayerEntity =\r\n\t\t\t\tareBothBoards0Attack || isPlayerBoardEmpty ? playerState.teammate?.player : playerState.player;\r\n\t\t\topponentBoard =\r\n\t\t\t\tareBothBoards0Attack || isOpponentBoardEmpty ? opponentState.teammate?.board : opponentState.board;\r\n\t\t\topponentEntity =\r\n\t\t\t\tareBothBoards0Attack || isOpponentBoardEmpty ? opponentState.teammate?.player : opponentState.player;\r\n\t\t\t// So that gameState.player always refers to the active player\r\n\t\t\tif (isPlayerBoardEmpty) {\r\n\t\t\t\t// Reset deaths\r\n\t\t\t\tthis.gameState.sharedState.deaths = this.gameState.sharedState.deaths.filter(\r\n\t\t\t\t\t(e) => e.friendly !== this.gameState.gameState.player.player.friendly,\r\n\t\t\t\t);\r\n\t\t\t\tthis.gameState.gameState.player.teammate = {\r\n\t\t\t\t\tboard: this.gameState.gameState.player.board,\r\n\t\t\t\t\tplayer: this.gameState.gameState.player.player,\r\n\t\t\t\t};\r\n\t\t\t\tthis.gameState.gameState.player.player = playerEntity;\r\n\t\t\t\tthis.gameState.gameState.player.board = playerBoard;\r\n\r\n\t\t\t\t// const initialPlayer = this.gameState.gameState.playerInitial;\r\n\t\t\t\t// const initialPlayerTeammate = initialPlayer.teammate;\r\n\t\t\t}\r\n\t\t\tif (isOpponentBoardEmpty) {\r\n\t\t\t\t// Reset deaths\r\n\t\t\t\tthis.gameState.sharedState.deaths = this.gameState.sharedState.deaths.filter(\r\n\t\t\t\t\t(e) => e.friendly !== this.gameState.gameState.opponent.player.friendly,\r\n\t\t\t\t);\r\n\t\t\t\tthis.gameState.gameState.opponent.teammate = {\r\n\t\t\t\t\tboard: this.gameState.gameState.opponent.board,\r\n\t\t\t\t\tplayer: this.gameState.gameState.opponent.player,\r\n\t\t\t\t};\r\n\t\t\t\tthis.gameState.gameState.opponent.player = opponentEntity;\r\n\t\t\t\tthis.gameState.gameState.opponent.board = opponentBoard;\r\n\t\t\t}\r\n\r\n\t\t\tif (!playerEntity || !opponentEntity) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tif (\r\n\t\t\t(!playerBoard?.length && !opponentBoard?.length) ||\r\n\t\t\t// E.g. when both players have a 0-attack minion\r\n\t\t\t(playerBoard?.length > 0 && opponentBoard?.length > 0)\r\n\t\t) {\r\n\t\t\treturn {\r\n\t\t\t\tresult: 'tied',\r\n\t\t\t} as SingleSimulationResult;\r\n\t\t}\r\n\t\tif (!playerBoard?.length) {\r\n\t\t\tconst damage =\r\n\t\t\t\tthis.buildBoardTotalDamage(opponentBoard, this.gameState.gameState.opponent?.teammate?.board) +\r\n\t\t\t\topponentEntity.tavernTier;\r\n\t\t\tthis.gameState.spectator.registerOpponentAttack(playerBoard, opponentBoard, damage);\r\n\t\t\treturn {\r\n\t\t\t\tresult: 'lost',\r\n\t\t\t\tdamageDealt: damage,\r\n\t\t\t};\r\n\t\t}\r\n\t\tconst damage =\r\n\t\t\tthis.buildBoardTotalDamage(playerBoard, this.gameState.gameState.player?.teammate?.board) +\r\n\t\t\tplayerEntity.tavernTier;\r\n\t\tthis.gameState.spectator.registerPlayerAttack(playerBoard, opponentBoard, damage);\r\n\t\treturn {\r\n\t\t\tresult: 'won',\r\n\t\t\tdamageDealt: damage,\r\n\t\t};\r\n\t}\r\n\r\n\tprivate simulateSingleBattlePass(\r\n\t\tplayerBoard: BoardEntity[],\r\n\t\tplayerEntity: BgsPlayerEntity,\r\n\t\topponentBoard: BoardEntity[],\r\n\t\topponentEntity: BgsPlayerEntity,\r\n\t) {\r\n\t\t// Start of combat happens only once, so we need to flag whether it has already happened for a\r\n\t\t// given player\r\n\t\tthis.gameState.spectator.registerStartOfCombat(playerBoard, opponentBoard, playerEntity, opponentEntity);\r\n\r\n\t\t// Who attacks first is decided by the game before the hero power comes into effect. However, the full board (with the generated minion)\r\n\t\t// is sent tothe simulator\r\n\t\t// But in fact, the first player decision takes into account that additional minion. See\r\n\t\t// https://replays.firestoneapp.com/?reviewId=ddbbbe93-464b-4400-8e8d-4abca8680a2e\r\n\t\tconst effectivePlayerBoardLength = playerBoard.length;\r\n\t\tconst effectiveOpponentBoardLength = opponentBoard.length;\r\n\t\tthis.currentAttacker =\r\n\t\t\teffectivePlayerBoardLength > effectiveOpponentBoardLength\r\n\t\t\t\t? 0\r\n\t\t\t\t: effectiveOpponentBoardLength > effectivePlayerBoardLength\r\n\t\t\t\t? 1\r\n\t\t\t\t: Math.round(Math.random());\r\n\t\tthis.gameState.sharedState.currentEntityId =\r\n\t\t\tMath.max(\r\n\t\t\t\t...playerBoard.map((entity) => entity.entityId),\r\n\t\t\t\t...opponentBoard.map((entity) => entity.entityId),\r\n\t\t\t\t...(playerEntity.hand?.map((entity) => entity.entityId) ?? []),\r\n\t\t\t\t...(opponentEntity.hand?.map((entity) => entity.entityId) ?? []),\r\n\t\t\t) + 1;\r\n\t\tconst suggestedNewCurrentAttacker = handleStartOfCombat(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tthis.currentAttacker,\r\n\t\t\tthis.gameState,\r\n\t\t);\r\n\t\tthis.currentAttacker = suggestedNewCurrentAttacker;\r\n\t\tlet counter = 0;\r\n\t\twhile (playerBoard.length > 0 && opponentBoard.length > 0) {\r\n\t\t\thandleSummonsWhenSpace(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\tclearStealthIfNeeded(playerBoard, opponentBoard);\r\n\t\t\t// console.log('this.currentSpeedAttacker', this.currentAttacker);\r\n\t\t\t// If there are \"attack immediately\" minions, we keep the same player\r\n\t\t\t// We put it here so that it can kick in after the start of combat effects. However here we don't want\r\n\t\t\t// to change who attacks first, so we repeat that block again after all the attacks have been resolved\r\n\t\t\t// FIXME: This is not strictly correct - if there are multiple attack immediately\r\n\t\t\t// minions that spawn on both player sides it might get a bit more complex\r\n\t\t\t// but overall it works\r\n\t\t\t// Also, this doesn't work when there are several deathrattle competing\r\n\t\t\t// to know who triggers first. See the second test case of the scallywag.test.ts\r\n\t\t\t// that is not handled properly today (the attack should in some cases happen before\r\n\t\t\t// the other deathrattle procs)\r\n\t\t\tif (playerBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 0;\r\n\t\t\t} else if (opponentBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 1;\r\n\t\t\t} else {\r\n\t\t\t\tthis.currentSpeedAttacker = -1;\r\n\t\t\t}\r\n\t\t\tif (\r\n\t\t\t\tplayerBoard.filter((e) => e.attack > 0).length === 0 &&\r\n\t\t\t\topponentBoard.filter((e) => e.attack > 0).length === 0\r\n\t\t\t) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\t// console.log('this.currentSpeedAttacker 2', this.currentAttacker, this.currentSpeedAttacker);\r\n\t\t\tif (this.currentSpeedAttacker === 0 || (this.currentSpeedAttacker === -1 && this.currentAttacker === 0)) {\r\n\t\t\t\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\t} else {\r\n\t\t\t\tsimulateAttack(opponentBoard, opponentEntity, playerBoard, playerEntity, this.gameState);\r\n\t\t\t}\r\n\r\n\t\t\t// Update the attacker indices in case there were some deaths\r\n\t\t\tif (playerBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 0;\r\n\t\t\t} else if (opponentBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 1;\r\n\t\t\t} else {\r\n\t\t\t\tthis.currentSpeedAttacker = -1;\r\n\t\t\t\tthis.currentAttacker = (this.currentAttacker + 1) % 2;\r\n\t\t\t}\r\n\t\t\tcounter++;\r\n\t\t\tif (counter > 400) {\r\n\t\t\t\tconsole.warn(\r\n\t\t\t\t\t'short-circuiting simulation, too many iterations',\r\n\t\t\t\t\tcounter,\r\n\t\t\t\t\t'\\n',\r\n\t\t\t\t\tstringifySimple(playerBoard, this.gameState.allCards),\r\n\t\t\t\t\t'\\n',\r\n\t\t\t\t\tstringifySimple(opponentBoard, this.gameState.allCards),\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\t\t// return null;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tprivate buildBoardTotalDamage(playerBoard: readonly BoardEntity[], teammateBoard?: BoardEntity[]): number {\r\n\t\tconst damageFromPlayerBoard = playerBoard\r\n\t\t\t.map((entity) =>\r\n\t\t\t\tgetEffectiveTechLevel(this.gameState.allCards.getCard(entity.cardId), this.gameState.allCards),\r\n\t\t\t)\r\n\t\t\t.reduce((a, b) => a + b, 0);\r\n\t\tconst numberOfTeamateMinionsToSummnon = 7 - playerBoard.length;\r\n\t\tconst damageFromTeammateBoard =\r\n\t\t\tteammateBoard\r\n\t\t\t\t?.slice(0, numberOfTeamateMinionsToSummnon)\r\n\t\t\t\t.map((entity) =>\r\n\t\t\t\t\tgetEffectiveTechLevel(this.gameState.allCards.getCard(entity.cardId), this.gameState.allCards),\r\n\t\t\t\t)\r\n\t\t\t\t.reduce((a, b) => a + b, 0) ?? 0;\r\n\t\treturn damageFromPlayerBoard + damageFromTeammateBoard;\r\n\t}\r\n}\r\n"]}
|
|
1
|
+
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{ getEffectiveTechLevel } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { SingleSimulationResult } from '../single-simulation-result';\r\nimport { stringifySimple } from '../utils';\r\nimport { simulateAttack } from './attack';\r\nimport { clearStealthIfNeeded } from './auras';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleStartOfCombat } from './start-of-combat';\r\nimport { handleSummonsWhenSpace } from './summon-when-space';\r\n\r\n// New simulator should be instantiated for each match\r\nexport class Simulator {\r\n\tprivate currentAttacker: number;\r\n\tprivate currentSpeedAttacker = -1;\r\n\r\n\t// It should come already initialized\r\n\tconstructor(private readonly gameState: FullGameState) {}\r\n\r\n\t// Here we suppose that the BoardEntity only contain at most the enchantments that are linked\r\n\t// to auras (so we probably should hand-filter that, since there are actually few auras)\r\n\tpublic simulateSingleBattle(playerState: PlayerState, opponentState: PlayerState): SingleSimulationResult {\r\n\t\tlet playerBoard: BoardEntity[] = playerState.board;\r\n\t\tlet playerEntity: BgsPlayerEntity = playerState.player;\r\n\t\tlet opponentBoard: BoardEntity[] = opponentState.board;\r\n\t\tlet opponentEntity: BgsPlayerEntity = opponentState.player;\r\n\t\twhile (\r\n\t\t\t!playerEntity.startOfCombatDone ||\r\n\t\t\t!opponentEntity.startOfCombatDone ||\r\n\t\t\t(playerBoard?.length > 0 && opponentBoard?.length > 0)\r\n\t\t) {\r\n\t\t\tthis.simulateSingleBattlePass(playerBoard, playerEntity, opponentBoard, opponentEntity);\r\n\r\n\t\t\t// The only case where there can only 0-attack minions on a board is when both boards\r\n\t\t\t// are that way (otherwise one side would kill the other)\r\n\t\t\tconst areBothBoards0Attack =\r\n\t\t\t\tplayerState.board.length > 0 &&\r\n\t\t\t\tplayerState.board.every((entity) => entity.attack === 0) &&\r\n\t\t\t\topponentState.board.length > 0 &&\r\n\t\t\t\topponentState.board.every((entity) => entity.attack === 0);\r\n\t\t\tconst isPlayerBoardEmpty = playerState.board.length === 0;\r\n\t\t\tconst isOpponentBoardEmpty = opponentState.board.length === 0;\r\n\t\t\tplayerBoard = areBothBoards0Attack || isPlayerBoardEmpty ? playerState.teammate?.board : playerState.board;\r\n\t\t\tplayerEntity =\r\n\t\t\t\tareBothBoards0Attack || isPlayerBoardEmpty ? playerState.teammate?.player : playerState.player;\r\n\t\t\topponentBoard =\r\n\t\t\t\tareBothBoards0Attack || isOpponentBoardEmpty ? opponentState.teammate?.board : opponentState.board;\r\n\t\t\topponentEntity =\r\n\t\t\t\tareBothBoards0Attack || isOpponentBoardEmpty ? opponentState.teammate?.player : opponentState.player;\r\n\t\t\t// So that gameState.player always refers to the active player\r\n\t\t\tif (isPlayerBoardEmpty) {\r\n\t\t\t\t// Reset deaths\r\n\t\t\t\tthis.gameState.sharedState.deaths = this.gameState.sharedState.deaths.filter(\r\n\t\t\t\t\t(e) => e.friendly !== this.gameState.gameState.player.player.friendly,\r\n\t\t\t\t);\r\n\t\t\t\tthis.gameState.gameState.player.teammate = {\r\n\t\t\t\t\tboard: this.gameState.gameState.player.board,\r\n\t\t\t\t\tplayer: this.gameState.gameState.player.player,\r\n\t\t\t\t};\r\n\t\t\t\tthis.gameState.gameState.player.player = playerEntity;\r\n\t\t\t\tthis.gameState.gameState.player.board = playerBoard;\r\n\r\n\t\t\t\t// const initialPlayer = this.gameState.gameState.playerInitial;\r\n\t\t\t\t// const initialPlayerTeammate = initialPlayer.teammate;\r\n\t\t\t}\r\n\t\t\tif (isOpponentBoardEmpty) {\r\n\t\t\t\t// Reset deaths\r\n\t\t\t\tthis.gameState.sharedState.deaths = this.gameState.sharedState.deaths.filter(\r\n\t\t\t\t\t(e) => e.friendly !== this.gameState.gameState.opponent.player.friendly,\r\n\t\t\t\t);\r\n\t\t\t\tthis.gameState.gameState.opponent.teammate = {\r\n\t\t\t\t\tboard: this.gameState.gameState.opponent.board,\r\n\t\t\t\t\tplayer: this.gameState.gameState.opponent.player,\r\n\t\t\t\t};\r\n\t\t\t\tthis.gameState.gameState.opponent.player = opponentEntity;\r\n\t\t\t\tthis.gameState.gameState.opponent.board = opponentBoard;\r\n\t\t\t}\r\n\r\n\t\t\tif (!playerEntity || !opponentEntity) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tif (\r\n\t\t\t(!playerBoard?.length && !opponentBoard?.length) ||\r\n\t\t\t// E.g. when both players have a 0-attack minion\r\n\t\t\t(playerBoard?.length > 0 && opponentBoard?.length > 0)\r\n\t\t) {\r\n\t\t\treturn {\r\n\t\t\t\tresult: 'tied',\r\n\t\t\t} as SingleSimulationResult;\r\n\t\t}\r\n\t\tif (!playerBoard?.length) {\r\n\t\t\tconst damage =\r\n\t\t\t\tthis.buildBoardTotalDamage(opponentBoard, this.gameState.gameState.opponent?.teammate?.board) +\r\n\t\t\t\topponentEntity.tavernTier;\r\n\t\t\tthis.gameState.spectator.registerOpponentAttack(playerBoard, opponentBoard, damage);\r\n\t\t\treturn {\r\n\t\t\t\tresult: 'lost',\r\n\t\t\t\tdamageDealt: damage,\r\n\t\t\t};\r\n\t\t}\r\n\t\tconst damage =\r\n\t\t\tthis.buildBoardTotalDamage(playerBoard, this.gameState.gameState.player?.teammate?.board) +\r\n\t\t\tplayerEntity.tavernTier;\r\n\t\tthis.gameState.spectator.registerPlayerAttack(playerBoard, opponentBoard, damage);\r\n\t\treturn {\r\n\t\t\tresult: 'won',\r\n\t\t\tdamageDealt: damage,\r\n\t\t};\r\n\t}\r\n\r\n\tprivate simulateSingleBattlePass(\r\n\t\tplayerBoard: BoardEntity[],\r\n\t\tplayerEntity: BgsPlayerEntity,\r\n\t\topponentBoard: BoardEntity[],\r\n\t\topponentEntity: BgsPlayerEntity,\r\n\t) {\r\n\t\t// Start of combat happens only once, so we need to flag whether it has already happened for a\r\n\t\t// given player\r\n\t\tthis.gameState.spectator.registerStartOfCombat(playerBoard, opponentBoard, playerEntity, opponentEntity);\r\n\r\n\t\t// Who attacks first is decided by the game before the hero power comes into effect. However, the full board (with the generated minion)\r\n\t\t// is sent tothe simulator\r\n\t\t// But in fact, the first player decision takes into account that additional minion. See\r\n\t\t// https://replays.firestoneapp.com/?reviewId=ddbbbe93-464b-4400-8e8d-4abca8680a2e\r\n\t\tconst effectivePlayerBoardLength = playerBoard.length;\r\n\t\tconst effectiveOpponentBoardLength = opponentBoard.length;\r\n\t\tthis.currentAttacker =\r\n\t\t\teffectivePlayerBoardLength > effectiveOpponentBoardLength\r\n\t\t\t\t? 0\r\n\t\t\t\t: effectiveOpponentBoardLength > effectivePlayerBoardLength\r\n\t\t\t\t? 1\r\n\t\t\t\t: Math.round(Math.random());\r\n\t\tthis.gameState.sharedState.currentEntityId =\r\n\t\t\tMath.max(\r\n\t\t\t\t...playerBoard.map((entity) => entity.entityId),\r\n\t\t\t\t...opponentBoard.map((entity) => entity.entityId),\r\n\t\t\t\t...(playerEntity.hand?.map((entity) => entity.entityId) ?? []),\r\n\t\t\t\t...(opponentEntity.hand?.map((entity) => entity.entityId) ?? []),\r\n\t\t\t) + 1;\r\n\t\tconst suggestedNewCurrentAttacker = handleStartOfCombat(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tthis.currentAttacker,\r\n\t\t\tthis.gameState,\r\n\t\t);\r\n\t\tthis.currentAttacker = suggestedNewCurrentAttacker;\r\n\t\tlet counter = 0;\r\n\t\twhile (playerBoard.length > 0 && opponentBoard.length > 0) {\r\n\t\t\t// const debugPlayerBoard = playerBoard.map((e) => stringifySimpleCard(e, this.gameState.allCards));\r\n\t\t\thandleSummonsWhenSpace(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\tclearStealthIfNeeded(playerBoard, opponentBoard);\r\n\t\t\t// console.log('this.currentSpeedAttacker', this.currentAttacker);\r\n\t\t\t// If there are \"attack immediately\" minions, we keep the same player\r\n\t\t\t// We put it here so that it can kick in after the start of combat effects. However here we don't want\r\n\t\t\t// to change who attacks first, so we repeat that block again after all the attacks have been resolved\r\n\t\t\t// FIXME: This is not strictly correct - if there are multiple attack immediately\r\n\t\t\t// minions that spawn on both player sides it might get a bit more complex\r\n\t\t\t// but overall it works\r\n\t\t\t// Also, this doesn't work when there are several deathrattle competing\r\n\t\t\t// to know who triggers first. See the second test case of the scallywag.test.ts\r\n\t\t\t// that is not handled properly today (the attack should in some cases happen before\r\n\t\t\t// the other deathrattle procs)\r\n\t\t\tif (playerBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 0;\r\n\t\t\t} else if (opponentBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 1;\r\n\t\t\t} else {\r\n\t\t\t\tthis.currentSpeedAttacker = -1;\r\n\t\t\t}\r\n\t\t\tif (\r\n\t\t\t\tplayerBoard.filter((e) => e.attack > 0).length === 0 &&\r\n\t\t\t\topponentBoard.filter((e) => e.attack > 0).length === 0\r\n\t\t\t) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\t// console.log('this.currentSpeedAttacker 2', this.currentAttacker, this.currentSpeedAttacker);\r\n\t\t\tif (this.currentSpeedAttacker === 0 || (this.currentSpeedAttacker === -1 && this.currentAttacker === 0)) {\r\n\t\t\t\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\t} else {\r\n\t\t\t\tsimulateAttack(opponentBoard, opponentEntity, playerBoard, playerEntity, this.gameState);\r\n\t\t\t}\r\n\r\n\t\t\t// Update the attacker indices in case there were some deaths\r\n\t\t\tif (playerBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 0;\r\n\t\t\t} else if (opponentBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 1;\r\n\t\t\t} else {\r\n\t\t\t\tthis.currentSpeedAttacker = -1;\r\n\t\t\t\tthis.currentAttacker = (this.currentAttacker + 1) % 2;\r\n\t\t\t}\r\n\t\t\tcounter++;\r\n\t\t\tif (counter > 400) {\r\n\t\t\t\tconsole.warn(\r\n\t\t\t\t\t'short-circuiting simulation, too many iterations',\r\n\t\t\t\t\tcounter,\r\n\t\t\t\t\t'\\n',\r\n\t\t\t\t\tstringifySimple(playerBoard, this.gameState.allCards),\r\n\t\t\t\t\t'\\n',\r\n\t\t\t\t\tstringifySimple(opponentBoard, this.gameState.allCards),\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\t\t// return null;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tprivate buildBoardTotalDamage(playerBoard: readonly BoardEntity[], teammateBoard?: BoardEntity[]): number {\r\n\t\tconst damageFromPlayerBoard = playerBoard\r\n\t\t\t.map((entity) =>\r\n\t\t\t\tgetEffectiveTechLevel(this.gameState.allCards.getCard(entity.cardId), this.gameState.allCards),\r\n\t\t\t)\r\n\t\t\t.reduce((a, b) => a + b, 0);\r\n\t\tconst numberOfTeamateMinionsToSummnon = 7 - playerBoard.length;\r\n\t\tconst damageFromTeammateBoard =\r\n\t\t\tteammateBoard\r\n\t\t\t\t?.slice(0, numberOfTeamateMinionsToSummnon)\r\n\t\t\t\t.map((entity) =>\r\n\t\t\t\t\tgetEffectiveTechLevel(this.gameState.allCards.getCard(entity.cardId), this.gameState.allCards),\r\n\t\t\t\t)\r\n\t\t\t\t.reduce((a, b) => a + b, 0) ?? 0;\r\n\t\treturn damageFromPlayerBoard + damageFromTeammateBoard;\r\n\t}\r\n}\r\n"]}
|
package/dist/utils.js
CHANGED
|
@@ -339,8 +339,9 @@ const addImpliedMechanics = (entity, cardsData) => {
|
|
|
339
339
|
};
|
|
340
340
|
exports.addImpliedMechanics = addImpliedMechanics;
|
|
341
341
|
const setImplicitDataForEntity = (entity, cardsData) => {
|
|
342
|
+
var _a;
|
|
342
343
|
entity.cardId = (0, exports.normalizeCardIdForSkin)(entity.cardId);
|
|
343
|
-
entity.maxHealth = Math.max(0, entity.health, entity.maxHealth);
|
|
344
|
+
entity.maxHealth = Math.max(0, entity.health, (_a = entity.maxHealth) !== null && _a !== void 0 ? _a : 0);
|
|
344
345
|
const avengeValue = cardsData.avengeValue(entity.cardId);
|
|
345
346
|
if (avengeValue > 0) {
|
|
346
347
|
entity.avengeCurrent = avengeValue;
|
|
@@ -365,7 +366,9 @@ const stringifySimple = (board, allCards = null) => {
|
|
|
365
366
|
exports.stringifySimple = stringifySimple;
|
|
366
367
|
const stringifySimpleCard = (entity, allCards = null) => {
|
|
367
368
|
var _a, _b;
|
|
368
|
-
return entity
|
|
369
|
+
return entity
|
|
370
|
+
? `${(_b = (_a = allCards === null || allCards === void 0 ? void 0 : allCards.getCard(entity.cardId)) === null || _a === void 0 ? void 0 : _a.name) !== null && _b !== void 0 ? _b : entity.cardId}/atk=${entity.attack}/hp=${entity.health}`
|
|
371
|
+
: null;
|
|
369
372
|
};
|
|
370
373
|
exports.stringifySimpleCard = stringifySimpleCard;
|
|
371
374
|
const isFish = (entity) => {
|
package/dist/utils.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { ALL_BG_RACES, AllCardsService, CardIds, GameTag, Race, ReferenceCard } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from './bgs-player-entity';\r\nimport { BoardEntity } from './board-entity';\r\nimport { BoardSecret } from './board-secret';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { pickRandom, shuffleArray } from './services/utils';\r\nimport { FullGameState, GameState, PlayerState } from './simulation/internal-game-state';\r\nimport { SharedState } from './simulation/shared-state';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\nimport { modifyStats } from './simulation/stats';\r\n\r\nconst CLEAVE_IDS = [\r\n\tCardIds.CaveHydra_BG_LOOT_078,\r\n\tCardIds.CaveHydra_TB_BaconUps_151,\r\n\tCardIds.FoeReaper4000_BG_GVG_113,\r\n\tCardIds.FoeReaper4000_TB_BaconUps_153,\r\n\tCardIds.BladeCollector_BG26_817,\r\n\tCardIds.BladeCollector_BG26_817_G,\r\n];\r\nconst ATTACK_IMMEDIATELY_IDS = [\r\n\tCardIds.Scallywag_SkyPirateToken_BGS_061t,\r\n\tCardIds.Scallywag_SkyPirateToken_TB_BaconUps_141t,\r\n\tCardIds.Onyxia_OnyxianWhelpToken,\r\n\t// The token doesn't attack immediately natively, only when spawned by the spell\r\n\t// See http://replays.firestoneapp.com/?reviewId=8924452a-540a-4324-8306-46900c3f9f35&turn=22&action=38\r\n\t// CardIds.ToxicTumbleweed_TumblingAssassinToken_BG28_641t,\r\n];\r\nconst CANT_ATTACK_IDS = [CardIds.ArcaneCannon_BGS_077, CardIds.ArcaneCannon_TB_BaconUps_128];\r\n\r\nexport const buildSingleBoardEntity = (\r\n\tcardId: string,\r\n\tcontrollerHero: BgsPlayerEntity,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tfriendly: boolean,\r\n\tentityId = 1,\r\n\tspawnReborn = false,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tentityToSpawn: BoardEntity,\r\n\toriginalEntity: BoardEntity = null,\r\n): BoardEntity => {\r\n\tconst card = allCards.getCard(cardId);\r\n\tconst attackImmediately = ATTACK_IMMEDIATELY_IDS.indexOf(cardId as CardIds) !== -1;\r\n\tconst newEntity = !!entityToSpawn\r\n\t\t? ({\r\n\t\t\t\t...entityToSpawn,\r\n\t\t\t\tentityId: sharedState.currentEntityId++,\r\n\t\t\t\tdefinitelyDead: false,\r\n\t\t\t\tavengeCurrent: entityToSpawn.avengeDefault,\r\n\t\t\t\tattacking: false,\r\n\t\t\t\tdamageMultiplier: 1,\r\n\t\t\t\tfrenzyChargesLeft: 1,\r\n\t\t\t\tfriendly: friendly,\r\n\t\t\t\thasAttacked: 0,\r\n\t\t } as BoardEntity)\r\n\t\t: addImpliedMechanics(\r\n\t\t\t\t{\r\n\t\t\t\t\tentityId: entityId,\r\n\t\t\t\t\tattack: card.attack,\r\n\t\t\t\t\thasAttacked: 0,\r\n\t\t\t\t\tcardId: cardId,\r\n\t\t\t\t\tdivineShield: hasMechanic(card, 'DIVINE_SHIELD'),\r\n\t\t\t\t\thealth: card.health,\r\n\t\t\t\t\tmaxHealth: card.health,\r\n\t\t\t\t\ttaunt: hasMechanic(card, GameTag[GameTag.TAUNT]),\r\n\t\t\t\t\treborn: hasMechanic(card, 'REBORN'),\r\n\t\t\t\t\tpoisonous: hasMechanic(card, GameTag[GameTag.POISONOUS]),\r\n\t\t\t\t\tvenomous: hasMechanic(card, GameTag[GameTag.VENOMOUS]),\r\n\t\t\t\t\tstealth: hasMechanic(card, GameTag[GameTag.STEALTH]),\r\n\t\t\t\t\twindfury:\r\n\t\t\t\t\t\thasMechanic(card, GameTag[GameTag.WINDFURY]) ||\r\n\t\t\t\t\t\tcard.referencedTags?.includes(GameTag[GameTag.WINDFURY]),\r\n\t\t\t\t\tenchantments: [],\r\n\t\t\t\t\tpendingAttackBuffs: [],\r\n\t\t\t\t\tfriendly: friendly,\r\n\t\t\t\t\tattackImmediately: attackImmediately,\r\n\t\t\t\t\tavengeCurrent: cardsData.avengeValue(cardId),\r\n\t\t\t\t\tavengeDefault: cardsData.avengeValue(cardId),\r\n\t\t\t\t} as BoardEntity,\r\n\t\t\t\tcardsData,\r\n\t\t );\r\n\r\n\tif (spawnReborn && !entityToSpawn) {\r\n\t\tif (cardId === CardIds.BuildAnUndead_PutricidesCreationToken) {\r\n\t\t\tconst stitchedCardId = !!originalEntity.additionalCards?.length ? originalEntity.additionalCards[0] : null;\r\n\t\t\tif (stitchedCardId) {\r\n\t\t\t\tconst stitchedCard = allCards.getCard(stitchedCardId);\r\n\t\t\t\tnewEntity.attack = newEntity.attack + stitchedCard.attack;\r\n\t\t\t\tnewEntity.maxHealth = newEntity.maxHealth + stitchedCard.health;\r\n\t\t\t\tnewEntity.taunt = newEntity.taunt || hasMechanic(stitchedCard, GameTag[GameTag.TAUNT]);\r\n\t\t\t\tnewEntity.divineShield =\r\n\t\t\t\t\tnewEntity.divineShield || hasMechanic(stitchedCard, GameTag[GameTag.DIVINE_SHIELD]);\r\n\t\t\t\tnewEntity.hadDivineShield = newEntity.hadDivineShield || newEntity.divineShield;\r\n\t\t\t\tnewEntity.poisonous = newEntity.poisonous || hasMechanic(stitchedCard, GameTag[GameTag.POISONOUS]);\r\n\t\t\t\tnewEntity.venomous = newEntity.venomous || hasMechanic(stitchedCard, GameTag[GameTag.VENOMOUS]);\r\n\t\t\t\tnewEntity.windfury = newEntity.windfury || hasMechanic(stitchedCard, GameTag[GameTag.WINDFURY]);\r\n\t\t\t\tnewEntity.avengeCurrent = newEntity.avengeCurrent || cardsData.avengeValue(stitchedCardId);\r\n\t\t\t\tnewEntity.avengeDefault = newEntity.avengeDefault || cardsData.avengeValue(stitchedCardId);\r\n\t\t\t}\r\n\t\t} else if (\r\n\t\t\tcardId === CardIds.ZilliaxAssembled_BG29_100_G &&\r\n\t\t\t!!originalEntity.additionalCards?.filter((c) => !!c).length\r\n\t\t) {\r\n\t\t\t// In this case, the base stats are still correct (the golden stats of Zilliax), but the keywords\r\n\t\t\t// can change\r\n\t\t\tfor (const moduleCardId of originalEntity.additionalCards) {\r\n\t\t\t\tconst moduleCard = allCards.getCard(moduleCardId);\r\n\t\t\t\tnewEntity.taunt = newEntity.taunt || hasMechanic(moduleCard, GameTag[GameTag.TAUNT]);\r\n\t\t\t\tnewEntity.divineShield =\r\n\t\t\t\t\tnewEntity.divineShield || hasMechanic(moduleCard, GameTag[GameTag.DIVINE_SHIELD]);\r\n\t\t\t\tnewEntity.hadDivineShield = newEntity.hadDivineShield || newEntity.divineShield;\r\n\t\t\t\tnewEntity.poisonous = newEntity.poisonous || hasMechanic(moduleCard, GameTag[GameTag.POISONOUS]);\r\n\t\t\t\tnewEntity.venomous = newEntity.venomous || hasMechanic(moduleCard, GameTag[GameTag.VENOMOUS]);\r\n\t\t\t\tnewEntity.windfury = newEntity.windfury || hasMechanic(moduleCard, GameTag[GameTag.WINDFURY]);\r\n\t\t\t\tnewEntity.stealth = newEntity.stealth || hasMechanic(moduleCard, GameTag[GameTag.STEALTH]);\r\n\t\t\t}\r\n\t\t}\r\n\t\tnewEntity.health = 1;\r\n\t\tnewEntity.reborn = false;\r\n\t\tnewEntity.scriptDataNum1 = getScriptDataNum1(cardId, originalEntity);\r\n\r\n\t\t// For ghoul-acabra + reborn\r\n\t\t// newEntity.attack += originalEntity.permanentAttack ?? 0;\r\n\t\t// newEntity.health += originalEntity.permanentHealth ?? 0;\r\n\t}\r\n\r\n\tnewEntity.hadDivineShield = newEntity.divineShield || newEntity.hadDivineShield;\r\n\treturn newEntity;\r\n};\r\n\r\nconst getScriptDataNum1 = (cardId: string, originalEntity: BoardEntity): number => {\r\n\tswitch (cardId) {\r\n\t\tcase CardIds.OctosariWrapGod_BG26_804:\r\n\t\t\treturn 8;\r\n\t\tcase CardIds.OctosariWrapGod_BG26_804_G:\r\n\t\t\treturn 16;\r\n\t\tdefault:\r\n\t\t\treturn 0;\r\n\t}\r\n};\r\n\r\nexport const buildRandomUndeadCreation = (\r\n\tcontrollerHero: BgsPlayerEntity,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tfriendly: boolean,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n): BoardEntity => {\r\n\tconst baseCard = pickRandom(cardsData.putricidePool1);\r\n\tconst stitchedCardId =\r\n\t\tbaseCard === CardIds.EternalSummoner_BG25_009\r\n\t\t\t? pickRandom(cardsData.putridicePool2ForEternalSummoner)\r\n\t\t\t: pickRandom(cardsData.putricidePool2);\r\n\tconst newEntity = buildSingleBoardEntity(\r\n\t\tbaseCard,\r\n\t\tcontrollerHero,\r\n\t\tfriendlyBoard,\r\n\t\tallCards,\r\n\t\tfriendly,\r\n\t\tsharedState.currentEntityId++,\r\n\t\tfalse,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tnull,\r\n\t);\r\n\tconst stitchedCard = allCards.getCard(stitchedCardId);\r\n\tnewEntity.attack += stitchedCard.attack;\r\n\tnewEntity.health += stitchedCard.health;\r\n\tnewEntity.taunt = newEntity.taunt || hasMechanic(stitchedCard, GameTag[GameTag.TAUNT]);\r\n\tnewEntity.divineShield = newEntity.divineShield || hasMechanic(stitchedCard, GameTag[GameTag.DIVINE_SHIELD]);\r\n\tnewEntity.poisonous = newEntity.venomous || hasMechanic(stitchedCard, GameTag[GameTag.POISONOUS]);\r\n\tnewEntity.venomous = newEntity.poisonous || hasMechanic(stitchedCard, GameTag[GameTag.VENOMOUS]);\r\n\tnewEntity.windfury = newEntity.windfury || hasMechanic(stitchedCard, GameTag[GameTag.WINDFURY]);\r\n\tnewEntity.avengeCurrent = newEntity.avengeCurrent || cardsData.avengeValue(stitchedCardId);\r\n\tnewEntity.avengeDefault = newEntity.avengeDefault || cardsData.avengeValue(stitchedCardId);\r\n\treturn newEntity;\r\n};\r\n\r\nexport const grantRandomAttack = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tadditionalAttack: number,\r\n\tgameState: FullGameState,\r\n\texcludeSource = false,\r\n): void => {\r\n\tconst candidateBoard = board\r\n\t\t.filter((e) => !excludeSource || e.entityId !== source.entityId)\r\n\t\t.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tif (candidateBoard.length > 0) {\r\n\t\tconst target = candidateBoard[Math.floor(Math.random() * candidateBoard.length)];\r\n\t\tmodifyStats(target, additionalAttack, 0, candidateBoard, hero, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, target, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const grantRandomHealth = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n\texcludeSource = false,\r\n): void => {\r\n\tconst candidateBoard = board\r\n\t\t.filter((e) => !excludeSource || e.entityId !== source.entityId)\r\n\t\t.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tif (candidateBoard.length > 0) {\r\n\t\tconst target = pickRandom(candidateBoard);\r\n\t\tmodifyStats(target, 0, health, board, hero, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, target, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const grantRandomStats = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\trace: Race,\r\n\texcludeSource: boolean,\r\n\tgameState: FullGameState,\r\n): BoardEntity => {\r\n\tif (board.length > 0) {\r\n\t\tconst target: BoardEntity = getRandomAliveMinion(\r\n\t\t\tboard.filter((e) => !!e.cardId).filter((e) => (excludeSource ? e.entityId !== source.entityId : true)),\r\n\t\t\trace,\r\n\t\t\tgameState.allCards,\r\n\t\t);\r\n\t\tif (target) {\r\n\t\t\tmodifyStats(target, attack, health, board, hero, gameState);\r\n\t\t\tif (gameState.spectator) {\r\n\t\t\t\tgameState.spectator.registerPowerTarget(source, target, board, null, null);\r\n\t\t\t}\r\n\t\t\treturn target;\r\n\t\t}\r\n\t}\r\n\treturn null;\r\n};\r\n\r\nexport const grantRandomDivineShield = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst elligibleEntities = board\r\n\t\t.filter((entity) => !entity.divineShield)\r\n\t\t.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\tif (elligibleEntities.length > 0) {\r\n\t\tconst chosen = pickRandom(elligibleEntities);\r\n\t\tupdateDivineShield(chosen, board, true, allCards);\r\n\t\tspectator.registerPowerTarget(source, chosen, board, null, null);\r\n\t}\r\n\t// return board;\r\n};\r\n\r\nexport const updateDivineShield = (\r\n\tentity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\tnewValue: boolean,\r\n\tallCards: AllCardsService,\r\n): void => {\r\n\t// if ((entity.divineShield ?? false) === newValue) {\r\n\t// \treturn;\r\n\t// }\r\n\tentity.hadDivineShield = newValue || entity.divineShield || entity.hadDivineShield;\r\n\tentity.divineShield = newValue;\r\n\tif (entity.divineShield) {\r\n\t\tconst boardForDrake = board;\r\n\t\tconst statsBonus =\r\n\t\t\t8 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t16 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\t// Don't trigger all \"on attack changed\" effects, since it's an aura\r\n\t\tentity.attack += statsBonus;\r\n\t} else {\r\n\t\t// Also consider itself\r\n\t\tconst boardForDrake = board;\r\n\t\tconst statsBonus =\r\n\t\t\t8 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t16 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\tentity.attack -= statsBonus;\r\n\t}\r\n};\r\n\r\nexport const grantAllDivineShield = (board: BoardEntity[], tribe: string, cards: AllCardsService): void => {\r\n\tconst elligibleEntities = board\r\n\t\t.filter((entity) => !entity.divineShield)\r\n\t\t.filter((entity) => isCorrectTribe(cards.getCard(entity.cardId).races, getRaceEnum(tribe)));\r\n\tfor (const entity of elligibleEntities) {\r\n\t\tupdateDivineShield(entity, board, true, cards);\r\n\t}\r\n};\r\n\r\nexport const getRandomAliveMinion = (board: BoardEntity[], race: Race, allCards: AllCardsService): BoardEntity => {\r\n\tconst validTribes = board\r\n\t\t.filter((e) => !race || isCorrectTribe(allCards.getCard(e?.cardId).races, race))\r\n\t\t.filter((e) => !!e?.health && !e.definitelyDead);\r\n\tif (!validTribes.length) {\r\n\t\treturn null;\r\n\t}\r\n\tconst randomIndex = Math.floor(Math.random() * validTribes.length);\r\n\treturn validTribes[randomIndex];\r\n};\r\n\r\nexport const getRandomRevivableMinion = (board: BoardEntity[], race: Race, allCards: AllCardsService): BoardEntity => {\r\n\tconst validTribes = board\r\n\t\t.filter((e) => !race || isCorrectTribe(allCards.getCard(e?.cardId).races, race))\r\n\t\t.filter((e) => !e.definitelyDead);\r\n\tif (!validTribes.length) {\r\n\t\treturn null;\r\n\t}\r\n\tconst randomIndex = Math.floor(Math.random() * validTribes.length);\r\n\treturn validTribes[randomIndex];\r\n};\r\n\r\nexport const getRandomMinionWithHighestHealth = (board: BoardEntity[]): BoardEntity => {\r\n\tif (!board.length) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tconst highestHealth = Math.max(...board.map((e) => e.health));\r\n\tconst validMinions = board.filter((e) => e.health === highestHealth);\r\n\treturn validMinions[Math.floor(Math.random() * validMinions.length)];\r\n};\r\n\r\nexport const addStatsToBoard = (\r\n\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n\ttribe?: string,\r\n\t// permanentUpgrade = false,\r\n): void => {\r\n\tfor (const entity of board) {\r\n\t\tif (!tribe || hasCorrectTribe(entity, Race[tribe], gameState.allCards)) {\r\n\t\t\tmodifyStats(entity, attack, health, board, hero, gameState);\r\n\t\t\tgameState.spectator?.registerPowerTarget(sourceEntity, entity, board, null, null);\r\n\t\t\t// if (permanentUpgrade) {\r\n\t\t\t// \tentity.permanentAttack = (entity.permanentAttack ?? 0) + attack;\r\n\t\t\t// \tentity.permanentHealth = (entity.permanentHealth ?? 0) + health;\r\n\t\t\t// }\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const grantStatsToMinionsOfEachType = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n\tnumberOfDifferentTypes = 99,\r\n\tcanRevive = true,\r\n): void => {\r\n\tconst minionsToBuff = getMinionsOfDifferentTypes(board, gameState, canRevive, numberOfDifferentTypes);\r\n\tfor (const entity of minionsToBuff) {\r\n\t\tmodifyStats(entity, attack, health, board, hero, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, entity, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const getMinionsOfDifferentTypes = (\r\n\tboard: BoardEntity[],\r\n\tgameState: FullGameState,\r\n\tcanRevive = true,\r\n\tnumberOfDifferentTypes = 99,\r\n): BoardEntity[] => {\r\n\tconst result: BoardEntity[] = [];\r\n\tif (board.length > 0) {\r\n\t\tlet boardCopy = board.filter((e) => !gameState.allCards.getCard(e.cardId).races?.includes(Race[Race.ALL]));\r\n\t\tconst allRaces = shuffleArray(ALL_BG_RACES);\r\n\t\tlet typesBuffed = 0;\r\n\t\tconst racesProcessed = [];\r\n\t\tfor (let i = 1; i <= 2; i++) {\r\n\t\t\tfor (const tribe of allRaces) {\r\n\t\t\t\tconst minionsWithRaces = boardCopy\r\n\t\t\t\t\t.filter((e) => gameState.allCards.getCard(e.cardId).races?.length === i)\r\n\t\t\t\t\t.filter((e) =>\r\n\t\t\t\t\t\tgameState.allCards.getCard(e.cardId).races.some((r) => !racesProcessed.includes(Race[r])),\r\n\t\t\t\t\t);\r\n\t\t\t\tif (typesBuffed >= numberOfDifferentTypes) {\r\n\t\t\t\t\treturn result;\r\n\t\t\t\t}\r\n\t\t\t\t// const tribeStr = Race[tribe];\r\n\t\t\t\t// const minionWithRevive = getRandomRevivableMinion(boardCopy, tribe, gameState.allCards);\r\n\t\t\t\t// const boardDebug = minionsWithRaces.map((e) => ({\r\n\t\t\t\t// \tname: gameState.allCards.getCard(e.cardId).name,\r\n\t\t\t\t// \traces: gameState.allCards.getCard(e.cardId).races?.join(','),\r\n\t\t\t\t// }));\r\n\t\t\t\tconst validMinion: BoardEntity = canRevive\r\n\t\t\t\t\t? getRandomRevivableMinion(minionsWithRaces, tribe, gameState.allCards)\r\n\t\t\t\t\t: getRandomAliveMinion(minionsWithRaces, tribe, gameState.allCards);\r\n\t\t\t\tif (validMinion) {\r\n\t\t\t\t\tresult.push(validMinion);\r\n\t\t\t\t\tboardCopy = boardCopy.filter((e) => e !== validMinion);\r\n\t\t\t\t\ttypesBuffed++;\r\n\t\t\t\t\tracesProcessed.push(tribe);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\tresult.push(...board.filter((e) => gameState.allCards.getCard(e.cardId).races?.includes(Race[Race.ALL])));\r\n\t}\r\n\treturn result;\r\n};\r\n\r\nexport const hasMechanic = (card: ReferenceCard, mechanic: string): boolean => {\r\n\treturn card.mechanics?.includes(mechanic);\r\n};\r\n\r\nexport const hasCorrectTribe = (entity: BoardEntity, targetTribe: Race, allCards: AllCardsService): boolean => {\r\n\treturn isCorrectTribe(allCards.getCard(entity.cardId).races, targetTribe);\r\n};\r\n\r\nexport const isCorrectTribe = (cardRaces: readonly string[], targetTribe: Race): boolean => {\r\n\tif (!cardRaces?.length) {\r\n\t\treturn false;\r\n\t}\r\n\treturn cardRaces\r\n\t\t.map((cardRace) => getRaceEnum(cardRace))\r\n\t\t.some((raceEnum) => raceEnum === Race.ALL || raceEnum === targetTribe);\r\n};\r\n\r\nexport const getRaceEnum = (race: string): Race => {\r\n\treturn Race[race];\r\n};\r\n\r\nexport const addImpliedMechanics = (entity: BoardEntity, cardsData: CardsData): BoardEntity => {\r\n\tconst cleave = CLEAVE_IDS.indexOf(entity.cardId as CardIds) !== -1;\r\n\tconst cantAttack = CANT_ATTACK_IDS.indexOf(entity.cardId as CardIds) !== -1;\r\n\tentity.cleave = cleave;\r\n\tentity.cantAttack = cantAttack;\r\n\tentity.divineShield = entity.divineShield || entity.hadDivineShield;\r\n\tentity.immuneWhenAttackCharges =\r\n\t\tentity.cardId === CardIds.Warpwing_BG24_004 || entity.cardId === CardIds.Warpwing_BG24_004_G ? 99999 : null;\r\n\tentity.frenzyChargesLeft =\r\n\t\tentity.cardId === CardIds.BristlebackKnight_BG20_204_G\r\n\t\t\t? 2\r\n\t\t\t: entity.cardId === CardIds.BristlebackKnight_BG20_204\r\n\t\t\t? 1\r\n\t\t\t: 0;\r\n\t// It's not an issue adding a charge for entities without a special ability\r\n\tentity.abiityChargesLeft = [\r\n\t\tCardIds.MarineMatriarch_BG29_610,\r\n\t\tCardIds.MarineMatriarch_BG29_610_G,\r\n\t\tCardIds.SoftHeartedSiren_BG26_590,\r\n\t\tCardIds.SoftHeartedSiren_BG26_590_G,\r\n\t\tCardIds.LongJohnCopper_BG29_831,\r\n\t\tCardIds.LongJohnCopper_BG29_831_G,\r\n\t\tCardIds.BristlingBuffoon_BG29_160,\r\n\t\tCardIds.BristlingBuffoon_BG29_160_G,\r\n\t].includes(entity.cardId as CardIds)\r\n\t\t? 3\r\n\t\t: [\r\n\t\t\t\tCardIds.TransmutedBramblewitch_BG27_013_G,\r\n\t\t\t\tCardIds.Mannoroth_BG27_507_G,\r\n\t\t\t\tCardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy_G,\r\n\t\t\t\tCardIds.MadMatador_BG28_404_G,\r\n\t\t\t\tCardIds.WingedChimera_BG29_844,\r\n\t\t\t\tCardIds.WingedChimera_BG29_844_G,\r\n\t\t ].includes(entity.cardId as CardIds)\r\n\t\t? 2\r\n\t\t: 1;\r\n\r\n\treturn setImplicitDataForEntity(entity, cardsData);\r\n};\r\n\r\nconst setImplicitDataForEntity = (entity: BoardEntity, cardsData: CardsData): BoardEntity => {\r\n\tentity.cardId = normalizeCardIdForSkin(entity.cardId);\r\n\tentity.maxHealth = Math.max(0, entity.health, entity.maxHealth);\r\n\tconst avengeValue = cardsData.avengeValue(entity.cardId);\r\n\tif (avengeValue > 0) {\r\n\t\tentity.avengeCurrent = avengeValue;\r\n\t\tentity.avengeDefault = avengeValue;\r\n\t}\r\n\treturn entity;\r\n};\r\n\r\nexport const normalizeCardIdForSkin = (cardId: string): string => {\r\n\tif (!cardId?.length) {\r\n\t\treturn cardId;\r\n\t}\r\n\tconst skinMatch = cardId.match(/(.*)_SKIN_.*/);\r\n\tif (skinMatch) {\r\n\t\treturn skinMatch[1];\r\n\t}\r\n\treturn cardId;\r\n};\r\n\r\nexport const stringifySimple = (board: readonly BoardEntity[], allCards: AllCardsService = null): string => {\r\n\treturn '[' + board.map((entity) => stringifySimpleCard(entity, allCards)).join(', ') + ']';\r\n};\r\n\r\nexport const stringifySimpleCard = (entity: BoardEntity, allCards: AllCardsService = null): string => {\r\n\treturn entity ? `${allCards?.getCard(entity.cardId)?.name ?? entity.cardId}/atk=${entity.attack}` : null;\r\n};\r\n\r\nexport const isFish = (entity: BoardEntity): boolean => {\r\n\treturn (\r\n\t\tentity.cardId.startsWith(CardIds.AvatarOfNzoth_FishOfNzothToken) ||\r\n\t\tentity.cardId.startsWith(CardIds.FishOfNzoth) ||\r\n\t\tentity.additionalCards?.includes(CardIds.DevourerOfSouls_BG_RLK_538)\r\n\t);\r\n};\r\n\r\nexport const isPilotedWhirlOTron = (entity: BoardEntity): boolean => {\r\n\treturn entity.cardId.startsWith(CardIds.PilotedWhirlOTron_BG21_HERO_030_Buddy);\r\n};\r\n\r\nexport const isGolden = (cardId: string, allCards: AllCardsService): boolean => {\r\n\treturn !!allCards.getCard(cardId).battlegroundsNormalDbfId;\r\n};\r\n\r\nexport const getPlayerState = (gameState: GameState, hero: BgsPlayerEntity): PlayerState => {\r\n\treturn gameState.player.player === hero\r\n\t\t? gameState.player\r\n\t\t: gameState.player.teammate?.player === hero\r\n\t\t? gameState.player.teammate\r\n\t\t: gameState.opponent.player === hero\r\n\t\t? gameState.opponent\r\n\t\t: gameState.opponent.teammate?.player === hero\r\n\t\t? gameState.opponent.teammate\r\n\t\t: null;\r\n};\r\n\r\nexport const getTeammateInitialState = (gameState: GameState, hero: BgsPlayerEntity): PlayerState => {\r\n\treturn gameState.playerInitial.player?.entityId === hero?.entityId\r\n\t\t? gameState.playerInitial.teammate\r\n\t\t: gameState.playerInitial.teammate?.player?.entityId === hero?.entityId\r\n\t\t? gameState.playerInitial\r\n\t\t: gameState.opponentInitial.player?.entityId === hero?.entityId\r\n\t\t? gameState.opponentInitial.teammate\r\n\t\t: gameState.opponentInitial.teammate?.player?.entityId === hero?.entityId\r\n\t\t? gameState.opponentInitial\r\n\t\t: null;\r\n};\r\n"]}
|
|
1
|
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { ALL_BG_RACES, AllCardsService, CardIds, GameTag, Race, ReferenceCard } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from './bgs-player-entity';\r\nimport { BoardEntity } from './board-entity';\r\nimport { BoardSecret } from './board-secret';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { pickRandom, shuffleArray } from './services/utils';\r\nimport { FullGameState, GameState, PlayerState } from './simulation/internal-game-state';\r\nimport { SharedState } from './simulation/shared-state';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\nimport { modifyStats } from './simulation/stats';\r\n\r\nconst CLEAVE_IDS = [\r\n\tCardIds.CaveHydra_BG_LOOT_078,\r\n\tCardIds.CaveHydra_TB_BaconUps_151,\r\n\tCardIds.FoeReaper4000_BG_GVG_113,\r\n\tCardIds.FoeReaper4000_TB_BaconUps_153,\r\n\tCardIds.BladeCollector_BG26_817,\r\n\tCardIds.BladeCollector_BG26_817_G,\r\n];\r\nconst ATTACK_IMMEDIATELY_IDS = [\r\n\tCardIds.Scallywag_SkyPirateToken_BGS_061t,\r\n\tCardIds.Scallywag_SkyPirateToken_TB_BaconUps_141t,\r\n\tCardIds.Onyxia_OnyxianWhelpToken,\r\n\t// The token doesn't attack immediately natively, only when spawned by the spell\r\n\t// See http://replays.firestoneapp.com/?reviewId=8924452a-540a-4324-8306-46900c3f9f35&turn=22&action=38\r\n\t// CardIds.ToxicTumbleweed_TumblingAssassinToken_BG28_641t,\r\n];\r\nconst CANT_ATTACK_IDS = [CardIds.ArcaneCannon_BGS_077, CardIds.ArcaneCannon_TB_BaconUps_128];\r\n\r\nexport const buildSingleBoardEntity = (\r\n\tcardId: string,\r\n\tcontrollerHero: BgsPlayerEntity,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tfriendly: boolean,\r\n\tentityId = 1,\r\n\tspawnReborn = false,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n\tentityToSpawn: BoardEntity,\r\n\toriginalEntity: BoardEntity = null,\r\n): BoardEntity => {\r\n\tconst card = allCards.getCard(cardId);\r\n\tconst attackImmediately = ATTACK_IMMEDIATELY_IDS.indexOf(cardId as CardIds) !== -1;\r\n\tconst newEntity = !!entityToSpawn\r\n\t\t? ({\r\n\t\t\t\t...entityToSpawn,\r\n\t\t\t\tentityId: sharedState.currentEntityId++,\r\n\t\t\t\tdefinitelyDead: false,\r\n\t\t\t\tavengeCurrent: entityToSpawn.avengeDefault,\r\n\t\t\t\tattacking: false,\r\n\t\t\t\tdamageMultiplier: 1,\r\n\t\t\t\tfrenzyChargesLeft: 1,\r\n\t\t\t\tfriendly: friendly,\r\n\t\t\t\thasAttacked: 0,\r\n\t\t } as BoardEntity)\r\n\t\t: addImpliedMechanics(\r\n\t\t\t\t{\r\n\t\t\t\t\tentityId: entityId,\r\n\t\t\t\t\tattack: card.attack,\r\n\t\t\t\t\thasAttacked: 0,\r\n\t\t\t\t\tcardId: cardId,\r\n\t\t\t\t\tdivineShield: hasMechanic(card, 'DIVINE_SHIELD'),\r\n\t\t\t\t\thealth: card.health,\r\n\t\t\t\t\tmaxHealth: card.health,\r\n\t\t\t\t\ttaunt: hasMechanic(card, GameTag[GameTag.TAUNT]),\r\n\t\t\t\t\treborn: hasMechanic(card, 'REBORN'),\r\n\t\t\t\t\tpoisonous: hasMechanic(card, GameTag[GameTag.POISONOUS]),\r\n\t\t\t\t\tvenomous: hasMechanic(card, GameTag[GameTag.VENOMOUS]),\r\n\t\t\t\t\tstealth: hasMechanic(card, GameTag[GameTag.STEALTH]),\r\n\t\t\t\t\twindfury:\r\n\t\t\t\t\t\thasMechanic(card, GameTag[GameTag.WINDFURY]) ||\r\n\t\t\t\t\t\tcard.referencedTags?.includes(GameTag[GameTag.WINDFURY]),\r\n\t\t\t\t\tenchantments: [],\r\n\t\t\t\t\tpendingAttackBuffs: [],\r\n\t\t\t\t\tfriendly: friendly,\r\n\t\t\t\t\tattackImmediately: attackImmediately,\r\n\t\t\t\t\tavengeCurrent: cardsData.avengeValue(cardId),\r\n\t\t\t\t\tavengeDefault: cardsData.avengeValue(cardId),\r\n\t\t\t\t} as BoardEntity,\r\n\t\t\t\tcardsData,\r\n\t\t );\r\n\r\n\tif (spawnReborn && !entityToSpawn) {\r\n\t\tif (cardId === CardIds.BuildAnUndead_PutricidesCreationToken) {\r\n\t\t\tconst stitchedCardId = !!originalEntity.additionalCards?.length ? originalEntity.additionalCards[0] : null;\r\n\t\t\tif (stitchedCardId) {\r\n\t\t\t\tconst stitchedCard = allCards.getCard(stitchedCardId);\r\n\t\t\t\tnewEntity.attack = newEntity.attack + stitchedCard.attack;\r\n\t\t\t\tnewEntity.maxHealth = newEntity.maxHealth + stitchedCard.health;\r\n\t\t\t\tnewEntity.taunt = newEntity.taunt || hasMechanic(stitchedCard, GameTag[GameTag.TAUNT]);\r\n\t\t\t\tnewEntity.divineShield =\r\n\t\t\t\t\tnewEntity.divineShield || hasMechanic(stitchedCard, GameTag[GameTag.DIVINE_SHIELD]);\r\n\t\t\t\tnewEntity.hadDivineShield = newEntity.hadDivineShield || newEntity.divineShield;\r\n\t\t\t\tnewEntity.poisonous = newEntity.poisonous || hasMechanic(stitchedCard, GameTag[GameTag.POISONOUS]);\r\n\t\t\t\tnewEntity.venomous = newEntity.venomous || hasMechanic(stitchedCard, GameTag[GameTag.VENOMOUS]);\r\n\t\t\t\tnewEntity.windfury = newEntity.windfury || hasMechanic(stitchedCard, GameTag[GameTag.WINDFURY]);\r\n\t\t\t\tnewEntity.avengeCurrent = newEntity.avengeCurrent || cardsData.avengeValue(stitchedCardId);\r\n\t\t\t\tnewEntity.avengeDefault = newEntity.avengeDefault || cardsData.avengeValue(stitchedCardId);\r\n\t\t\t}\r\n\t\t} else if (\r\n\t\t\tcardId === CardIds.ZilliaxAssembled_BG29_100_G &&\r\n\t\t\t!!originalEntity.additionalCards?.filter((c) => !!c).length\r\n\t\t) {\r\n\t\t\t// In this case, the base stats are still correct (the golden stats of Zilliax), but the keywords\r\n\t\t\t// can change\r\n\t\t\tfor (const moduleCardId of originalEntity.additionalCards) {\r\n\t\t\t\tconst moduleCard = allCards.getCard(moduleCardId);\r\n\t\t\t\tnewEntity.taunt = newEntity.taunt || hasMechanic(moduleCard, GameTag[GameTag.TAUNT]);\r\n\t\t\t\tnewEntity.divineShield =\r\n\t\t\t\t\tnewEntity.divineShield || hasMechanic(moduleCard, GameTag[GameTag.DIVINE_SHIELD]);\r\n\t\t\t\tnewEntity.hadDivineShield = newEntity.hadDivineShield || newEntity.divineShield;\r\n\t\t\t\tnewEntity.poisonous = newEntity.poisonous || hasMechanic(moduleCard, GameTag[GameTag.POISONOUS]);\r\n\t\t\t\tnewEntity.venomous = newEntity.venomous || hasMechanic(moduleCard, GameTag[GameTag.VENOMOUS]);\r\n\t\t\t\tnewEntity.windfury = newEntity.windfury || hasMechanic(moduleCard, GameTag[GameTag.WINDFURY]);\r\n\t\t\t\tnewEntity.stealth = newEntity.stealth || hasMechanic(moduleCard, GameTag[GameTag.STEALTH]);\r\n\t\t\t}\r\n\t\t}\r\n\t\tnewEntity.health = 1;\r\n\t\tnewEntity.reborn = false;\r\n\t\tnewEntity.scriptDataNum1 = getScriptDataNum1(cardId, originalEntity);\r\n\r\n\t\t// For ghoul-acabra + reborn\r\n\t\t// newEntity.attack += originalEntity.permanentAttack ?? 0;\r\n\t\t// newEntity.health += originalEntity.permanentHealth ?? 0;\r\n\t}\r\n\r\n\tnewEntity.hadDivineShield = newEntity.divineShield || newEntity.hadDivineShield;\r\n\treturn newEntity;\r\n};\r\n\r\nconst getScriptDataNum1 = (cardId: string, originalEntity: BoardEntity): number => {\r\n\tswitch (cardId) {\r\n\t\tcase CardIds.OctosariWrapGod_BG26_804:\r\n\t\t\treturn 8;\r\n\t\tcase CardIds.OctosariWrapGod_BG26_804_G:\r\n\t\t\treturn 16;\r\n\t\tdefault:\r\n\t\t\treturn 0;\r\n\t}\r\n};\r\n\r\nexport const buildRandomUndeadCreation = (\r\n\tcontrollerHero: BgsPlayerEntity,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tfriendly: boolean,\r\n\tcardsData: CardsData,\r\n\tsharedState: SharedState,\r\n): BoardEntity => {\r\n\tconst baseCard = pickRandom(cardsData.putricidePool1);\r\n\tconst stitchedCardId =\r\n\t\tbaseCard === CardIds.EternalSummoner_BG25_009\r\n\t\t\t? pickRandom(cardsData.putridicePool2ForEternalSummoner)\r\n\t\t\t: pickRandom(cardsData.putricidePool2);\r\n\tconst newEntity = buildSingleBoardEntity(\r\n\t\tbaseCard,\r\n\t\tcontrollerHero,\r\n\t\tfriendlyBoard,\r\n\t\tallCards,\r\n\t\tfriendly,\r\n\t\tsharedState.currentEntityId++,\r\n\t\tfalse,\r\n\t\tcardsData,\r\n\t\tsharedState,\r\n\t\tnull,\r\n\t);\r\n\tconst stitchedCard = allCards.getCard(stitchedCardId);\r\n\tnewEntity.attack += stitchedCard.attack;\r\n\tnewEntity.health += stitchedCard.health;\r\n\tnewEntity.taunt = newEntity.taunt || hasMechanic(stitchedCard, GameTag[GameTag.TAUNT]);\r\n\tnewEntity.divineShield = newEntity.divineShield || hasMechanic(stitchedCard, GameTag[GameTag.DIVINE_SHIELD]);\r\n\tnewEntity.poisonous = newEntity.venomous || hasMechanic(stitchedCard, GameTag[GameTag.POISONOUS]);\r\n\tnewEntity.venomous = newEntity.poisonous || hasMechanic(stitchedCard, GameTag[GameTag.VENOMOUS]);\r\n\tnewEntity.windfury = newEntity.windfury || hasMechanic(stitchedCard, GameTag[GameTag.WINDFURY]);\r\n\tnewEntity.avengeCurrent = newEntity.avengeCurrent || cardsData.avengeValue(stitchedCardId);\r\n\tnewEntity.avengeDefault = newEntity.avengeDefault || cardsData.avengeValue(stitchedCardId);\r\n\treturn newEntity;\r\n};\r\n\r\nexport const grantRandomAttack = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tadditionalAttack: number,\r\n\tgameState: FullGameState,\r\n\texcludeSource = false,\r\n): void => {\r\n\tconst candidateBoard = board\r\n\t\t.filter((e) => !excludeSource || e.entityId !== source.entityId)\r\n\t\t.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tif (candidateBoard.length > 0) {\r\n\t\tconst target = candidateBoard[Math.floor(Math.random() * candidateBoard.length)];\r\n\t\tmodifyStats(target, additionalAttack, 0, candidateBoard, hero, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, target, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const grantRandomHealth = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n\texcludeSource = false,\r\n): void => {\r\n\tconst candidateBoard = board\r\n\t\t.filter((e) => !excludeSource || e.entityId !== source.entityId)\r\n\t\t.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tif (candidateBoard.length > 0) {\r\n\t\tconst target = pickRandom(candidateBoard);\r\n\t\tmodifyStats(target, 0, health, board, hero, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, target, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const grantRandomStats = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\trace: Race,\r\n\texcludeSource: boolean,\r\n\tgameState: FullGameState,\r\n): BoardEntity => {\r\n\tif (board.length > 0) {\r\n\t\tconst target: BoardEntity = getRandomAliveMinion(\r\n\t\t\tboard.filter((e) => !!e.cardId).filter((e) => (excludeSource ? e.entityId !== source.entityId : true)),\r\n\t\t\trace,\r\n\t\t\tgameState.allCards,\r\n\t\t);\r\n\t\tif (target) {\r\n\t\t\tmodifyStats(target, attack, health, board, hero, gameState);\r\n\t\t\tif (gameState.spectator) {\r\n\t\t\t\tgameState.spectator.registerPowerTarget(source, target, board, null, null);\r\n\t\t\t}\r\n\t\t\treturn target;\r\n\t\t}\r\n\t}\r\n\treturn null;\r\n};\r\n\r\nexport const grantRandomDivineShield = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n): void => {\r\n\tconst elligibleEntities = board\r\n\t\t.filter((entity) => !entity.divineShield)\r\n\t\t.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\tif (elligibleEntities.length > 0) {\r\n\t\tconst chosen = pickRandom(elligibleEntities);\r\n\t\tupdateDivineShield(chosen, board, true, allCards);\r\n\t\tspectator.registerPowerTarget(source, chosen, board, null, null);\r\n\t}\r\n\t// return board;\r\n};\r\n\r\nexport const updateDivineShield = (\r\n\tentity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\tnewValue: boolean,\r\n\tallCards: AllCardsService,\r\n): void => {\r\n\t// if ((entity.divineShield ?? false) === newValue) {\r\n\t// \treturn;\r\n\t// }\r\n\tentity.hadDivineShield = newValue || entity.divineShield || entity.hadDivineShield;\r\n\tentity.divineShield = newValue;\r\n\tif (entity.divineShield) {\r\n\t\tconst boardForDrake = board;\r\n\t\tconst statsBonus =\r\n\t\t\t8 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t16 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\t// Don't trigger all \"on attack changed\" effects, since it's an aura\r\n\t\tentity.attack += statsBonus;\r\n\t} else {\r\n\t\t// Also consider itself\r\n\t\tconst boardForDrake = board;\r\n\t\tconst statsBonus =\r\n\t\t\t8 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t16 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\tentity.attack -= statsBonus;\r\n\t}\r\n};\r\n\r\nexport const grantAllDivineShield = (board: BoardEntity[], tribe: string, cards: AllCardsService): void => {\r\n\tconst elligibleEntities = board\r\n\t\t.filter((entity) => !entity.divineShield)\r\n\t\t.filter((entity) => isCorrectTribe(cards.getCard(entity.cardId).races, getRaceEnum(tribe)));\r\n\tfor (const entity of elligibleEntities) {\r\n\t\tupdateDivineShield(entity, board, true, cards);\r\n\t}\r\n};\r\n\r\nexport const getRandomAliveMinion = (board: BoardEntity[], race: Race, allCards: AllCardsService): BoardEntity => {\r\n\tconst validTribes = board\r\n\t\t.filter((e) => !race || isCorrectTribe(allCards.getCard(e?.cardId).races, race))\r\n\t\t.filter((e) => !!e?.health && !e.definitelyDead);\r\n\tif (!validTribes.length) {\r\n\t\treturn null;\r\n\t}\r\n\tconst randomIndex = Math.floor(Math.random() * validTribes.length);\r\n\treturn validTribes[randomIndex];\r\n};\r\n\r\nexport const getRandomRevivableMinion = (board: BoardEntity[], race: Race, allCards: AllCardsService): BoardEntity => {\r\n\tconst validTribes = board\r\n\t\t.filter((e) => !race || isCorrectTribe(allCards.getCard(e?.cardId).races, race))\r\n\t\t.filter((e) => !e.definitelyDead);\r\n\tif (!validTribes.length) {\r\n\t\treturn null;\r\n\t}\r\n\tconst randomIndex = Math.floor(Math.random() * validTribes.length);\r\n\treturn validTribes[randomIndex];\r\n};\r\n\r\nexport const getRandomMinionWithHighestHealth = (board: BoardEntity[]): BoardEntity => {\r\n\tif (!board.length) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tconst highestHealth = Math.max(...board.map((e) => e.health));\r\n\tconst validMinions = board.filter((e) => e.health === highestHealth);\r\n\treturn validMinions[Math.floor(Math.random() * validMinions.length)];\r\n};\r\n\r\nexport const addStatsToBoard = (\r\n\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardSecret,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n\ttribe?: string,\r\n\t// permanentUpgrade = false,\r\n): void => {\r\n\tfor (const entity of board) {\r\n\t\tif (!tribe || hasCorrectTribe(entity, Race[tribe], gameState.allCards)) {\r\n\t\t\tmodifyStats(entity, attack, health, board, hero, gameState);\r\n\t\t\tgameState.spectator?.registerPowerTarget(sourceEntity, entity, board, null, null);\r\n\t\t\t// if (permanentUpgrade) {\r\n\t\t\t// \tentity.permanentAttack = (entity.permanentAttack ?? 0) + attack;\r\n\t\t\t// \tentity.permanentHealth = (entity.permanentHealth ?? 0) + health;\r\n\t\t\t// }\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const grantStatsToMinionsOfEachType = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tattack: number,\r\n\thealth: number,\r\n\tgameState: FullGameState,\r\n\tnumberOfDifferentTypes = 99,\r\n\tcanRevive = true,\r\n): void => {\r\n\tconst minionsToBuff = getMinionsOfDifferentTypes(board, gameState, canRevive, numberOfDifferentTypes);\r\n\tfor (const entity of minionsToBuff) {\r\n\t\tmodifyStats(entity, attack, health, board, hero, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, entity, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const getMinionsOfDifferentTypes = (\r\n\tboard: BoardEntity[],\r\n\tgameState: FullGameState,\r\n\tcanRevive = true,\r\n\tnumberOfDifferentTypes = 99,\r\n): BoardEntity[] => {\r\n\tconst result: BoardEntity[] = [];\r\n\tif (board.length > 0) {\r\n\t\tlet boardCopy = board.filter((e) => !gameState.allCards.getCard(e.cardId).races?.includes(Race[Race.ALL]));\r\n\t\tconst allRaces = shuffleArray(ALL_BG_RACES);\r\n\t\tlet typesBuffed = 0;\r\n\t\tconst racesProcessed = [];\r\n\t\tfor (let i = 1; i <= 2; i++) {\r\n\t\t\tfor (const tribe of allRaces) {\r\n\t\t\t\tconst minionsWithRaces = boardCopy\r\n\t\t\t\t\t.filter((e) => gameState.allCards.getCard(e.cardId).races?.length === i)\r\n\t\t\t\t\t.filter((e) =>\r\n\t\t\t\t\t\tgameState.allCards.getCard(e.cardId).races.some((r) => !racesProcessed.includes(Race[r])),\r\n\t\t\t\t\t);\r\n\t\t\t\tif (typesBuffed >= numberOfDifferentTypes) {\r\n\t\t\t\t\treturn result;\r\n\t\t\t\t}\r\n\t\t\t\t// const tribeStr = Race[tribe];\r\n\t\t\t\t// const minionWithRevive = getRandomRevivableMinion(boardCopy, tribe, gameState.allCards);\r\n\t\t\t\t// const boardDebug = minionsWithRaces.map((e) => ({\r\n\t\t\t\t// \tname: gameState.allCards.getCard(e.cardId).name,\r\n\t\t\t\t// \traces: gameState.allCards.getCard(e.cardId).races?.join(','),\r\n\t\t\t\t// }));\r\n\t\t\t\tconst validMinion: BoardEntity = canRevive\r\n\t\t\t\t\t? getRandomRevivableMinion(minionsWithRaces, tribe, gameState.allCards)\r\n\t\t\t\t\t: getRandomAliveMinion(minionsWithRaces, tribe, gameState.allCards);\r\n\t\t\t\tif (validMinion) {\r\n\t\t\t\t\tresult.push(validMinion);\r\n\t\t\t\t\tboardCopy = boardCopy.filter((e) => e !== validMinion);\r\n\t\t\t\t\ttypesBuffed++;\r\n\t\t\t\t\tracesProcessed.push(tribe);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\tresult.push(...board.filter((e) => gameState.allCards.getCard(e.cardId).races?.includes(Race[Race.ALL])));\r\n\t}\r\n\treturn result;\r\n};\r\n\r\nexport const hasMechanic = (card: ReferenceCard, mechanic: string): boolean => {\r\n\treturn card.mechanics?.includes(mechanic);\r\n};\r\n\r\nexport const hasCorrectTribe = (entity: BoardEntity, targetTribe: Race, allCards: AllCardsService): boolean => {\r\n\treturn isCorrectTribe(allCards.getCard(entity.cardId).races, targetTribe);\r\n};\r\n\r\nexport const isCorrectTribe = (cardRaces: readonly string[], targetTribe: Race): boolean => {\r\n\tif (!cardRaces?.length) {\r\n\t\treturn false;\r\n\t}\r\n\treturn cardRaces\r\n\t\t.map((cardRace) => getRaceEnum(cardRace))\r\n\t\t.some((raceEnum) => raceEnum === Race.ALL || raceEnum === targetTribe);\r\n};\r\n\r\nexport const getRaceEnum = (race: string): Race => {\r\n\treturn Race[race];\r\n};\r\n\r\nexport const addImpliedMechanics = (entity: BoardEntity, cardsData: CardsData): BoardEntity => {\r\n\tconst cleave = CLEAVE_IDS.indexOf(entity.cardId as CardIds) !== -1;\r\n\tconst cantAttack = CANT_ATTACK_IDS.indexOf(entity.cardId as CardIds) !== -1;\r\n\tentity.cleave = cleave;\r\n\tentity.cantAttack = cantAttack;\r\n\tentity.divineShield = entity.divineShield || entity.hadDivineShield;\r\n\tentity.immuneWhenAttackCharges =\r\n\t\tentity.cardId === CardIds.Warpwing_BG24_004 || entity.cardId === CardIds.Warpwing_BG24_004_G ? 99999 : null;\r\n\tentity.frenzyChargesLeft =\r\n\t\tentity.cardId === CardIds.BristlebackKnight_BG20_204_G\r\n\t\t\t? 2\r\n\t\t\t: entity.cardId === CardIds.BristlebackKnight_BG20_204\r\n\t\t\t? 1\r\n\t\t\t: 0;\r\n\t// It's not an issue adding a charge for entities without a special ability\r\n\tentity.abiityChargesLeft = [\r\n\t\tCardIds.MarineMatriarch_BG29_610,\r\n\t\tCardIds.MarineMatriarch_BG29_610_G,\r\n\t\tCardIds.SoftHeartedSiren_BG26_590,\r\n\t\tCardIds.SoftHeartedSiren_BG26_590_G,\r\n\t\tCardIds.LongJohnCopper_BG29_831,\r\n\t\tCardIds.LongJohnCopper_BG29_831_G,\r\n\t\tCardIds.BristlingBuffoon_BG29_160,\r\n\t\tCardIds.BristlingBuffoon_BG29_160_G,\r\n\t].includes(entity.cardId as CardIds)\r\n\t\t? 3\r\n\t\t: [\r\n\t\t\t\tCardIds.TransmutedBramblewitch_BG27_013_G,\r\n\t\t\t\tCardIds.Mannoroth_BG27_507_G,\r\n\t\t\t\tCardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy_G,\r\n\t\t\t\tCardIds.MadMatador_BG28_404_G,\r\n\t\t\t\tCardIds.WingedChimera_BG29_844,\r\n\t\t\t\tCardIds.WingedChimera_BG29_844_G,\r\n\t\t ].includes(entity.cardId as CardIds)\r\n\t\t? 2\r\n\t\t: 1;\r\n\r\n\treturn setImplicitDataForEntity(entity, cardsData);\r\n};\r\n\r\nconst setImplicitDataForEntity = (entity: BoardEntity, cardsData: CardsData): BoardEntity => {\r\n\tentity.cardId = normalizeCardIdForSkin(entity.cardId);\r\n\tentity.maxHealth = Math.max(0, entity.health, entity.maxHealth ?? 0);\r\n\tconst avengeValue = cardsData.avengeValue(entity.cardId);\r\n\tif (avengeValue > 0) {\r\n\t\tentity.avengeCurrent = avengeValue;\r\n\t\tentity.avengeDefault = avengeValue;\r\n\t}\r\n\treturn entity;\r\n};\r\n\r\nexport const normalizeCardIdForSkin = (cardId: string): string => {\r\n\tif (!cardId?.length) {\r\n\t\treturn cardId;\r\n\t}\r\n\tconst skinMatch = cardId.match(/(.*)_SKIN_.*/);\r\n\tif (skinMatch) {\r\n\t\treturn skinMatch[1];\r\n\t}\r\n\treturn cardId;\r\n};\r\n\r\nexport const stringifySimple = (board: readonly BoardEntity[], allCards: AllCardsService = null): string => {\r\n\treturn '[' + board.map((entity) => stringifySimpleCard(entity, allCards)).join(', ') + ']';\r\n};\r\n\r\nexport const stringifySimpleCard = (entity: BoardEntity, allCards: AllCardsService = null): string => {\r\n\treturn entity\r\n\t\t? `${allCards?.getCard(entity.cardId)?.name ?? entity.cardId}/atk=${entity.attack}/hp=${entity.health}`\r\n\t\t: null;\r\n};\r\n\r\nexport const isFish = (entity: BoardEntity): boolean => {\r\n\treturn (\r\n\t\tentity.cardId.startsWith(CardIds.AvatarOfNzoth_FishOfNzothToken) ||\r\n\t\tentity.cardId.startsWith(CardIds.FishOfNzoth) ||\r\n\t\tentity.additionalCards?.includes(CardIds.DevourerOfSouls_BG_RLK_538)\r\n\t);\r\n};\r\n\r\nexport const isPilotedWhirlOTron = (entity: BoardEntity): boolean => {\r\n\treturn entity.cardId.startsWith(CardIds.PilotedWhirlOTron_BG21_HERO_030_Buddy);\r\n};\r\n\r\nexport const isGolden = (cardId: string, allCards: AllCardsService): boolean => {\r\n\treturn !!allCards.getCard(cardId).battlegroundsNormalDbfId;\r\n};\r\n\r\nexport const getPlayerState = (gameState: GameState, hero: BgsPlayerEntity): PlayerState => {\r\n\treturn gameState.player.player === hero\r\n\t\t? gameState.player\r\n\t\t: gameState.player.teammate?.player === hero\r\n\t\t? gameState.player.teammate\r\n\t\t: gameState.opponent.player === hero\r\n\t\t? gameState.opponent\r\n\t\t: gameState.opponent.teammate?.player === hero\r\n\t\t? gameState.opponent.teammate\r\n\t\t: null;\r\n};\r\n\r\nexport const getTeammateInitialState = (gameState: GameState, hero: BgsPlayerEntity): PlayerState => {\r\n\treturn gameState.playerInitial.player?.entityId === hero?.entityId\r\n\t\t? gameState.playerInitial.teammate\r\n\t\t: gameState.playerInitial.teammate?.player?.entityId === hero?.entityId\r\n\t\t? gameState.playerInitial\r\n\t\t: gameState.opponentInitial.player?.entityId === hero?.entityId\r\n\t\t? gameState.opponentInitial.teammate\r\n\t\t: gameState.opponentInitial.teammate?.player?.entityId === hero?.entityId\r\n\t\t? gameState.opponentInitial\r\n\t\t: null;\r\n};\r\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@firestone-hs/simulate-bgs-battle",
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3
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-
"version": "1.1.
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3
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+
"version": "1.1.464",
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4
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"description": "",
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5
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"scripts": {
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6
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"lint": "eslint --color --fix --ext .ts .",
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@@ -48,4 +48,4 @@
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48
48
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"webpack-cli": "^5.0.2",
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49
49
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"yaml-cfn": "^0.2.2"
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50
50
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}
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51
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-
}
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51
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+
}
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