@firestone-hs/simulate-bgs-battle 1.1.468 → 1.1.471
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/input-sanitation.js +3 -1
- package/dist/input-sanitation.js.map +1 -1
- package/dist/simulation/battlecries.js.map +1 -1
- package/dist/simulation/spectator/game-action.d.ts +3 -1
- package/dist/simulation/spectator/game-action.js +7 -5
- package/dist/simulation/spectator/game-action.js.map +1 -1
- package/dist/simulation/spectator/spectator.js +11 -3
- package/dist/simulation/spectator/spectator.js.map +1 -1
- package/dist/simulation/start-of-combat.js +5 -5
- package/dist/simulation/start-of-combat.js.map +1 -1
- package/package.json +2 -2
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{ BgsPlayerEntity, BoardTrinket } from '../../bgs-player-entity';\r\nimport { BoardEntity } from '../../board-entity';\r\nimport { BoardSecret } from '../../board-secret';\r\nimport { GameAction, buildGameAction } from './game-action';\r\nimport { GameSample } from './game-sample';\r\n\r\nconst MAX_SAMPLES = 1;\r\n\r\nexport class Spectator {\r\n\tprivate actionsForCurrentBattle: GameAction[];\r\n\tprivate wonBattles: GameSample[];\r\n\tprivate tiedBattles: GameSample[];\r\n\tprivate lostBattles: GameSample[];\r\n\r\n\tconstructor() {\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\t\tthis.wonBattles = [];\r\n\t\tthis.tiedBattles = [];\r\n\t\tthis.lostBattles = [];\r\n\t}\r\n\r\n\tpublic prune(): void {\r\n\t\tthis.wonBattles = this.wonBattles.slice(0, MAX_SAMPLES);\r\n\t\tthis.lostBattles = this.lostBattles.slice(0, MAX_SAMPLES);\r\n\t\tthis.tiedBattles = this.tiedBattles.slice(0, MAX_SAMPLES);\r\n\t}\r\n\r\n\tpublic buildOutcomeSamples(): {\r\n\t\twon: readonly GameSample[];\r\n\t\tlost: readonly GameSample[];\r\n\t\ttied: readonly GameSample[];\r\n\t} {\r\n\t\treturn {\r\n\t\t\twon: this.wonBattles?.map((battle) => this.cleanUpActions(battle)),\r\n\t\t\tlost: this.lostBattles?.map((battle) => this.cleanUpActions(battle)),\r\n\t\t\ttied: this.tiedBattles?.map((battle) => this.cleanUpActions(battle)),\r\n\t\t};\r\n\t}\r\n\r\n\tprivate cleanUpActions(battle: GameSample): GameSample {\r\n\t\tconst collapsed = this.collapseActions(battle.actions);\r\n\t\tconst result: GameSample = {\r\n\t\t\t...battle,\r\n\t\t\tactions: collapsed,\r\n\t\t};\r\n\t\treturn result;\r\n\t}\r\n\r\n\tpublic commitBattleResult(result: 'won' | 'lost' | 'tied'): void {\r\n\t\tif (\r\n\t\t\tthis.wonBattles.length >= MAX_SAMPLES &&\r\n\t\t\tthis.lostBattles.length >= MAX_SAMPLES &&\r\n\t\t\tthis.tiedBattles.length >= MAX_SAMPLES\r\n\t\t) {\r\n\t\t\tthis.actionsForCurrentBattle = [];\r\n\t\t\treturn;\r\n\t\t}\r\n\t\t// const actionsForBattle = this.collapseActions(this.actionsForCurrentBattle);\r\n\t\tconst actionsForBattle = this.actionsForCurrentBattle;\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\r\n\t\tconst battle: GameSample = {\r\n\t\t\tactions: actionsForBattle,\r\n\t\t};\r\n\t\tswitch (result) {\r\n\t\t\tcase 'won':\r\n\t\t\t\tthis.wonBattles.push(battle);\r\n\t\t\t\tbreak;\r\n\t\t\tcase 'lost':\r\n\t\t\t\tthis.lostBattles.push(battle);\r\n\t\t\t\tbreak;\r\n\t\t\tcase 'tied':\r\n\t\t\t\tthis.tiedBattles.push(battle);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tpublic registerAttack(\r\n\t\tattackingEntity: BoardEntity,\r\n\t\tdefendingEntity: BoardEntity,\r\n\t\tattackingBoard: readonly BoardEntity[],\r\n\t\tdefendingBoard: readonly BoardEntity[],\r\n\t\tattackingBoardHero: BgsPlayerEntity,\r\n\t\tdefendingBoardHero: BgsPlayerEntity,\r\n\t): void {\r\n\t\t// console.debug(\r\n\t\t// \t'\\n register attack',\r\n\t\t// \tstringifySimple(attackingBoard),\r\n\t\t// \t'\\n',\r\n\t\t// \tstringifySimple(defendingBoard),\r\n\t\t// \t'\\n',\r\n\t\t// \tattackingBoard.find((e) => e.entityId === 2441),\r\n\t\t// \t'\\n',\r\n\t\t// \tattackingBoard.find((e) => e.entityId === 2442),\r\n\t\t// );\r\n\t\tconst isAttackerFriendly = attackingBoard.every((entity) => entity.friendly);\r\n\t\tconst playerHero = isAttackerFriendly ? attackingBoardHero : defendingBoardHero;\r\n\t\tconst opponentHero = isAttackerFriendly ? defendingBoardHero : attackingBoardHero;\r\n\t\tconst friendlyBoard = isAttackerFriendly ? attackingBoard : defendingBoard;\r\n\t\tconst opponentBoard = isAttackerFriendly ? defendingBoard : attackingBoard;\r\n\t\tconst action: GameAction = buildGameAction(playerHero, opponentHero, {\r\n\t\t\ttype: 'attack',\r\n\t\t\tsourceEntityId: attackingEntity.entityId,\r\n\t\t\ttargetEntityId: defendingEntity.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\tplayerHand: this.sanitize(playerHero.hand),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\topponentHand: this.sanitize(opponentHero.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerStartOfCombat(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tfriendlyHero: BgsPlayerEntity,\r\n\t\topponentHero: BgsPlayerEntity,\r\n\t): void {\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'start-of-combat',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPlayerAttack(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tdamage: number,\r\n\t): void {\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'player-attack',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tdamage: damage,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerOpponentAttack(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tdamage: number,\r\n\t): void {\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'opponent-attack',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tdamage: damage,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerDamageDealt(\r\n\t\tdamagingEntity: BoardEntity,\r\n\t\tdamagedEntity: BoardEntity,\r\n\t\tdamageTaken: number,\r\n\t\tdamagedEntityBoard: BoardEntity[],\r\n\t): void {\r\n\t\tif (!damagingEntity.entityId) {\r\n\t\t\t// console.error('missing damaging entity id', damagingEntity.cardId);\r\n\t\t}\r\n\t\tconst friendlyBoard = damagedEntityBoard.every((entity) => entity.friendly) ? damagedEntityBoard : null;\r\n\t\tconst opponentBoard = damagedEntityBoard.every((entity) => !entity.friendly) ? damagedEntityBoard : null;\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'damage',\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tsourceEntityId: damagingEntity.entityId,\r\n\t\t\t\t\ttargetEntityId: damagedEntity.entityId,\r\n\t\t\t\t\tdamage: damageTaken,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPowerTarget(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardSecret | BoardTrinket,\r\n\t\ttargetEntity: BoardEntity | BgsPlayerEntity,\r\n\t\ttargetBoard: BoardEntity[],\r\n\t\thero1: BgsPlayerEntity,\r\n\t\thero2: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!targetEntity) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!sourceEntity.entityId && !(sourceEntity as BgsPlayerEntity).heroPowerId) {\r\n\t\t\t// console.error('missing damaging entity id', sourceEntity.cardId);\r\n\t\t}\r\n\t\t// console.log('registerPowerTarget', stringifySimpleCard(sourceEntity), stringifySimpleCard(targetEntity), new Error().stack);\r\n\t\tconst friendlyBoard = targetBoard?.every((entity) => entity.friendly) ? targetBoard : null;\r\n\t\tconst opponentBoard = targetBoard?.every((entity) => !entity.friendly) ? targetBoard : null;\r\n\t\tconst friendlyHero = hero1?.friendly ? hero1 : hero2?.friendly ? hero2 : null;\r\n\t\tconst opponentHero = hero1?.friendly ? hero2 : hero2?.friendly ? hero1 : null;\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'power-target',\r\n\t\t\tsourceEntityId: sourceEntity.entityId,\r\n\t\t\ttargetEntityId: targetEntity.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero?.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero?.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerMinionsSpawn(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity,\r\n\t\tboardOnWhichToSpawn: BoardEntity[],\r\n\t\tspawnedEntities: readonly BoardEntity[],\r\n\t): void {\r\n\t\tif (!spawnedEntities || spawnedEntities.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tif (!sourceEntity?.entityId) {\r\n\t\t\t// console.error('missing spawn source entity id', sourceEntity);\r\n\t\t}\r\n\t\tconst friendlyBoard = boardOnWhichToSpawn.every((entity) => entity.friendly) ? boardOnWhichToSpawn : null;\r\n\t\tconst opponentBoard = boardOnWhichToSpawn.every((entity) => !entity.friendly) ? boardOnWhichToSpawn : null;\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'spawn',\r\n\t\t\tspawns: this.sanitize(spawnedEntities),\r\n\t\t\tsourceEntityId: sourceEntity?.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerDeadEntities(\r\n\t\tdeadMinionIndexes1: number[],\r\n\t\tdeadEntities1: BoardEntity[],\r\n\t\tboard1: BoardEntity[],\r\n\t\tdeadMinionIndexes2: number[],\r\n\t\tdeadEntities2: BoardEntity[],\r\n\t\tboard2: BoardEntity[],\r\n\t): void {\r\n\t\tconst deaths = [...(deadEntities1 || []), ...(deadEntities2 || [])];\r\n\t\tif (!deaths || deaths.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'minion-death',\r\n\t\t\tdeaths: this.sanitize(deaths),\r\n\t\t\tdeadMinionsPositionsOnBoard: [\r\n\t\t\t\t...(deadMinionIndexes1 || []).map((i) => board1.length - i),\r\n\t\t\t\t...(deadMinionIndexes2 || []).map((i) => board2.length - i),\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tprivate addAction(action: GameAction) {\r\n\t\tthis.actionsForCurrentBattle.push(action);\r\n\t}\r\n\r\n\tprivate collapseActions(actions: readonly GameAction[]): readonly GameAction[] {\r\n\t\tif (!actions || actions.length === 0) {\r\n\t\t\treturn [];\r\n\t\t}\r\n\t\tconst result: GameAction[] = [];\r\n\t\tfor (let i = 0; i < actions.length; i++) {\r\n\t\t\tconst action: GameAction = {\r\n\t\t\t\t...actions[i],\r\n\t\t\t\tplayerBoard: this.sanitize(actions[i].playerBoard),\r\n\t\t\t\topponentBoard: this.sanitize(actions[i].opponentBoard),\r\n\t\t\t\tplayerHand: this.sanitize(actions[i].playerHand),\r\n\t\t\t\topponentHand: this.sanitize(actions[i].opponentHand),\r\n\t\t\t\t// spawns: this.sanitize(actions[i].spawns),\r\n\t\t\t\tdeaths: this.sanitize(actions[i].deaths),\r\n\t\t\t};\r\n\t\t\t// action.playerBoard && console.debug('\\naction playerboard', stringifySimple(action.playerBoard));\r\n\t\t\tconst lastAction = result.length > 0 ? result[result.length - 1] : null;\r\n\r\n\t\t\tif (lastAction) {\r\n\t\t\t\taction.playerBoard = action.playerBoard ?? lastAction.playerBoard;\r\n\t\t\t\taction.opponentBoard = action.opponentBoard ?? lastAction.opponentBoard;\r\n\t\t\t\taction.playerHand = action.playerHand ?? lastAction.playerHand;\r\n\t\t\t\taction.opponentHand = action.opponentHand ?? lastAction.opponentHand;\r\n\t\t\t\taction.playerSecrets = action.playerSecrets ?? lastAction.playerSecrets;\r\n\t\t\t\taction.opponentSecrets = action.opponentSecrets ?? lastAction.opponentSecrets;\r\n\t\t\t\taction.playerRewardCardId = action.playerRewardCardId ?? lastAction.playerRewardCardId;\r\n\t\t\t\taction.playerRewardEntityId = action.playerRewardEntityId ?? lastAction.playerRewardEntityId;\r\n\t\t\t\taction.playerRewardData = action.playerRewardData ?? lastAction.playerRewardData;\r\n\t\t\t\taction.opponentRewardCardId = action.opponentRewardCardId ?? lastAction.opponentRewardCardId;\r\n\t\t\t\taction.opponentRewardEntityId = action.opponentRewardEntityId ?? lastAction.opponentRewardEntityId;\r\n\t\t\t\taction.opponentRewardData = action.opponentRewardData ?? lastAction.opponentRewardData;\r\n\t\t\t\taction.playerCardId = action.playerCardId ?? lastAction.playerCardId;\r\n\t\t\t\taction.playerEntityId = action.playerEntityId ?? lastAction.playerEntityId;\r\n\t\t\t\taction.playerHeroPowerCardId = action.playerHeroPowerCardId ?? lastAction.playerHeroPowerCardId;\r\n\t\t\t\taction.playerHeroPowerEntityId = action.playerHeroPowerEntityId ?? lastAction.playerHeroPowerEntityId;\r\n\t\t\t\taction.playerHeroPowerUsed = action.playerHeroPowerUsed ?? lastAction.playerHeroPowerUsed;\r\n\t\t\t\taction.opponentCardId = action.opponentCardId ?? lastAction.opponentCardId;\r\n\t\t\t\taction.opponentEntityId = action.opponentEntityId ?? lastAction.opponentEntityId;\r\n\t\t\t\taction.opponentHeroPowerCardId = action.opponentHeroPowerCardId ?? lastAction.opponentHeroPowerCardId;\r\n\t\t\t\taction.opponentHeroPowerEntityId =\r\n\t\t\t\t\taction.opponentHeroPowerEntityId ?? lastAction.opponentHeroPowerEntityId;\r\n\t\t\t\taction.opponentHeroPowerUsed = action.opponentHeroPowerUsed ?? lastAction.opponentHeroPowerUsed;\r\n\t\t\t}\r\n\r\n\t\t\tif (lastAction && action.type === 'damage' && lastAction.type === 'attack') {\r\n\t\t\t\tlastAction.damages = lastAction.damages || [];\r\n\t\t\t\tlastAction.damages.push({\r\n\t\t\t\t\tdamage: action.damages[0].damage,\r\n\t\t\t\t\tsourceEntityId: action.damages[0].sourceEntityId,\r\n\t\t\t\t\ttargetEntityId: action.damages[0].targetEntityId,\r\n\t\t\t\t});\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t} else if (lastAction && action.type === 'damage' && lastAction.type === 'damage') {\r\n\t\t\t\tlastAction.damages = lastAction.damages || [];\r\n\t\t\t\tlastAction.damages.push({\r\n\t\t\t\t\tdamage: action.damages[0].damage,\r\n\t\t\t\t\tsourceEntityId: action.damages[0].sourceEntityId,\r\n\t\t\t\t\ttargetEntityId: action.damages[0].targetEntityId,\r\n\t\t\t\t});\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t} else if (\r\n\t\t\t\tlastAction &&\r\n\t\t\t\taction.type === 'power-target' &&\r\n\t\t\t\tlastAction.type === 'power-target' &&\r\n\t\t\t\taction.sourceEntityId === lastAction.sourceEntityId\r\n\t\t\t) {\r\n\t\t\t\tlastAction.targetEntityIds =\r\n\t\t\t\t\tlastAction.targetEntityIds ?? (lastAction.targetEntityId ? [lastAction.targetEntityId] : []);\r\n\t\t\t\taction.targetEntityIds =\r\n\t\t\t\t\taction.targetEntityIds ?? (action.targetEntityId ? [action.targetEntityId] : []);\r\n\t\t\t\tlastAction.targetEntityIds.push(...action.targetEntityIds);\r\n\t\t\t\t// So that when multiple Leapfroggers enchantments target the same minion,\r\n\t\t\t\t// we can count them in the replay viewer's text\r\n\t\t\t\t// lastAction.targetEntityIds = [...new Set(lastAction.targetEntityIds)];\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t} else {\r\n\t\t\t\tresult.push(action);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\t// Calling sanitize every time before we add an action to the list is mandatory, since\r\n\t// the entities and boards are mutable\r\n\tprivate sanitize(board: readonly BoardEntity[]): readonly BoardEntity[] {\r\n\t\tif (!board) {\r\n\t\t\treturn undefined;\r\n\t\t}\r\n\t\treturn board.map(\r\n\t\t\t(entity) =>\r\n\t\t\t\t({\r\n\t\t\t\t\tentityId: entity.entityId,\r\n\t\t\t\t\tcardId: entity.cardId,\r\n\t\t\t\t\tfriendly: entity.friendly,\r\n\t\t\t\t\tattack: entity.attack,\r\n\t\t\t\t\thealth: entity.health,\r\n\t\t\t\t\tmaxHealth: entity.maxHealth,\r\n\t\t\t\t\ttaunt: entity.taunt,\r\n\t\t\t\t\tdivineShield: entity.divineShield,\r\n\t\t\t\t\tpoisonous: entity.poisonous,\r\n\t\t\t\t\tvenomous: entity.venomous,\r\n\t\t\t\t\treborn: entity.reborn,\r\n\t\t\t\t\twindfury: entity.windfury,\r\n\t\t\t\t\tstealth: entity.stealth,\r\n\t\t\t\t} as BoardEntity),\r\n\t\t);\r\n\t}\r\n}\r\n"]}
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1
|
+
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{ BgsPlayerEntity, BoardTrinket } from '../../bgs-player-entity';\r\nimport { BoardEntity } from '../../board-entity';\r\nimport { BoardSecret } from '../../board-secret';\r\nimport { GameAction, buildGameAction } from './game-action';\r\nimport { GameSample } from './game-sample';\r\n\r\nconst MAX_SAMPLES = 1;\r\n\r\nexport class Spectator {\r\n\tprivate actionsForCurrentBattle: GameAction[];\r\n\tprivate wonBattles: GameSample[];\r\n\tprivate tiedBattles: GameSample[];\r\n\tprivate lostBattles: GameSample[];\r\n\r\n\tconstructor() {\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\t\tthis.wonBattles = [];\r\n\t\tthis.tiedBattles = [];\r\n\t\tthis.lostBattles = [];\r\n\t}\r\n\r\n\tpublic prune(): void {\r\n\t\tthis.wonBattles = this.wonBattles.slice(0, MAX_SAMPLES);\r\n\t\tthis.lostBattles = this.lostBattles.slice(0, MAX_SAMPLES);\r\n\t\tthis.tiedBattles = this.tiedBattles.slice(0, MAX_SAMPLES);\r\n\t}\r\n\r\n\tpublic buildOutcomeSamples(): {\r\n\t\twon: readonly GameSample[];\r\n\t\tlost: readonly GameSample[];\r\n\t\ttied: readonly GameSample[];\r\n\t} {\r\n\t\treturn {\r\n\t\t\twon: this.wonBattles?.map((battle) => this.cleanUpActions(battle)),\r\n\t\t\tlost: this.lostBattles?.map((battle) => this.cleanUpActions(battle)),\r\n\t\t\ttied: this.tiedBattles?.map((battle) => this.cleanUpActions(battle)),\r\n\t\t};\r\n\t}\r\n\r\n\tprivate cleanUpActions(battle: GameSample): GameSample {\r\n\t\tconst collapsed = this.collapseActions(battle.actions);\r\n\t\tconst result: GameSample = {\r\n\t\t\t...battle,\r\n\t\t\tactions: collapsed,\r\n\t\t};\r\n\t\treturn result;\r\n\t}\r\n\r\n\tpublic commitBattleResult(result: 'won' | 'lost' | 'tied'): void {\r\n\t\tif (\r\n\t\t\tthis.wonBattles.length >= MAX_SAMPLES &&\r\n\t\t\tthis.lostBattles.length >= MAX_SAMPLES &&\r\n\t\t\tthis.tiedBattles.length >= MAX_SAMPLES\r\n\t\t) {\r\n\t\t\tthis.actionsForCurrentBattle = [];\r\n\t\t\treturn;\r\n\t\t}\r\n\t\t// const actionsForBattle = this.collapseActions(this.actionsForCurrentBattle);\r\n\t\tconst actionsForBattle = this.actionsForCurrentBattle;\r\n\t\tthis.actionsForCurrentBattle = [];\r\n\r\n\t\tconst battle: GameSample = {\r\n\t\t\tactions: actionsForBattle,\r\n\t\t};\r\n\t\tswitch (result) {\r\n\t\t\tcase 'won':\r\n\t\t\t\tthis.wonBattles.push(battle);\r\n\t\t\t\tbreak;\r\n\t\t\tcase 'lost':\r\n\t\t\t\tthis.lostBattles.push(battle);\r\n\t\t\t\tbreak;\r\n\t\t\tcase 'tied':\r\n\t\t\t\tthis.tiedBattles.push(battle);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tpublic registerAttack(\r\n\t\tattackingEntity: BoardEntity,\r\n\t\tdefendingEntity: BoardEntity,\r\n\t\tattackingBoard: readonly BoardEntity[],\r\n\t\tdefendingBoard: readonly BoardEntity[],\r\n\t\tattackingBoardHero: BgsPlayerEntity,\r\n\t\tdefendingBoardHero: BgsPlayerEntity,\r\n\t): void {\r\n\t\t// console.debug(\r\n\t\t// \t'\\n register attack',\r\n\t\t// \tstringifySimple(attackingBoard),\r\n\t\t// \t'\\n',\r\n\t\t// \tstringifySimple(defendingBoard),\r\n\t\t// \t'\\n',\r\n\t\t// \tattackingBoard.find((e) => e.entityId === 2441),\r\n\t\t// \t'\\n',\r\n\t\t// \tattackingBoard.find((e) => e.entityId === 2442),\r\n\t\t// );\r\n\t\tconst isAttackerFriendly = attackingBoard.every((entity) => entity.friendly);\r\n\t\tconst playerHero = isAttackerFriendly ? attackingBoardHero : defendingBoardHero;\r\n\t\tconst opponentHero = isAttackerFriendly ? defendingBoardHero : attackingBoardHero;\r\n\t\tconst friendlyBoard = isAttackerFriendly ? attackingBoard : defendingBoard;\r\n\t\tconst opponentBoard = isAttackerFriendly ? defendingBoard : attackingBoard;\r\n\t\tconst action: GameAction = buildGameAction(playerHero, opponentHero, {\r\n\t\t\ttype: 'attack',\r\n\t\t\tsourceEntityId: attackingEntity.entityId,\r\n\t\t\ttargetEntityId: defendingEntity.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\tplayerHand: this.sanitize(playerHero.hand),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\topponentHand: this.sanitize(opponentHero.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerStartOfCombat(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tfriendlyHero: BgsPlayerEntity,\r\n\t\topponentHero: BgsPlayerEntity,\r\n\t): void {\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'start-of-combat',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPlayerAttack(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tdamage: number,\r\n\t): void {\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'player-attack',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tdamage: damage,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerOpponentAttack(\r\n\t\tfriendlyBoard: readonly BoardEntity[],\r\n\t\topponentBoard: readonly BoardEntity[],\r\n\t\tdamage: number,\r\n\t): void {\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'opponent-attack',\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tdamage: damage,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerDamageDealt(\r\n\t\tdamagingEntity: BoardEntity,\r\n\t\tdamagedEntity: BoardEntity,\r\n\t\tdamageTaken: number,\r\n\t\tdamagedEntityBoard: BoardEntity[],\r\n\t): void {\r\n\t\tif (!damagingEntity.entityId) {\r\n\t\t\t// console.error('missing damaging entity id', damagingEntity.cardId);\r\n\t\t}\r\n\t\tconst friendlyBoard = damagedEntityBoard.every((entity) => entity.friendly) ? damagedEntityBoard : null;\r\n\t\tconst opponentBoard = damagedEntityBoard.every((entity) => !entity.friendly) ? damagedEntityBoard : null;\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'damage',\r\n\t\t\tdamages: [\r\n\t\t\t\t{\r\n\t\t\t\t\tsourceEntityId: damagingEntity.entityId,\r\n\t\t\t\t\ttargetEntityId: damagedEntity.entityId,\r\n\t\t\t\t\tdamage: damageTaken,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerPowerTarget(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity | BoardSecret | BoardTrinket,\r\n\t\ttargetEntity: BoardEntity | BgsPlayerEntity,\r\n\t\ttargetBoard: BoardEntity[],\r\n\t\thero1: BgsPlayerEntity,\r\n\t\thero2: BgsPlayerEntity,\r\n\t): void {\r\n\t\tif (!targetEntity) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tif (!sourceEntity.entityId && !(sourceEntity as BgsPlayerEntity).heroPowerId) {\r\n\t\t\t// console.error('missing damaging entity id', sourceEntity.cardId);\r\n\t\t}\r\n\t\t// console.log('registerPowerTarget', stringifySimpleCard(sourceEntity), stringifySimpleCard(targetEntity), new Error().stack);\r\n\t\tconst friendlyBoard = targetBoard?.every((entity) => entity.friendly) ? targetBoard : null;\r\n\t\tconst opponentBoard = targetBoard?.every((entity) => !entity.friendly) ? targetBoard : null;\r\n\t\tconst friendlyHero = hero1?.friendly ? hero1 : hero2?.friendly ? hero2 : null;\r\n\t\tconst opponentHero = hero1?.friendly ? hero2 : hero2?.friendly ? hero1 : null;\r\n\t\tconst action: GameAction = buildGameAction(friendlyHero, opponentHero, {\r\n\t\t\ttype: 'power-target',\r\n\t\t\tsourceEntityId: sourceEntity.entityId,\r\n\t\t\ttargetEntityId: targetEntity.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: this.sanitize(friendlyHero?.hand),\r\n\t\t\topponentHand: this.sanitize(opponentHero?.hand),\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerMinionsSpawn(\r\n\t\tsourceEntity: BoardEntity | BgsPlayerEntity,\r\n\t\tboardOnWhichToSpawn: BoardEntity[],\r\n\t\tspawnedEntities: readonly BoardEntity[],\r\n\t): void {\r\n\t\tif (!spawnedEntities || spawnedEntities.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tif (!sourceEntity?.entityId) {\r\n\t\t\t// console.error('missing spawn source entity id', sourceEntity);\r\n\t\t}\r\n\t\tconst friendlyBoard = boardOnWhichToSpawn.every((entity) => entity.friendly) ? boardOnWhichToSpawn : null;\r\n\t\tconst opponentBoard = boardOnWhichToSpawn.every((entity) => !entity.friendly) ? boardOnWhichToSpawn : null;\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'spawn',\r\n\t\t\tspawns: this.sanitize(spawnedEntities),\r\n\t\t\tsourceEntityId: sourceEntity?.entityId,\r\n\t\t\tplayerBoard: this.sanitize(friendlyBoard),\r\n\t\t\topponentBoard: this.sanitize(opponentBoard),\r\n\t\t\tplayerHand: null,\r\n\t\t\topponentHand: null,\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tpublic registerDeadEntities(\r\n\t\tdeadMinionIndexes1: number[],\r\n\t\tdeadEntities1: BoardEntity[],\r\n\t\tboard1: BoardEntity[],\r\n\t\tdeadMinionIndexes2: number[],\r\n\t\tdeadEntities2: BoardEntity[],\r\n\t\tboard2: BoardEntity[],\r\n\t): void {\r\n\t\tconst deaths = [...(deadEntities1 || []), ...(deadEntities2 || [])];\r\n\t\tif (!deaths || deaths.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\t\tconst action: GameAction = buildGameAction(null, null, {\r\n\t\t\ttype: 'minion-death',\r\n\t\t\tdeaths: this.sanitize(deaths),\r\n\t\t\tdeadMinionsPositionsOnBoard: [\r\n\t\t\t\t...(deadMinionIndexes1 || []).map((i) => board1.length - i),\r\n\t\t\t\t...(deadMinionIndexes2 || []).map((i) => board2.length - i),\r\n\t\t\t],\r\n\t\t});\r\n\t\tthis.addAction(action);\r\n\t}\r\n\r\n\tprivate addAction(action: GameAction) {\r\n\t\tthis.actionsForCurrentBattle.push(action);\r\n\t}\r\n\r\n\tprivate collapseActions(actions: readonly GameAction[]): readonly GameAction[] {\r\n\t\tif (!actions || actions.length === 0) {\r\n\t\t\treturn [];\r\n\t\t}\r\n\t\tconst result: GameAction[] = [];\r\n\t\tfor (let i = 0; i < actions.length; i++) {\r\n\t\t\tconst action: GameAction = {\r\n\t\t\t\t...actions[i],\r\n\t\t\t\tplayerBoard: this.sanitize(actions[i].playerBoard),\r\n\t\t\t\topponentBoard: this.sanitize(actions[i].opponentBoard),\r\n\t\t\t\tplayerHand: this.sanitize(actions[i].playerHand),\r\n\t\t\t\topponentHand: this.sanitize(actions[i].opponentHand),\r\n\t\t\t\t// spawns: this.sanitize(actions[i].spawns),\r\n\t\t\t\tdeaths: this.sanitize(actions[i].deaths),\r\n\t\t\t};\r\n\t\t\t// action.playerBoard && console.debug('\\naction playerboard', stringifySimple(action.playerBoard));\r\n\t\t\tconst lastAction = result.length > 0 ? result[result.length - 1] : null;\r\n\r\n\t\t\tif (lastAction) {\r\n\t\t\t\taction.playerBoard = action.playerBoard ?? lastAction.playerBoard;\r\n\t\t\t\taction.opponentBoard = action.opponentBoard ?? lastAction.opponentBoard;\r\n\t\t\t\taction.playerHand = action.playerHand ?? lastAction.playerHand;\r\n\t\t\t\taction.opponentHand = action.opponentHand ?? lastAction.opponentHand;\r\n\t\t\t\taction.playerSecrets = action.playerSecrets ?? lastAction.playerSecrets;\r\n\t\t\t\taction.opponentSecrets = action.opponentSecrets ?? lastAction.opponentSecrets;\r\n\t\t\t\taction.playerRewardCardId = action.playerRewardCardId ?? lastAction.playerRewardCardId;\r\n\t\t\t\taction.playerRewardEntityId = action.playerRewardEntityId ?? lastAction.playerRewardEntityId;\r\n\t\t\t\taction.playerRewardData = action.playerRewardData ?? lastAction.playerRewardData;\r\n\t\t\t\taction.opponentRewardCardId = action.opponentRewardCardId ?? lastAction.opponentRewardCardId;\r\n\t\t\t\taction.opponentRewardEntityId = action.opponentRewardEntityId ?? lastAction.opponentRewardEntityId;\r\n\t\t\t\taction.opponentRewardData = action.opponentRewardData ?? lastAction.opponentRewardData;\r\n\t\t\t\taction.playerCardId = action.playerCardId ?? lastAction.playerCardId;\r\n\t\t\t\taction.playerEntityId = action.playerEntityId ?? lastAction.playerEntityId;\r\n\t\t\t\taction.playerHeroPowerCardId = action.playerHeroPowerCardId ?? lastAction.playerHeroPowerCardId;\r\n\t\t\t\taction.playerHeroPowerEntityId = action.playerHeroPowerEntityId ?? lastAction.playerHeroPowerEntityId;\r\n\t\t\t\taction.playerHeroPowerUsed = action.playerHeroPowerUsed ?? lastAction.playerHeroPowerUsed;\r\n\t\t\t\taction.opponentCardId = action.opponentCardId ?? lastAction.opponentCardId;\r\n\t\t\t\taction.opponentEntityId = action.opponentEntityId ?? lastAction.opponentEntityId;\r\n\t\t\t\taction.opponentHeroPowerCardId = action.opponentHeroPowerCardId ?? lastAction.opponentHeroPowerCardId;\r\n\t\t\t\taction.opponentHeroPowerEntityId =\r\n\t\t\t\t\taction.opponentHeroPowerEntityId ?? lastAction.opponentHeroPowerEntityId;\r\n\t\t\t\taction.opponentHeroPowerUsed = action.opponentHeroPowerUsed ?? lastAction.opponentHeroPowerUsed;\r\n\t\t\t\taction.playerTrinkets = action.playerTrinkets ?? lastAction.playerTrinkets;\r\n\t\t\t\taction.opponentTrinkets = action.opponentTrinkets ?? lastAction.opponentTrinkets;\r\n\t\t\t}\r\n\r\n\t\t\tif (lastAction && action.type === 'damage' && lastAction.type === 'attack') {\r\n\t\t\t\tlastAction.damages = lastAction.damages || [];\r\n\t\t\t\tlastAction.damages.push({\r\n\t\t\t\t\tdamage: action.damages[0].damage,\r\n\t\t\t\t\tsourceEntityId: action.damages[0].sourceEntityId,\r\n\t\t\t\t\ttargetEntityId: action.damages[0].targetEntityId,\r\n\t\t\t\t});\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else if (lastAction && action.type === 'damage' && lastAction.type === 'damage') {\r\n\t\t\t\tlastAction.damages = lastAction.damages || [];\r\n\t\t\t\tlastAction.damages.push({\r\n\t\t\t\t\tdamage: action.damages[0].damage,\r\n\t\t\t\t\tsourceEntityId: action.damages[0].sourceEntityId,\r\n\t\t\t\t\ttargetEntityId: action.damages[0].targetEntityId,\r\n\t\t\t\t});\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else if (\r\n\t\t\t\tlastAction &&\r\n\t\t\t\taction.type === 'power-target' &&\r\n\t\t\t\tlastAction.type === 'power-target' &&\r\n\t\t\t\taction.sourceEntityId === lastAction.sourceEntityId\r\n\t\t\t) {\r\n\t\t\t\tlastAction.targetEntityIds =\r\n\t\t\t\t\tlastAction.targetEntityIds ?? (lastAction.targetEntityId ? [lastAction.targetEntityId] : []);\r\n\t\t\t\taction.targetEntityIds =\r\n\t\t\t\t\taction.targetEntityIds ?? (action.targetEntityId ? [action.targetEntityId] : []);\r\n\t\t\t\tlastAction.targetEntityIds.push(...action.targetEntityIds);\r\n\t\t\t\t// So that when multiple Leapfroggers enchantments target the same minion,\r\n\t\t\t\t// we can count them in the replay viewer's text\r\n\t\t\t\t// lastAction.targetEntityIds = [...new Set(lastAction.targetEntityIds)];\r\n\t\t\t\tlastAction.playerBoard = action.playerBoard;\r\n\t\t\t\tlastAction.opponentBoard = action.opponentBoard;\r\n\t\t\t\tlastAction.playerHand = action.playerHand;\r\n\t\t\t\tlastAction.opponentHand = action.opponentHand;\r\n\t\t\t\tlastAction.playerSecrets = action.playerSecrets;\r\n\t\t\t\tlastAction.opponentSecrets = action.opponentSecrets;\r\n\t\t\t\tlastAction.playerTrinkets = action.playerTrinkets;\r\n\t\t\t\tlastAction.opponentTrinkets = action.opponentTrinkets;\r\n\t\t\t} else {\r\n\t\t\t\tresult.push(action);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\t// Calling sanitize every time before we add an action to the list is mandatory, since\r\n\t// the entities and boards are mutable\r\n\tprivate sanitize(board: readonly BoardEntity[]): readonly BoardEntity[] {\r\n\t\tif (!board) {\r\n\t\t\treturn undefined;\r\n\t\t}\r\n\t\treturn board.map(\r\n\t\t\t(entity) =>\r\n\t\t\t\t({\r\n\t\t\t\t\tentityId: entity.entityId,\r\n\t\t\t\t\tcardId: entity.cardId,\r\n\t\t\t\t\tfriendly: entity.friendly,\r\n\t\t\t\t\tattack: entity.attack,\r\n\t\t\t\t\thealth: entity.health,\r\n\t\t\t\t\tmaxHealth: entity.maxHealth,\r\n\t\t\t\t\ttaunt: entity.taunt,\r\n\t\t\t\t\tdivineShield: entity.divineShield,\r\n\t\t\t\t\tpoisonous: entity.poisonous,\r\n\t\t\t\t\tvenomous: entity.venomous,\r\n\t\t\t\t\treborn: entity.reborn,\r\n\t\t\t\t\twindfury: entity.windfury,\r\n\t\t\t\t\tstealth: entity.stealth,\r\n\t\t\t\t} as BoardEntity),\r\n\t\t);\r\n\t}\r\n}\r\n"]}
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@@ -642,11 +642,11 @@ const handleTeronForPlayer = (playerBoard, playerEntity, opponentBoard, opponent
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642
642
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const handleWaxWarbandForPlayer = (playerBoard, playerEntity, opponentBoard, opponentEntity, gameState) => {
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if (playerBoard.length > 0) {
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const boardWithTribes = playerBoard.filter((e) => !!(0, utils_2.getEffectiveTribesForEntity)(e, playerEntity, gameState.allCards).length);
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645
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-
const boardWithoutAll = boardWithTribes.filter((e) => !gameState.allCards.getCard(e.cardId).races.includes(reference_data_1.Race[reference_data_1.Race.ALL]));
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645
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+
const boardWithoutAll = boardWithTribes.filter((e) => { var _a; return !((_a = gameState.allCards.getCard(e.cardId).races) === null || _a === void 0 ? void 0 : _a.includes(reference_data_1.Race[reference_data_1.Race.ALL])); });
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const selectedMinions = selectMinions(boardWithoutAll, reference_data_1.ALL_BG_RACES, gameState.allCards);
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const allMinions = [
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...selectedMinions,
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649
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-
...boardWithTribes.filter((e) => gameState.allCards.getCard(e.cardId).races.includes(reference_data_1.Race[reference_data_1.Race.ALL])),
|
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649
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+
...boardWithTribes.filter((e) => { var _a; return (_a = gameState.allCards.getCard(e.cardId).races) === null || _a === void 0 ? void 0 : _a.includes(reference_data_1.Race[reference_data_1.Race.ALL]); }),
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];
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651
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allMinions.forEach((e) => {
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652
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(0, stats_1.modifyStats)(e, gameState.cardsData.getTavernLevel(e.cardId), gameState.cardsData.getTavernLevel(e.cardId), playerBoard, playerEntity, gameState);
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@@ -655,10 +655,10 @@ const handleWaxWarbandForPlayer = (playerBoard, playerEntity, opponentBoard, opp
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}
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};
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const selectMinions = (minions, tribes, allCards) => {
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658
|
-
var _a;
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658
|
+
var _a, _b;
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659
659
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const minionsByTribe = {};
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for (const minion of minions) {
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661
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-
for (const tribe of allCards.getCard(minion.cardId).races) {
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+
for (const tribe of (_a = allCards.getCard(minion.cardId).races) !== null && _a !== void 0 ? _a : []) {
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662
662
|
if (!minionsByTribe[tribe]) {
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663
|
minionsByTribe[tribe] = [];
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}
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@@ -666,7 +666,7 @@ const selectMinions = (minions, tribes, allCards) => {
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666
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}
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667
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|
}
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|
for (const tribe of reference_data_1.ALL_BG_RACES) {
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669
|
-
minionsByTribe[tribe] = (0, utils_1.shuffleArray)((
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669
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+
minionsByTribe[tribe] = (0, utils_1.shuffleArray)((_b = minionsByTribe[reference_data_1.Race[tribe]]) !== null && _b !== void 0 ? _b : []);
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}
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671
671
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const selectedMinions = [];
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for (const tribe of tribes) {
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