@firestone-hs/simulate-bgs-battle 1.1.547 → 1.1.549

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.
@@ -36,6 +36,7 @@ export interface BoardEntity {
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  cardId: string;
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  timing: number;
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  repeats: number;
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+ memory?: any;
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  }[];
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  deathrattleRepeats?: number;
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  damageMultiplier?: number;
@@ -1 +1 @@
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- {"version":3,"file":"board-entity.js","sourceRoot":"","sources":["../src/board-entity.ts"],"names":[],"mappings":"","sourcesContent":["export interface BoardEntity {\r\n\tentityId: number;\r\n\tcardId: string;\r\n\tattack: number;\r\n\thealth: number;\r\n\r\n\tmaxHealth?: number;\r\n\tmaxAttack?: number;\r\n\tavengeCurrent?: number;\r\n\tavengeDefault?: number;\r\n\tfrenzyChargesLeft?: number;\r\n\tdefinitelyDead?: boolean;\r\n\ttaunt?: boolean;\r\n\tdivineShield?: boolean;\r\n\tpoisonous?: boolean;\r\n\tvenomous?: boolean;\r\n\treborn?: boolean;\r\n\trebornFromEntityId?: number;\r\n\tcleave?: boolean;\r\n\twindfury?: boolean;\r\n\tstealth?: boolean;\r\n\tenchantments?: {\r\n\t\tcardId: string;\r\n\t\toriginEntityId?: number;\r\n\t\ttagScriptDataNum1?: number;\r\n\t\ttagScriptDataNum2?: number;\r\n\t\ttiming: number;\r\n\t\trepeats?: number;\r\n\t\tvalue?: number;\r\n\t}[];\r\n\tpendingAttackBuffs?: number[];\r\n\tscriptDataNum1?: number;\r\n\tscriptDataNum2?: number;\r\n\tinInitialState?: boolean;\r\n\t// For Build-An-Undead and Zilliax\r\n\tadditionalCards?: readonly string[] | null;\r\n\r\n\t// We only store the card id, because we want all the attack and other data to be computed at runtime, based on the\r\n\t// current stats of the Fish\r\n\trememberedDeathrattles?: { cardId: string; timing: number; repeats: number }[];\r\n\tdeathrattleRepeats?: number;\r\n\tdamageMultiplier?: number;\r\n\tlocked?: boolean;\r\n\tfriendly?: boolean;\r\n\tcantAttack?: boolean;\r\n\thasAttacked?: number;\r\n\timmuneWhenAttackCharges?: number;\r\n\tattackImmediately?: boolean;\r\n\t// Used only to handle murkeye aura?\r\n\tpreviousAttack?: number;\r\n\tlastAffectedByEntity?: BoardEntity;\r\n\t// attacking?: boolean;\r\n\t// Did it have divine shield at least once? (for Sinrunner Blanchy)\r\n\thadDivineShield?: boolean;\r\n\tabiityChargesLeft?: number;\r\n\tindexFromLeftAtTimeOfDeath?: number;\r\n\r\n\t// permanentAttack?: number;\r\n\t// permanentHealth?: number;\r\n\ttavernTier?: number;\r\n\r\n\tmemory?: any;\r\n\r\n\tonCanceledSummon?: () => void;\r\n}\r\n"]}
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+ {"version":3,"file":"board-entity.js","sourceRoot":"","sources":["../src/board-entity.ts"],"names":[],"mappings":"","sourcesContent":["export interface BoardEntity {\r\n\tentityId: number;\r\n\tcardId: string;\r\n\tattack: number;\r\n\thealth: number;\r\n\r\n\tmaxHealth?: number;\r\n\tmaxAttack?: number;\r\n\tavengeCurrent?: number;\r\n\tavengeDefault?: number;\r\n\tfrenzyChargesLeft?: number;\r\n\tdefinitelyDead?: boolean;\r\n\ttaunt?: boolean;\r\n\tdivineShield?: boolean;\r\n\tpoisonous?: boolean;\r\n\tvenomous?: boolean;\r\n\treborn?: boolean;\r\n\trebornFromEntityId?: number;\r\n\tcleave?: boolean;\r\n\twindfury?: boolean;\r\n\tstealth?: boolean;\r\n\tenchantments?: {\r\n\t\tcardId: string;\r\n\t\toriginEntityId?: number;\r\n\t\ttagScriptDataNum1?: number;\r\n\t\ttagScriptDataNum2?: number;\r\n\t\ttiming: number;\r\n\t\trepeats?: number;\r\n\t\tvalue?: number;\r\n\t}[];\r\n\tpendingAttackBuffs?: number[];\r\n\tscriptDataNum1?: number;\r\n\tscriptDataNum2?: number;\r\n\tinInitialState?: boolean;\r\n\t// For Build-An-Undead and Zilliax\r\n\tadditionalCards?: readonly string[] | null;\r\n\r\n\t// We only store the card id, because we want all the attack and other data to be computed at runtime, based on the\r\n\t// current stats of the Fish\r\n\trememberedDeathrattles?: { cardId: string; timing: number; repeats: number; memory?: any }[];\r\n\tdeathrattleRepeats?: number;\r\n\tdamageMultiplier?: number;\r\n\tlocked?: boolean;\r\n\tfriendly?: boolean;\r\n\tcantAttack?: boolean;\r\n\thasAttacked?: number;\r\n\timmuneWhenAttackCharges?: number;\r\n\tattackImmediately?: boolean;\r\n\t// Used only to handle murkeye aura?\r\n\tpreviousAttack?: number;\r\n\tlastAffectedByEntity?: BoardEntity;\r\n\t// attacking?: boolean;\r\n\t// Did it have divine shield at least once? (for Sinrunner Blanchy)\r\n\thadDivineShield?: boolean;\r\n\tabiityChargesLeft?: number;\r\n\tindexFromLeftAtTimeOfDeath?: number;\r\n\r\n\t// permanentAttack?: number;\r\n\t// permanentHealth?: number;\r\n\ttavernTier?: number;\r\n\r\n\tmemory?: any;\r\n\r\n\tonCanceledSummon?: () => void;\r\n}\r\n"]}
@@ -7,6 +7,7 @@ exports.Carrier = {
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  cardIds: ["BG31_HERO_802pt1", "BG31_HERO_802pt1_G"],
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  baseAvengeValue: (cardId) => 4,
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  avenge: (minion, input) => {
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+ var _a;
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  const spawnInput = {
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  boardWithDeadEntity: input.board,
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  boardWithDeadEntityHero: input.hero,
@@ -15,12 +16,13 @@ exports.Carrier = {
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  otherBoard: input.otherBoard,
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  otherBoardHero: input.otherHero,
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  };
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- const statBuff = minion.scriptDataNum1;
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+ const statBuff = (_a = minion.scriptDataNum1) !== null && _a !== void 0 ? _a : 0;
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  const numberOfSummons = minion.cardId === "BG31_HERO_802pt1_G" ? 2 : 1;
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  const spawned = (0, deathrattle_spawns_1.simplifiedSpawnEntities)("BG31_HERO_802pt1t", numberOfSummons, spawnInput);
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  spawned.forEach((e) => {
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  (0, stats_1.modifyStats)(e, statBuff, statBuff, input.board, input.hero, input.gameState);
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  });
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+ minion.scriptDataNum1 = statBuff + 3;
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  return spawned;
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  },
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  };
@@ -1 +1 @@
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- {"version":3,"file":"carrier.js","sourceRoot":"","sources":["../../../../src/cards/impl/minion/carrier.ts"],"names":[],"mappings":";;;AAIA,+EAAiF;AACjF,qDAAwD;AAG3C,QAAA,OAAO,GAAe;IAClC,OAAO,EAAE,0CAAoF;IAC7F,eAAe,EAAE,CAAC,MAAc,EAAE,EAAE,CAAC,CAAC;IACtC,MAAM,EAAE,CAAC,MAAmB,EAAE,KAAkB,EAA0B,EAAE;QAC3E,MAAM,UAAU,GAA8B;YAC7C,mBAAmB,EAAE,KAAK,CAAC,KAAK;YAChC,uBAAuB,EAAE,KAAK,CAAC,IAAI;YACnC,SAAS,EAAE,KAAK,CAAC,SAAS;YAC1B,UAAU,EAAE,MAAM;YAClB,UAAU,EAAE,KAAK,CAAC,UAAU;YAC5B,cAAc,EAAE,KAAK,CAAC,SAAS;SAC/B,CAAC;QACF,MAAM,QAAQ,GAAG,MAAM,CAAC,cAAc,CAAC;QACvC,MAAM,eAAe,GAAG,MAAM,CAAC,MAAM,yBAAuC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACrF,MAAM,OAAO,GAAG,IAAA,4CAAuB,uBAEtC,eAAe,EACf,UAAU,CACV,CAAC;QACF,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;YACrB,IAAA,mBAAW,EAAC,CAAC,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;QAC9E,CAAC,CAAC,CAAC;QACH,OAAO,OAAO,CAAC;IAChB,CAAC;CACD,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../../../board-entity';\r\nimport { AvengeInput } from '../../../simulation/avenge';\r\nimport { DeathrattleTriggeredInput } from '../../../simulation/deathrattle-on-trigger';\r\nimport { simplifiedSpawnEntities } from '../../../simulation/deathrattle-spawns';\r\nimport { modifyStats } from '../../../simulation/stats';\r\nimport { AvengeCard } from '../../card.interface';\r\n\r\nexport const Carrier: AvengeCard = {\r\n\tcardIds: [CardIds.WarpGate_CarrierToken_BG31_HERO_802pt1, CardIds.Carrier_BG31_HERO_802pt1_G],\r\n\tbaseAvengeValue: (cardId: string) => 4,\r\n\tavenge: (minion: BoardEntity, input: AvengeInput): readonly BoardEntity[] => {\r\n\t\tconst spawnInput: DeathrattleTriggeredInput = {\r\n\t\t\tboardWithDeadEntity: input.board,\r\n\t\t\tboardWithDeadEntityHero: input.hero,\r\n\t\t\tgameState: input.gameState,\r\n\t\t\tdeadEntity: minion, // weird\r\n\t\t\totherBoard: input.otherBoard,\r\n\t\t\totherBoardHero: input.otherHero,\r\n\t\t};\r\n\t\tconst statBuff = minion.scriptDataNum1;\r\n\t\tconst numberOfSummons = minion.cardId === CardIds.Carrier_BG31_HERO_802pt1_G ? 2 : 1;\r\n\t\tconst spawned = simplifiedSpawnEntities(\r\n\t\t\tCardIds.Carrier_InterceptorToken_BG31_HERO_802pt1t,\r\n\t\t\tnumberOfSummons,\r\n\t\t\tspawnInput,\r\n\t\t);\r\n\t\tspawned.forEach((e) => {\r\n\t\t\tmodifyStats(e, statBuff, statBuff, input.board, input.hero, input.gameState);\r\n\t\t});\r\n\t\treturn spawned;\r\n\t},\r\n};\r\n"]}
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+ {"version":3,"file":"carrier.js","sourceRoot":"","sources":["../../../../src/cards/impl/minion/carrier.ts"],"names":[],"mappings":";;;AAIA,+EAAiF;AACjF,qDAAwD;AAG3C,QAAA,OAAO,GAAe;IAClC,OAAO,EAAE,0CAAoF;IAC7F,eAAe,EAAE,CAAC,MAAc,EAAE,EAAE,CAAC,CAAC;IACtC,MAAM,EAAE,CAAC,MAAmB,EAAE,KAAkB,EAA0B,EAAE;;QAC3E,MAAM,UAAU,GAA8B;YAC7C,mBAAmB,EAAE,KAAK,CAAC,KAAK;YAChC,uBAAuB,EAAE,KAAK,CAAC,IAAI;YACnC,SAAS,EAAE,KAAK,CAAC,SAAS;YAC1B,UAAU,EAAE,MAAM;YAClB,UAAU,EAAE,KAAK,CAAC,UAAU;YAC5B,cAAc,EAAE,KAAK,CAAC,SAAS;SAC/B,CAAC;QACF,MAAM,QAAQ,GAAG,MAAA,MAAM,CAAC,cAAc,mCAAI,CAAC,CAAC;QAC5C,MAAM,eAAe,GAAG,MAAM,CAAC,MAAM,yBAAuC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACrF,MAAM,OAAO,GAAG,IAAA,4CAAuB,uBAEtC,eAAe,EACf,UAAU,CACV,CAAC;QACF,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;YACrB,IAAA,mBAAW,EAAC,CAAC,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;QAC9E,CAAC,CAAC,CAAC;QACH,MAAM,CAAC,cAAc,GAAG,QAAQ,GAAG,CAAC,CAAC;QACrC,OAAO,OAAO,CAAC;IAChB,CAAC;CACD,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../../../board-entity';\r\nimport { AvengeInput } from '../../../simulation/avenge';\r\nimport { DeathrattleTriggeredInput } from '../../../simulation/deathrattle-on-trigger';\r\nimport { simplifiedSpawnEntities } from '../../../simulation/deathrattle-spawns';\r\nimport { modifyStats } from '../../../simulation/stats';\r\nimport { AvengeCard } from '../../card.interface';\r\n\r\nexport const Carrier: AvengeCard = {\r\n\tcardIds: [CardIds.WarpGate_CarrierToken_BG31_HERO_802pt1, CardIds.Carrier_BG31_HERO_802pt1_G],\r\n\tbaseAvengeValue: (cardId: string) => 4,\r\n\tavenge: (minion: BoardEntity, input: AvengeInput): readonly BoardEntity[] => {\r\n\t\tconst spawnInput: DeathrattleTriggeredInput = {\r\n\t\t\tboardWithDeadEntity: input.board,\r\n\t\t\tboardWithDeadEntityHero: input.hero,\r\n\t\t\tgameState: input.gameState,\r\n\t\t\tdeadEntity: minion, // weird\r\n\t\t\totherBoard: input.otherBoard,\r\n\t\t\totherBoardHero: input.otherHero,\r\n\t\t};\r\n\t\tconst statBuff = minion.scriptDataNum1 ?? 0;\r\n\t\tconst numberOfSummons = minion.cardId === CardIds.Carrier_BG31_HERO_802pt1_G ? 2 : 1;\r\n\t\tconst spawned = simplifiedSpawnEntities(\r\n\t\t\tCardIds.Carrier_InterceptorToken_BG31_HERO_802pt1t,\r\n\t\t\tnumberOfSummons,\r\n\t\t\tspawnInput,\r\n\t\t);\r\n\t\tspawned.forEach((e) => {\r\n\t\t\tmodifyStats(e, statBuff, statBuff, input.board, input.hero, input.gameState);\r\n\t\t});\r\n\t\tminion.scriptDataNum1 = statBuff + 3;\r\n\t\treturn spawned;\r\n\t},\r\n};\r\n"]}
@@ -11,7 +11,8 @@ exports.SaltyHog = {
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  const mult = entity.cardId === "BG31_332_G" ? 2 : 1;
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  const targets = input.board.filter((e) => e.entityId !== entity.entityId);
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  for (const target of targets) {
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- (0, stats_1.modifyStats)(target, 2 * mult, 2 * mult, input.board, input.hero, input.gameState);
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+ (0, stats_1.modifyStats)(target, 1 * mult, 1 * mult, input.board, input.hero, input.gameState);
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+ input.gameState.spectator.registerPowerTarget(entity, target, input.board, input.hero, null);
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  }
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  entity.abiityChargesLeft = 3;
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  }
@@ -1 +1 @@
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- {"version":3,"file":"salty-hog.js","sourceRoot":"","sources":["../../../../src/cards/impl/minion/salty-hog.ts"],"names":[],"mappings":";;;AAGA,qDAAwD;AAG3C,QAAA,QAAQ,GAA+C;IACnE,OAAO,EAAE,0BAAwD;IACjE,cAAc,EAAE,CAAC,MAAmB,EAAE,EAAE,CAAC,MAAM,CAAC,cAAc,IAAI,CAAC;IACnE,iBAAiB,EAAE,CAAC,MAAmB,EAAE,KAA6B,EAAE,EAAE;QACzE,MAAM,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC;QACxD,IAAI,MAAM,CAAC,iBAAiB,IAAI,CAAC,EAAE;YAClC,MAAM,IAAI,GAAG,MAAM,CAAC,MAAM,iBAAgC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACnE,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,KAAK,MAAM,CAAC,QAAQ,CAAC,CAAC;YAC1E,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;gBAC7B,IAAA,mBAAW,EAAC,MAAM,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,GAAG,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;aAClF;YACD,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC;SAC7B;IACF,CAAC;CACD,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../../../board-entity';\r\nimport { OnCardAddedToHandInput } from '../../../simulation/cards-in-hand';\r\nimport { modifyStats } from '../../../simulation/stats';\r\nimport { DefaultChargesCard, OnCardAddedToHandCard } from '../../card.interface';\r\n\r\nexport const SaltyHog: OnCardAddedToHandCard & DefaultChargesCard = {\r\n\tcardIds: [CardIds.SaltyHog_BG31_332, CardIds.SaltyHog_BG31_332_G],\r\n\tdefaultCharges: (entity: BoardEntity) => entity.scriptDataNum1 || 3,\r\n\tonCardAddedToHand: (entity: BoardEntity, input: OnCardAddedToHandInput) => {\r\n\t\tentity.abiityChargesLeft = entity.abiityChargesLeft - 1;\r\n\t\tif (entity.abiityChargesLeft <= 0) {\r\n\t\t\tconst mult = entity.cardId === CardIds.SaltyHog_BG31_332_G ? 2 : 1;\r\n\t\t\tconst targets = input.board.filter((e) => e.entityId !== entity.entityId);\r\n\t\t\tfor (const target of targets) {\r\n\t\t\t\tmodifyStats(target, 2 * mult, 2 * mult, input.board, input.hero, input.gameState);\r\n\t\t\t}\r\n\t\t\tentity.abiityChargesLeft = 3;\r\n\t\t}\r\n\t},\r\n};\r\n"]}
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+ {"version":3,"file":"salty-hog.js","sourceRoot":"","sources":["../../../../src/cards/impl/minion/salty-hog.ts"],"names":[],"mappings":";;;AAGA,qDAAwD;AAG3C,QAAA,QAAQ,GAA+C;IACnE,OAAO,EAAE,0BAAwD;IACjE,cAAc,EAAE,CAAC,MAAmB,EAAE,EAAE,CAAC,MAAM,CAAC,cAAc,IAAI,CAAC;IACnE,iBAAiB,EAAE,CAAC,MAAmB,EAAE,KAA6B,EAAE,EAAE;QACzE,MAAM,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC;QACxD,IAAI,MAAM,CAAC,iBAAiB,IAAI,CAAC,EAAE;YAClC,MAAM,IAAI,GAAG,MAAM,CAAC,MAAM,iBAAgC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACnE,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,KAAK,MAAM,CAAC,QAAQ,CAAC,CAAC;YAC1E,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;gBAC7B,IAAA,mBAAW,EAAC,MAAM,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,GAAG,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;gBAClF,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;aAC7F;YACD,MAAM,CAAC,iBAAiB,GAAG,CAAC,CAAC;SAC7B;IACF,CAAC;CACD,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../../../board-entity';\r\nimport { OnCardAddedToHandInput } from '../../../simulation/cards-in-hand';\r\nimport { modifyStats } from '../../../simulation/stats';\r\nimport { DefaultChargesCard, OnCardAddedToHandCard } from '../../card.interface';\r\n\r\nexport const SaltyHog: OnCardAddedToHandCard & DefaultChargesCard = {\r\n\tcardIds: [CardIds.SaltyHog_BG31_332, CardIds.SaltyHog_BG31_332_G],\r\n\tdefaultCharges: (entity: BoardEntity) => entity.scriptDataNum1 || 3,\r\n\tonCardAddedToHand: (entity: BoardEntity, input: OnCardAddedToHandInput) => {\r\n\t\tentity.abiityChargesLeft = entity.abiityChargesLeft - 1;\r\n\t\tif (entity.abiityChargesLeft <= 0) {\r\n\t\t\tconst mult = entity.cardId === CardIds.SaltyHog_BG31_332_G ? 2 : 1;\r\n\t\t\tconst targets = input.board.filter((e) => e.entityId !== entity.entityId);\r\n\t\t\tfor (const target of targets) {\r\n\t\t\t\tmodifyStats(target, 1 * mult, 1 * mult, input.board, input.hero, input.gameState);\r\n\t\t\t\tinput.gameState.spectator.registerPowerTarget(entity, target, input.board, input.hero, null);\r\n\t\t\t}\r\n\t\t\tentity.abiityChargesLeft = 3;\r\n\t\t}\r\n\t},\r\n};\r\n"]}
@@ -1,6 +1,7 @@
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  "use strict";
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  Object.defineProperty(exports, "__esModule", { value: true });
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  exports.StitchedSalvager = void 0;
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+ const add_minion_to_board_1 = require("../../../simulation/add-minion-to-board");
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  const utils_1 = require("../../../utils");
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  exports.StitchedSalvager = {
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  cardIds: ["BG31_999", "BG31_999_G"],
@@ -16,16 +17,26 @@ exports.StitchedSalvager = {
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  if (!targets.length) {
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  return;
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  }
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- minion.memory = targets.map((t) => (0, utils_1.copyEntity)(t));
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+ minion.memory = targets.map((t) => {
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+ const copy = (0, utils_1.copyEntity)(t);
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+ (0, add_minion_to_board_1.removeAurasFromSelf)(copy, input.playerBoard, input.playerEntity, input.gameState);
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+ return copy;
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+ });
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  for (const target of targets) {
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  target.definitelyDead = true;
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- input.gameState.spectator.registerPowerTarget(input.playerEntity, target, input.playerBoard, input.playerEntity, input.opponentEntity);
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+ input.gameState.spectator.registerPowerTarget(minion, target, input.playerBoard, input.playerEntity, input.opponentEntity);
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  }
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  return { hasTriggered: true, shouldRecomputeCurrentAttacker: true };
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  },
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  deathrattleSpawn: (minion, input) => {
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  var _a;
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- return ((_a = minion.memory) !== null && _a !== void 0 ? _a : []);
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+ const spawns = ((_a = minion.memory) !== null && _a !== void 0 ? _a : []).map((e) => {
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+ return (0, utils_1.copyEntity)({
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+ ...e,
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+ entityId: input.gameState.sharedState.currentEntityId++,
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+ });
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+ });
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+ return spawns;
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  },
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  };
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  //# sourceMappingURL=stitched-salvager.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"stitched-salvager.js","sourceRoot":"","sources":["../../../../src/cards/impl/minion/stitched-salvager.ts"],"names":[],"mappings":";;;AAIA,0CAA4C;AAG/B,QAAA,gBAAgB,GAA6C;IACzE,OAAO,EAAE,0BAAwE;IACjF,aAAa,EAAE,CAAC,MAAmB,EAAE,KAAe,EAAE,EAAE;QACvD,MAAM,WAAW,GAAG,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACtD,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,IAAI,WAAW,GAAG,CAAC,EAAE;YACpB,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC;SACjD;QACD,IAAI,MAAM,CAAC,MAAM,iBAAwC,IAAI,WAAW,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,EAAE;YACxG,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC;SACjD;QACD,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;YACpB,OAAO;SACP;QAED,MAAM,CAAC,MAAM,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,IAAA,kBAAU,EAAC,CAAC,CAAC,CAA2B,CAAC;QAC5E,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;YAC7B,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC;YAC7B,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAC5C,KAAK,CAAC,YAAY,EAClB,MAAM,EACN,KAAK,CAAC,WAAW,EACjB,KAAK,CAAC,YAAY,EAClB,KAAK,CAAC,cAAc,CACpB,CAAC;SACF;QACD,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,8BAA8B,EAAE,IAAI,EAAE,CAAC;IACrE,CAAC;IACD,gBAAgB,EAAE,CAAC,MAAmB,EAAE,KAAgC,EAA0B,EAAE;;QACnG,OAAO,CAAC,MAAA,MAAM,CAAC,MAAM,mCAAI,EAAE,CAAkB,CAAC;IAC/C,CAAC;CACD,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../../../board-entity';\r\nimport { DeathrattleTriggeredInput } from '../../../simulation/deathrattle-on-trigger';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { copyEntity } from '../../../utils';\r\nimport { DeathrattleSpawnCard, StartOfCombatCard } from '../../card.interface';\r\n\r\nexport const StitchedSalvager: StartOfCombatCard & DeathrattleSpawnCard = {\r\n\tcardIds: [CardIds.StitchedSalvager_BG31_999, CardIds.StitchedSalvager_BG31_999_G],\r\n\tstartOfCombat: (minion: BoardEntity, input: SoCInput) => {\r\n\t\tconst minionIndex = input.playerBoard.indexOf(minion);\r\n\t\tconst targets = [];\r\n\t\tif (minionIndex > 0) {\r\n\t\t\ttargets.push(input.playerBoard[minionIndex - 1]);\r\n\t\t}\r\n\t\tif (minion.cardId === CardIds.StitchedSalvager_BG31_999_G && minionIndex < input.playerBoard.length - 1) {\r\n\t\t\ttargets.push(input.playerBoard[minionIndex + 1]);\r\n\t\t}\r\n\t\tif (!targets.length) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tminion.memory = targets.map((t) => copyEntity(t)) as readonly BoardEntity[];\r\n\t\tfor (const target of targets) {\r\n\t\t\ttarget.definitelyDead = true;\r\n\t\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\t\tinput.playerEntity,\r\n\t\t\t\ttarget,\r\n\t\t\t\tinput.playerBoard,\r\n\t\t\t\tinput.playerEntity,\r\n\t\t\t\tinput.opponentEntity,\r\n\t\t\t);\r\n\t\t}\r\n\t\treturn { hasTriggered: true, shouldRecomputeCurrentAttacker: true };\r\n\t},\r\n\tdeathrattleSpawn: (minion: BoardEntity, input: DeathrattleTriggeredInput): readonly BoardEntity[] => {\r\n\t\treturn (minion.memory ?? []) as BoardEntity[];\r\n\t},\r\n};\r\n"]}
1
+ {"version":3,"file":"stitched-salvager.js","sourceRoot":"","sources":["../../../../src/cards/impl/minion/stitched-salvager.ts"],"names":[],"mappings":";;;AAEA,iFAA8E;AAG9E,0CAA4C;AAG/B,QAAA,gBAAgB,GAA6C;IACzE,OAAO,EAAE,0BAAwE;IACjF,aAAa,EAAE,CAAC,MAAmB,EAAE,KAAe,EAAE,EAAE;QACvD,MAAM,WAAW,GAAG,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACtD,MAAM,OAAO,GAAG,EAAE,CAAC;QACnB,IAAI,WAAW,GAAG,CAAC,EAAE;YACpB,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC;SACjD;QACD,IAAI,MAAM,CAAC,MAAM,iBAAwC,IAAI,WAAW,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,EAAE;YACxG,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC;SACjD;QACD,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;YACpB,OAAO;SACP;QAED,MAAM,CAAC,MAAM,GAAG,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE;YACjC,MAAM,IAAI,GAAG,IAAA,kBAAU,EAAC,CAAC,CAAC,CAAC;YAC3B,IAAA,yCAAmB,EAAC,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,CAAC,YAAY,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;YAClF,OAAO,IAAI,CAAC;QACb,CAAC,CAA2B,CAAC;QAC7B,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;YAC7B,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC;YAC7B,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAC5C,MAAM,EACN,MAAM,EACN,KAAK,CAAC,WAAW,EACjB,KAAK,CAAC,YAAY,EAClB,KAAK,CAAC,cAAc,CACpB,CAAC;SACF;QACD,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,8BAA8B,EAAE,IAAI,EAAE,CAAC;IACrE,CAAC;IACD,gBAAgB,EAAE,CAAC,MAAmB,EAAE,KAAgC,EAA0B,EAAE;;QACnG,MAAM,MAAM,GAAkB,CAAC,MAAA,MAAM,CAAC,MAAM,mCAAI,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE;YAC7D,OAAO,IAAA,kBAAU,EAAC;gBACjB,GAAG,CAAC;gBACJ,QAAQ,EAAE,KAAK,CAAC,SAAS,CAAC,WAAW,CAAC,eAAe,EAAE;aACvD,CAAC,CAAC;QACJ,CAAC,CAAC,CAAC;QACH,OAAO,MAAM,CAAC;IACf,CAAC;CACD,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../../../board-entity';\r\nimport { removeAurasFromSelf } from '../../../simulation/add-minion-to-board';\r\nimport { DeathrattleTriggeredInput } from '../../../simulation/deathrattle-on-trigger';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { copyEntity } from '../../../utils';\r\nimport { DeathrattleSpawnCard, StartOfCombatCard } from '../../card.interface';\r\n\r\nexport const StitchedSalvager: StartOfCombatCard & DeathrattleSpawnCard = {\r\n\tcardIds: [CardIds.StitchedSalvager_BG31_999, CardIds.StitchedSalvager_BG31_999_G],\r\n\tstartOfCombat: (minion: BoardEntity, input: SoCInput) => {\r\n\t\tconst minionIndex = input.playerBoard.indexOf(minion);\r\n\t\tconst targets = [];\r\n\t\tif (minionIndex > 0) {\r\n\t\t\ttargets.push(input.playerBoard[minionIndex - 1]);\r\n\t\t}\r\n\t\tif (minion.cardId === CardIds.StitchedSalvager_BG31_999_G && minionIndex < input.playerBoard.length - 1) {\r\n\t\t\ttargets.push(input.playerBoard[minionIndex + 1]);\r\n\t\t}\r\n\t\tif (!targets.length) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tminion.memory = targets.map((t) => {\r\n\t\t\tconst copy = copyEntity(t);\r\n\t\t\tremoveAurasFromSelf(copy, input.playerBoard, input.playerEntity, input.gameState);\r\n\t\t\treturn copy;\r\n\t\t}) as readonly BoardEntity[];\r\n\t\tfor (const target of targets) {\r\n\t\t\ttarget.definitelyDead = true;\r\n\t\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\t\tminion,\r\n\t\t\t\ttarget,\r\n\t\t\t\tinput.playerBoard,\r\n\t\t\t\tinput.playerEntity,\r\n\t\t\t\tinput.opponentEntity,\r\n\t\t\t);\r\n\t\t}\r\n\t\treturn { hasTriggered: true, shouldRecomputeCurrentAttacker: true };\r\n\t},\r\n\tdeathrattleSpawn: (minion: BoardEntity, input: DeathrattleTriggeredInput): readonly BoardEntity[] => {\r\n\t\tconst spawns: BoardEntity[] = (minion.memory ?? []).map((e) => {\r\n\t\t\treturn copyEntity({\r\n\t\t\t\t...e,\r\n\t\t\t\tentityId: input.gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t});\r\n\t\treturn spawns;\r\n\t},\r\n};\r\n"]}
@@ -14,14 +14,14 @@ const updateDivineShield = (entity, board, hero, otherHero, newValue, gameState)
14
14
  entity.divineShield = newValue;
15
15
  if (entity.divineShield) {
16
16
  const boardForDrake = board;
17
- const statsBonus = 8 * boardForDrake.filter((e) => e.cardId === "BG25_043").length +
18
- 16 * boardForDrake.filter((e) => e.cardId === "BG25_043_G").length;
17
+ const statsBonus = 6 * boardForDrake.filter((e) => e.cardId === "BG25_043").length +
18
+ 12 * boardForDrake.filter((e) => e.cardId === "BG25_043_G").length;
19
19
  entity.attack += statsBonus;
20
20
  }
21
21
  else {
22
22
  const boardForDrake = board;
23
- const statsBonus = 8 * boardForDrake.filter((e) => e.cardId === "BG25_043").length +
24
- 16 * boardForDrake.filter((e) => e.cardId === "BG25_043_G").length;
23
+ const statsBonus = 6 * boardForDrake.filter((e) => e.cardId === "BG25_043").length +
24
+ 12 * boardForDrake.filter((e) => e.cardId === "BG25_043_G").length;
25
25
  entity.attack -= statsBonus;
26
26
  }
27
27
  if (entity.hadDivineShield && !entity.divineShield) {
@@ -1 +1 @@
1
- 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{ CardIds, CardType, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasOnDivineShieldUpdated } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { pickRandom } from '../services/utils';\r\nimport { addCardsInHand } from '../simulation/cards-in-hand';\r\nimport { FullGameState } from '../simulation/internal-game-state';\r\nimport { modifyStats } from '../simulation/stats';\r\nimport { grantRandomStats, hasCorrectTribe } from '../utils';\r\n\r\nexport const updateDivineShield = (\r\n\tentity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tnewValue: boolean,\r\n\tgameState: FullGameState,\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\t// Lost divine shield\r\n\tif (entity.hadDivineShield && !entity.divineShield) {\r\n\t\tconst adapter = hero.trinkets\r\n\t\t\t.filter((t) => t.cardId === CardIds.MechagonAdapter_BG30_MagicItem_910)\r\n\t\t\t.filter((t) => t.scriptDataNum1 > 0)[0];\r\n\t\tif (!!adapter && hasCorrectTribe(entity, hero, Race.MECH, gameState.allCards)) {\r\n\t\t\tupdateDivineShield(entity, board, hero, otherHero, true, gameState);\r\n\t\t\tadapter.scriptDataNum1--;\r\n\t\t}\r\n\r\n\t\tfor (const boardEntity of board) {\r\n\t\t\tconst onDivineShieldUpdatedImpl = cardMappings[boardEntity.cardId];\r\n\t\t\tif (hasOnDivineShieldUpdated(onDivineShieldUpdatedImpl)) {\r\n\t\t\t\tonDivineShieldUpdatedImpl.onDivineShieldUpdated(boardEntity, {\r\n\t\t\t\t\tboard: board,\r\n\t\t\t\t\thero: hero,\r\n\t\t\t\t\totherHero: otherHero,\r\n\t\t\t\t\tgameState: gameState,\r\n\t\t\t\t\ttarget: entity,\r\n\t\t\t\t\tpreviousValue: entity.hadDivineShield,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tfor (let i = 0; i < board.length; i++) {\r\n\t\t\tif (board[i].cardId === CardIds.BolvarFireblood_ICC_858) {\r\n\t\t\t\tmodifyStats(board[i], 2, 0, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t} else if (board[i].cardId === CardIds.BolvarFireblood_TB_BaconUps_047) {\r\n\t\t\t\tmodifyStats(board[i], 4, 0, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t} else if (board[i].cardId === CardIds.DrakonidEnforcer_BGS_067) {\r\n\t\t\t\tmodifyStats(board[i], 2, 2, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t} else if (board[i].cardId === CardIds.DrakonidEnforcer_TB_BaconUps_117) {\r\n\t\t\t\tmodifyStats(board[i], 4, 4, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t} else if (\r\n\t\t\t\tboard[i].entityId !== entity.entityId &&\r\n\t\t\t\t(board[i].cardId === CardIds.HolyMecherel_BG20_401 ||\r\n\t\t\t\t\tboard[i].cardId === CardIds.HolyMecherel_BG20_401_G)\r\n\t\t\t) {\r\n\t\t\t\tupdateDivineShield(board[i], board, hero, otherHero, true, gameState);\r\n\t\t\t} else if (board[i].cardId === CardIds.Gemsplitter_BG21_037) {\r\n\t\t\t\taddCardsInHand(hero, board, [CardIds.BloodGem], gameState);\r\n\t\t\t} else if (board[i].cardId === CardIds.Gemsplitter_BG21_037_G) {\r\n\t\t\t\taddCardsInHand(hero, board, [CardIds.BloodGem, CardIds.BloodGem], gameState);\r\n\t\t\t} else if (\r\n\t\t\t\tboard[i].cardId === CardIds.CogworkCopter_BG24_008 ||\r\n\t\t\t\tboard[i].cardId === CardIds.CogworkCopter_BG24_008_G\r\n\t\t\t) {\r\n\t\t\t\t// When it's the opponent, the game state already contains all the buffs\r\n\t\t\t\tif (board[i]?.friendly) {\r\n\t\t\t\t\tconst buff = board[i].cardId === CardIds.CogworkCopter_BG24_008_G ? 2 : 1;\r\n\t\t\t\t\tgrantRandomStats(\r\n\t\t\t\t\t\tboard[i],\r\n\t\t\t\t\t\thero.hand.filter(\r\n\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\tgameState.allCards.getCard(e.cardId).type?.toUpperCase() === CardType[CardType.MINION],\r\n\t\t\t\t\t\t),\r\n\t\t\t\t\t\thero,\r\n\t\t\t\t\t\tbuff,\r\n\t\t\t\t\t\tbuff,\r\n\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const grantRandomDivineShield = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\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, hero, otherHero, true, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, chosen, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const grantDivineShieldToLeftmostMinions = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tquantity: number,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < Math.min(quantity, board.length); i++) {\r\n\t\tupdateDivineShield(board[i], board, hero, otherHero, true, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, board[i], board, null, null);\r\n\t}\r\n};\r\n\r\nexport interface OnDivineShieldUpdatedInput {\r\n\tboard: BoardEntity[];\r\n\thero: BgsPlayerEntity;\r\n\totherHero: BgsPlayerEntity;\r\n\tgameState: FullGameState;\r\n\ttarget: BoardEntity;\r\n\tpreviousValue: boolean;\r\n}\r\n"]}
1
+ 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{ CardIds, CardType, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasOnDivineShieldUpdated } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { pickRandom } from '../services/utils';\r\nimport { addCardsInHand } from '../simulation/cards-in-hand';\r\nimport { FullGameState } from '../simulation/internal-game-state';\r\nimport { modifyStats } from '../simulation/stats';\r\nimport { grantRandomStats, hasCorrectTribe } from '../utils';\r\n\r\nexport const updateDivineShield = (\r\n\tentity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tnewValue: boolean,\r\n\tgameState: FullGameState,\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\t6 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t12 * 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\t6 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t12 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\tentity.attack -= statsBonus;\r\n\t}\r\n\r\n\t// Lost divine shield\r\n\tif (entity.hadDivineShield && !entity.divineShield) {\r\n\t\tconst adapter = hero.trinkets\r\n\t\t\t.filter((t) => t.cardId === CardIds.MechagonAdapter_BG30_MagicItem_910)\r\n\t\t\t.filter((t) => t.scriptDataNum1 > 0)[0];\r\n\t\tif (!!adapter && hasCorrectTribe(entity, hero, Race.MECH, gameState.allCards)) {\r\n\t\t\tupdateDivineShield(entity, board, hero, otherHero, true, gameState);\r\n\t\t\tadapter.scriptDataNum1--;\r\n\t\t}\r\n\r\n\t\tfor (const boardEntity of board) {\r\n\t\t\tconst onDivineShieldUpdatedImpl = cardMappings[boardEntity.cardId];\r\n\t\t\tif (hasOnDivineShieldUpdated(onDivineShieldUpdatedImpl)) {\r\n\t\t\t\tonDivineShieldUpdatedImpl.onDivineShieldUpdated(boardEntity, {\r\n\t\t\t\t\tboard: board,\r\n\t\t\t\t\thero: hero,\r\n\t\t\t\t\totherHero: otherHero,\r\n\t\t\t\t\tgameState: gameState,\r\n\t\t\t\t\ttarget: entity,\r\n\t\t\t\t\tpreviousValue: entity.hadDivineShield,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tfor (let i = 0; i < board.length; i++) {\r\n\t\t\tif (board[i].cardId === CardIds.BolvarFireblood_ICC_858) {\r\n\t\t\t\tmodifyStats(board[i], 2, 0, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t} else if (board[i].cardId === CardIds.BolvarFireblood_TB_BaconUps_047) {\r\n\t\t\t\tmodifyStats(board[i], 4, 0, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t} else if (board[i].cardId === CardIds.DrakonidEnforcer_BGS_067) {\r\n\t\t\t\tmodifyStats(board[i], 2, 2, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t} else if (board[i].cardId === CardIds.DrakonidEnforcer_TB_BaconUps_117) {\r\n\t\t\t\tmodifyStats(board[i], 4, 4, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t} else if (\r\n\t\t\t\tboard[i].entityId !== entity.entityId &&\r\n\t\t\t\t(board[i].cardId === CardIds.HolyMecherel_BG20_401 ||\r\n\t\t\t\t\tboard[i].cardId === CardIds.HolyMecherel_BG20_401_G)\r\n\t\t\t) {\r\n\t\t\t\tupdateDivineShield(board[i], board, hero, otherHero, true, gameState);\r\n\t\t\t} else if (board[i].cardId === CardIds.Gemsplitter_BG21_037) {\r\n\t\t\t\taddCardsInHand(hero, board, [CardIds.BloodGem], gameState);\r\n\t\t\t} else if (board[i].cardId === CardIds.Gemsplitter_BG21_037_G) {\r\n\t\t\t\taddCardsInHand(hero, board, [CardIds.BloodGem, CardIds.BloodGem], gameState);\r\n\t\t\t} else if (\r\n\t\t\t\tboard[i].cardId === CardIds.CogworkCopter_BG24_008 ||\r\n\t\t\t\tboard[i].cardId === CardIds.CogworkCopter_BG24_008_G\r\n\t\t\t) {\r\n\t\t\t\t// When it's the opponent, the game state already contains all the buffs\r\n\t\t\t\tif (board[i]?.friendly) {\r\n\t\t\t\t\tconst buff = board[i].cardId === CardIds.CogworkCopter_BG24_008_G ? 2 : 1;\r\n\t\t\t\t\tgrantRandomStats(\r\n\t\t\t\t\t\tboard[i],\r\n\t\t\t\t\t\thero.hand.filter(\r\n\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\tgameState.allCards.getCard(e.cardId).type?.toUpperCase() === CardType[CardType.MINION],\r\n\t\t\t\t\t\t),\r\n\t\t\t\t\t\thero,\r\n\t\t\t\t\t\tbuff,\r\n\t\t\t\t\t\tbuff,\r\n\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const grantRandomDivineShield = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\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, hero, otherHero, true, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, chosen, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const grantDivineShieldToLeftmostMinions = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tquantity: number,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < Math.min(quantity, board.length); i++) {\r\n\t\tupdateDivineShield(board[i], board, hero, otherHero, true, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, board[i], board, null, null);\r\n\t}\r\n};\r\n\r\nexport interface OnDivineShieldUpdatedInput {\r\n\tboard: BoardEntity[];\r\n\thero: BgsPlayerEntity;\r\n\totherHero: BgsPlayerEntity;\r\n\tgameState: FullGameState;\r\n\ttarget: BoardEntity;\r\n\tpreviousValue: boolean;\r\n}\r\n"]}
@@ -834,10 +834,14 @@ const rememberDeathrattles = (fish, deadEntities, cardsData, allCards, sharedSta
834
834
  if (!(deadEntities === null || deadEntities === void 0 ? void 0 : deadEntities.length)) {
835
835
  return;
836
836
  }
837
- const hasMechorse = deadEntities.some((entity) => entity.cardId === "BG27_008t");
838
837
  const validDeathrattles = deadEntities
839
838
  .filter((entity) => { var _a; return ((_a = allCards.getCard(entity.cardId).mechanics) === null || _a === void 0 ? void 0 : _a.includes(reference_data_1.GameTag[reference_data_1.GameTag.DEATHRATTLE])) || (0, utils_2.isFish)(entity); })
840
- .map((entity) => ({ cardId: entity.cardId, repeats: 1, timing: sharedState.currentEntityId++ }));
839
+ .map((entity) => ({
840
+ cardId: entity.cardId,
841
+ repeats: 1,
842
+ timing: sharedState.currentEntityId++,
843
+ memory: entity.memory,
844
+ }));
841
845
  const validEnchantments = deadEntities
842
846
  .filter((entity) => { var _a; return (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.length; })
843
847
  .map((entity) => entity.enchantments)
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, CardType, GameTag, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport {\r\n\thasDeathrattleEffect,\r\n\thasDeathrattleEnchantmentEffect as hasDeathrattleEffectEnchantmentEffect,\r\n} from '../cards/card.interface';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { grantRandomDivineShield, updateDivineShield } from '../keywords/divine-shield';\r\nimport { updateTaunt } from '../keywords/taunt';\r\nimport { updateWindfury } from '../keywords/windfury';\r\nimport { pickMultipleRandomDifferent, pickRandom, pickRandomAlive, pickRandomLowestHealth } from '../services/utils';\r\nimport { isValidDeathrattleEnchantment } from '../simulate-bgs-battle';\r\nimport {\r\n\taddStatsToBoard,\r\n\tgrantRandomAttack,\r\n\tgrantRandomStats,\r\n\tgrantStatsToMinionsOfEachType,\r\n\thasCorrectTribe,\r\n\thasMechanic,\r\n\tisFish,\r\n\tisGolden,\r\n} from '../utils';\r\nimport {\r\n\tdealDamageToMinion,\r\n\tdealDamageToRandomEnemy,\r\n\tfindNearestEnemies,\r\n\tgetNeighbours,\r\n\tprocessMinionDeath,\r\n} from './attack';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { DeathrattleTriggeredInput, onDeathrattleTriggered } from './deathrattle-on-trigger';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { groupLeapfroggerDeathrattles } from './remembered-deathrattle';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\nimport { modifyStats } from './stats';\r\nimport { makeMinionGolden } from './utils/golden';\r\n\r\nexport const computeDeathrattleMultiplier = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsharedState: SharedState,\r\n): number => {\r\n\tconst rivendare =\r\n\t\t!!board.find(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.BaronRivendare_BG_FP1_031 ||\r\n\t\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518,\r\n\t\t) || boardHero.secrets?.some((e) => e.cardId === CardIds.TitusTribute_BG28_843);\r\n\tconst goldenRivendare = board.find(\r\n\t\t(entity) =>\r\n\t\t\tentity.cardId === CardIds.BaronRivendare_TB_BaconUps_055 ||\r\n\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518_G,\r\n\t);\r\n\tconst titus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354).length;\r\n\tconst goldenTitus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354_G).length;\r\n\tconst deathlyPhylacteries = boardHero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.DeathlyPhylactery_BG30_MagicItem_700 && t.scriptDataNum1 > 0,\r\n\t).length;\r\n\tconst tombs =\r\n\t\tboardHero.questRewardEntities?.filter((entity) => entity.cardId === CardIds.TurbulentTombs)?.length ?? 0;\r\n\tconst echoesOfArgus = sharedState.anomalies.includes(CardIds.EchoesOfArgus_BG27_Anomaly_802) ? 1 : 0;\r\n\tconst scourgeMultiplier = deadEntity.additionalCards?.includes(CardIds.ScourgeTroll) ? 2 : 1;\r\n\r\n\tconst multiplier =\r\n\t\tscourgeMultiplier *\r\n\t\t((goldenRivendare ? 3 : rivendare ? 2 : 1) +\r\n\t\t\tdeathlyPhylacteries +\r\n\t\t\ttitus +\r\n\t\t\t2 * goldenTitus +\r\n\t\t\ttombs +\r\n\t\t\techoesOfArgus);\r\n\treturn multiplier;\r\n};\r\n\r\n// export const handleDeathrattles = (\r\n// \tboardWithKilledMinion: BoardEntity[],\r\n// \tboardWithKilledMinionHero: BgsPlayerEntity,\r\n// \tdeadEntity: BoardEntity,\r\n// \tdeadMinionIndexFromRight2: number,\r\n// \topponentBoard: BoardEntity[],\r\n// \topponentBoardHero: BgsPlayerEntity,\r\n// \tentitiesDeadThisAttack: readonly BoardEntity[],\r\n// \tgameState: InternalGameState,\r\n// ) => {};\r\n\r\nexport const handleDeathrattleEffects = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = computeDeathrattleMultiplier(\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\tgameState.sharedState,\r\n\t);\r\n\tconst deathrattleTriggeredInput: DeathrattleTriggeredInput = {\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\totherBoard,\r\n\t\totherBoardHero,\r\n\t\tdeadEntityIndexFromRight,\r\n\t\tgameState,\r\n\t};\r\n\r\n\t// We do it on a case by case basis so that we deal all the damage in one go for instance\r\n\t// and avoid proccing deathrattle spawns between the times the damage triggers\r\n\tconst cardIds = [deadEntity.cardId, ...(deadEntity.additionalCards ?? [])];\r\n\r\n\t// We compute the enchantments first, so that we don't include enchantments created by the just-processed\r\n\t// deathrattles\r\n\t// It's important to first copy the enchantments, otherwise you could end up\r\n\t// in an infinite loop - since new enchants are added after each step\r\n\tconst enchantments: { cardId: string; originEntityId?: number; repeats?: number }[] = [\r\n\t\t...(deadEntity.enchantments ?? []),\r\n\t\t// These seem to be first processed separately\r\n\t\t// ...(deadEntity.rememberedDeathrattles ?? []),\r\n\t].sort((a, b) => a.timing - b.timing);\r\n\t// In some cases it's possible that there are way too many enchantments because of the frog\r\n\t// In that case, we make a trade-off and don't trigger the \"on stats change\" trigger as\r\n\t// often as we should, so that we can have the stats themselves correct\r\n\t// We don't want to lump everything together, as it skews the stats when there are a lot of buffs\r\n\t// Instead, we build groups\r\n\t// Rework this again when Leapfrogger goes back in\r\n\t// const maxNumberOfGroups = 12;\r\n\t// const enchantmentGroups = groupByFunction((enchantment: any) => enchantment.cardId)(enchantments);\r\n\t// enchantments = Object.keys(enchantmentGroups)\r\n\t// \t.filter((cardId) => VALID_DEATHRATTLE_ENCHANTMENTS.includes(cardId as CardIds))\r\n\t// \t.flatMap((cardId) => {\r\n\t// \t\tlet repeatsToApply = enchantmentGroups[cardId].map((e) => e.repeats || 1).reduce((a, b) => a + b, 0);\r\n\t// \t\t// Frogs include the multiplers here directly\r\n\t// \t\tif (\r\n\t// \t\t\t[\r\n\t// \t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t// \t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\t// \t\t\t].includes(cardId as CardIds)\r\n\t// \t\t) {\r\n\t// \t\t\trepeatsToApply = repeatsToApply * multiplier;\r\n\t// \t\t}\r\n\r\n\t// \t\tconst results = [];\r\n\t// \t\tconst repeatsPerBuff = Math.max(1, Math.floor(repeatsToApply / maxNumberOfGroups));\r\n\t// \t\tlet repeatsDone = 0;\r\n\t// \t\twhile (repeatsDone < repeatsToApply) {\r\n\t// \t\t\tconst repeats = Math.min(repeatsPerBuff, repeatsToApply - repeatsDone);\r\n\t// \t\t\tresults.push({\r\n\t// \t\t\t\tcardId: cardId,\r\n\t// \t\t\t\trepeats: repeats,\r\n\t// \t\t\t\ttiming: Math.min(...enchantmentGroups[cardId].map((e) => e.timing)),\r\n\t// \t\t\t});\r\n\t// \t\t\trepeatsDone += repeatsPerBuff;\r\n\t// \t\t}\r\n\t// \t\treturn results;\r\n\t// \t});\r\n\r\n\t// FIXME; this is not correct, as fish can have leapfrogger card Id OR enchantment id as a\r\n\t// remembered deathrattle, and the remembered deathrattle is handled only via the card id\r\n\t// TODO put the muliplier look here, and handle onDeathrattleTriggered like is done for\r\n\t// deathrattle-spawns\r\n\tfor (const deadEntityCardId of cardIds) {\r\n\t\tconst deathrattleImpl = cardMappings[deadEntityCardId];\r\n\t\tif (hasDeathrattleEffect(deathrattleImpl)) {\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tdeathrattleImpl.deathrattleEffect(deadEntity, deathrattleTriggeredInput);\r\n\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t}\r\n\t\t} else {\r\n\t\t\tswitch (deadEntityCardId) {\r\n\t\t\t\tcase CardIds.SelflessHero_BG_OG_221:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomDivineShield(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SelflessHero_TB_BaconUps_014:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomDivineShield(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tgrantRandomDivineShield(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy:\r\n\t\t\t\tcase CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy_G:\r\n\t\t\t\t\tconst iterations = deadEntityCardId === CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < iterations; j++) {\r\n\t\t\t\t\t\t\tlet validTargets = boardWithDeadEntity.filter((entity) => !entity.divineShield);\r\n\t\t\t\t\t\t\tif (!validTargets?.length) {\r\n\t\t\t\t\t\t\t\tvalidTargets = boardWithDeadEntity.filter((entity) => !entity.taunt);\r\n\t\t\t\t\t\t\t\tif (!validTargets?.length) {\r\n\t\t\t\t\t\t\t\t\tvalidTargets = boardWithDeadEntity.filter((entity) => !entity.windfury);\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\tconst target = pickRandom(validTargets);\r\n\t\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\t\tif (!target.divineShield) {\r\n\t\t\t\t\t\t\t\t\tupdateDivineShield(\r\n\t\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t\tupdateTaunt(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tupdateWindfury(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.NadinaTheRed_BGS_040:\r\n\t\t\t\tcase CardIds.NadinaTheRed_TB_BaconUps_154:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst nadinaMultiplier = deadEntityCardId === CardIds.NadinaTheRed_TB_BaconUps_154 ? 6 : 3;\r\n\t\t\t\t\t\tfor (let j = 0; j < nadinaMultiplier; j++) {\r\n\t\t\t\t\t\t\tconst validTargets = boardWithDeadEntity\r\n\t\t\t\t\t\t\t\t.filter((e) =>\r\n\t\t\t\t\t\t\t\t\thasCorrectTribe(e, boardWithDeadEntityHero, Race.DRAGON, gameState.allCards),\r\n\t\t\t\t\t\t\t\t)\r\n\t\t\t\t\t\t\t\t.filter((entity) => !entity.divineShield);\r\n\t\t\t\t\t\t\tconst target = pickRandom(validTargets);\r\n\t\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\t\tupdateDivineShield(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SpawnOfNzoth_BG_OG_256:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, 1, 1, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SpawnOfNzoth_TB_BaconUps_025:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, 2, 2, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SilithidBurrower_BG29_871:\r\n\t\t\t\tcase CardIds.SilithidBurrower_BG29_871_G:\r\n\t\t\t\t\tconst silithidStats = deadEntity.cardId === CardIds.SilithidBurrower_BG29_871_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tsilithidStats,\r\n\t\t\t\t\t\t\tsilithidStats,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tRace[Race.BEAST],\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.FiendishServant_YOD_026:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.FiendishServant_TB_BaconUps_112:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.NightbaneIgnited_BG29_815:\r\n\t\t\t\tcase CardIds.NightbaneIgnited_BG29_815_G:\r\n\t\t\t\t\tconst nightbaneLoops = deadEntityCardId === CardIds.NightbaneIgnited_BG29_815_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < nightbaneLoops; j++) {\r\n\t\t\t\t\t\t\tconst pickedTargetEntityIds = [];\r\n\t\t\t\t\t\t\tfor (let k = 0; k < 2; k++) {\r\n\t\t\t\t\t\t\t\tconst target = pickRandomAlive(\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity\r\n\t\t\t\t\t\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\t\t\t\t\t![\r\n\t\t\t\t\t\t\t\t\t\t\t\t\tCardIds.NightbaneIgnited_BG29_815,\r\n\t\t\t\t\t\t\t\t\t\t\t\t\tCardIds.NightbaneIgnited_BG29_815_G,\r\n\t\t\t\t\t\t\t\t\t\t\t\t].includes(e.cardId as CardIds),\r\n\t\t\t\t\t\t\t\t\t\t)\r\n\t\t\t\t\t\t\t\t\t\t.filter((e) => !pickedTargetEntityIds.includes(e.entityId)),\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\t\t\t\tpickedTargetEntityIds.push(target.entityId);\r\n\t\t\t\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\t\t\t\t\t0,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.Leapfrogger_BG21_000:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\t// console.log('\\t', 'Leapfrogger from DR', deadEntity.entityId);\r\n\t\t\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tdeadEntity.deathrattleRepeats,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.Leapfrogger_BG21_000_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tdeadEntity.deathrattleRepeats,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.PalescaleCrocolisk_BG21_001:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t6,\r\n\t\t\t\t\t\t\t6,\r\n\t\t\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.PalescaleCrocolisk_BG21_001_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t12,\r\n\t\t\t\t\t\t\t12,\r\n\t\t\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.ScarletSkull_BG25_022:\r\n\t\t\t\tcase CardIds.ScarletSkull_BG25_022_G:\r\n\t\t\t\t\tconst scarletMultiplier = deadEntityCardId === CardIds.ScarletSkull_BG25_022_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tscarletMultiplier * 1,\r\n\t\t\t\t\t\t\tscarletMultiplier * 2,\r\n\t\t\t\t\t\t\tRace.UNDEAD,\r\n\t\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy:\r\n\t\t\t\tcase CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy_G:\r\n\t\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\t\tconst squirrelDamage =\r\n\t\t\t\t\t\tdeadEntity.cardId === CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy_G ? 4 : 2;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst numberOfDeadMechsThisCombat = gameState.sharedState.deaths\r\n\t\t\t\t\t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\t\t\t\thasCorrectTribe(entity, boardWithDeadEntityHero, Race.MECH, gameState.allCards),\r\n\t\t\t\t\t\t\t).length;\r\n\t\t\t\t\t\tfor (let j = 0; j < numberOfDeadMechsThisCombat; j++) {\r\n\t\t\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tsquirrelDamage,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.KaboomBot_BG_BOT_606:\r\n\t\t\t\tcase CardIds.KaboomBot_TB_BaconUps_028:\r\n\t\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\t\tconst kaboomLoops = deadEntity.cardId === CardIds.KaboomBot_TB_BaconUps_028 ? 2 : 1;\r\n\t\t\t\t\tconst baseDamage =\r\n\t\t\t\t\t\t4 +\r\n\t\t\t\t\t\tboardWithDeadEntityHero.trinkets.filter(\r\n\t\t\t\t\t\t\t(t) => t.cardId === CardIds.KaboomBotPortrait_BG30_MagicItem_803,\r\n\t\t\t\t\t\t).length *\r\n\t\t\t\t\t\t\t10;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < kaboomLoops; j++) {\r\n\t\t\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tbaseDamage,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.FireDancer_BG29_843:\r\n\t\t\t\tcase CardIds.FireDancer_BG29_843_G:\r\n\t\t\t\t\tconst fireDancerLoops = deadEntity.cardId === CardIds.FireDancer_BG29_843_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < fireDancerLoops; j++) {\r\n\t\t\t\t\t\t\t// In case there are spawns, don't target them\r\n\t\t\t\t\t\t\tconst minionsToDamage = [...otherBoard, ...boardWithDeadEntity];\r\n\t\t\t\t\t\t\tfor (const target of minionsToDamage) {\r\n\t\t\t\t\t\t\t\tconst isSameSide = target.friendly === deadEntity.friendly;\r\n\t\t\t\t\t\t\t\tconst board = isSameSide ? boardWithDeadEntity : otherBoard;\r\n\t\t\t\t\t\t\t\tconst hero = isSameSide ? boardWithDeadEntityHero : otherBoardHero;\r\n\t\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\t\t\thero,\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\t\t\tisSameSide ? otherBoard : boardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tisSameSide ? otherBoardHero : boardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\t// Most likely there is a death loop after each round of damage, see\r\n\t\t\t\t\t\t// http://replays.firestoneapp.com/?reviewId=4b6e4d8d-fc83-4795-b450-4cd0c3a518be&turn=17&action=2\r\n\t\t\t\t\t\t// Update 13/05/2024: the death process is probably between each deathrattle proc, but not each\r\n\t\t\t\t\t\t// individual tick. See\r\n\t\t\t\t\t\t// http://replays.firestoneapp.com/?reviewId=6d66b90d-5678-4a68-a45f-7ddb887f9450&turn=17&action=11\r\n\t\t\t\t\t\tprocessMinionDeath(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.LighterFighter_BG28_968:\r\n\t\t\t\tcase CardIds.LighterFighter_BG28_968_G:\r\n\t\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\t\tconst lighterFighterDamage = deadEntity.cardId === CardIds.LighterFighter_BG28_968_G ? 8 : 4;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < 2; j++) {\r\n\t\t\t\t\t\t\tconst target = pickRandomLowestHealth(otherBoard);\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tlighterFighterDamage,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.DrBoombox_BG25_165:\r\n\t\t\t\tcase CardIds.DrBoombox_BG25_165_G:\r\n\t\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\t\tconst boomboxDamage = deadEntity.cardId === CardIds.DrBoombox_BG25_165_G ? 14 : 7;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\t// The nearest enemies use the full board info\r\n\t\t\t\t\t\t// const boardIncludingDeadEntityAtCorrectIndex = boardWithDeadEntity.splice(\r\n\t\t\t\t\t\t// \tdeadEntityIndexFromRight,\r\n\t\t\t\t\t\t// \t0,\r\n\t\t\t\t\t\t// \tdeadEntity,\r\n\t\t\t\t\t\t// );\r\n\t\t\t\t\t\tconst targets = findNearestEnemies(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\tdeadEntityIndexFromRight,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t2,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\ttargets.forEach((target) => {\r\n\t\t\t\t\t\t\t// console.debug('dealing damage to', stringifySimpleCard(target));\r\n\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tboomboxDamage,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t});\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.UnstableGhoul_BG_FP1_024:\r\n\t\t\t\tcase CardIds.UnstableGhoul_TB_BaconUps_118:\r\n\t\t\t\t\tconst damage = deadEntityCardId === CardIds.UnstableGhoul_TB_BaconUps_118 ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\t// In case there are spawns, don't target them\r\n\t\t\t\t\t\tconst minionsToDamage = [...otherBoard, ...boardWithDeadEntity];\r\n\t\t\t\t\t\tfor (const target of minionsToDamage) {\r\n\t\t\t\t\t\t\tconst isSameSide = target.friendly === deadEntity.friendly;\r\n\t\t\t\t\t\t\tconst board = isSameSide ? boardWithDeadEntity : otherBoard;\r\n\t\t\t\t\t\t\tconst hero = isSameSide ? boardWithDeadEntityHero : otherBoardHero;\r\n\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\t\thero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tdamage,\r\n\t\t\t\t\t\t\t\tisSameSide ? otherBoard : boardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tisSameSide ? otherBoardHero : boardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.RadioStar_BG25_399:\r\n\t\t\t\tcase CardIds.RadioStar_BG25_399_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst radioQuantity = deadEntityCardId === CardIds.RadioStar_BG25_399_G ? 2 : 1;\r\n\t\t\t\t\t\tconst radioEntities = Array(radioQuantity).fill(deadEntity.lastAffectedByEntity);\r\n\t\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, radioEntities, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.MysticSporebat_BG28_900:\r\n\t\t\t\tcase CardIds.MysticSporebat_BG28_900_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst loops = deadEntityCardId === CardIds.MysticSporebat_BG28_900_G ? 2 : 1;\r\n\t\t\t\t\t\tconst cardsToAdd = Array(loops).fill(null);\r\n\t\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, cardsToAdd, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SrTombDiver_TB_BaconShop_HERO_41_Buddy:\r\n\t\t\t\tcase CardIds.SrTombDiver_TB_BaconShop_HERO_41_Buddy_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst numberToGild =\r\n\t\t\t\t\t\t\tdeadEntityCardId === CardIds.SrTombDiver_TB_BaconShop_HERO_41_Buddy_G ? 2 : 1;\r\n\t\t\t\t\t\tconst targetBoard = boardWithDeadEntity.filter((e) => !e.definitelyDead && e.health > 0);\r\n\t\t\t\t\t\t// .filter((e) => !gameState.cardsData.isGolden(gameState.allCards.getCard(e.cardId)));\r\n\t\t\t\t\t\tfor (let i = 0; i < Math.min(numberToGild, boardWithDeadEntity.length); i++) {\r\n\t\t\t\t\t\t\tconst rightMostMinion = targetBoard[targetBoard.length - 1 - i];\r\n\t\t\t\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\t\t\t\trightMostMinion,\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.Scourfin_BG26_360:\r\n\t\t\t\tcase CardIds.Scourfin_BG26_360_G:\r\n\t\t\t\t\tconst statsScourfin = deadEntityCardId === CardIds.Scourfin_BG26_360_G ? 10 : 5;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero.hand.filter(\r\n\t\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\t\tgameState.allCards.getCard(e.cardId).type?.toUpperCase() ===\r\n\t\t\t\t\t\t\t\t\tCardType[CardType.MINION],\r\n\t\t\t\t\t\t\t),\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tstatsScourfin,\r\n\t\t\t\t\t\t\tstatsScourfin,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SanguineChampion_BG23_017:\r\n\t\t\t\tcase CardIds.SanguineChampion_BG23_017_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst sanguineChampionStats = deadEntityCardId === CardIds.SanguineChampion_BG23_017 ? 1 : 2;\r\n\t\t\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemAttackBonus += sanguineChampionStats;\r\n\t\t\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemHealthBonus += sanguineChampionStats;\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.PricklyPiper_BG26_160:\r\n\t\t\t\tcase CardIds.PricklyPiper_BG26_160_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst piperBuff = deadEntityCardId === CardIds.PricklyPiper_BG26_160 ? 1 : 2;\r\n\t\t\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemAttackBonus += piperBuff;\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t// Putricide-only\r\n\t\t\t\tcase CardIds.Banshee_BG_RLK_957:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t2,\r\n\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tRace[Race.UNDEAD],\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.LostSpirit_BG26_GIL_513:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\t0,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.TickingAbomination_BG_ICC_099:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (const entity of boardWithDeadEntity) {\r\n\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t5,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.WitheredSpearhide_BG27_006:\r\n\t\t\t\tcase CardIds.WitheredSpearhide_BG27_006_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst witheredSpearhideCardsToAdd = Array(\r\n\t\t\t\t\t\t\tdeadEntity.cardId === CardIds.WitheredSpearhide_BG27_006_G ? 2 : 1,\r\n\t\t\t\t\t\t).fill(CardIds.BloodGem);\r\n\t\t\t\t\t\taddCardsInHand(\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\twitheredSpearhideCardsToAdd,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.RecurringNightmare_BG26_055:\r\n\t\t\t\tcase CardIds.RecurringNightmare_BG26_055_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tapplyRecurringNightmareDeathrattleEffect(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tdeadEntityCardId === CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\t\tgameState.sharedState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.MotleyPhalanx_BG27_080:\r\n\t\t\t\tcase CardIds.MotleyPhalanx_BG27_080_G:\r\n\t\t\t\t\tconst motleyBuff = deadEntity.cardId === CardIds.MotleyPhalanx_BG27_080_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantStatsToMinionsOfEachType(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tmotleyBuff * 2,\r\n\t\t\t\t\t\t\tmotleyBuff * 1,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.MoroesStewardOfDeath_BG28_304:\r\n\t\t\t\tcase CardIds.MoroesStewardOfDeath_BG28_304_G:\r\n\t\t\t\t\tconst moroesBuffAtk = deadEntity.cardId === CardIds.MoroesStewardOfDeath_BG28_304_G ? 4 : 2;\r\n\t\t\t\t\tconst moroesBuffHealth = deadEntity.cardId === CardIds.MoroesStewardOfDeath_BG28_304_G ? 8 : 4;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tmoroesBuffAtk,\r\n\t\t\t\t\t\t\tmoroesBuffHealth,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tRace[Race.UNDEAD],\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SteadfastSpirit_BG28_306:\r\n\t\t\t\tcase CardIds.SteadfastSpirit_BG28_306_G:\r\n\t\t\t\t\tconst steadfastSpiritBuff = deadEntity.cardId === CardIds.SteadfastSpirit_BG28_306_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tsteadfastSpiritBuff,\r\n\t\t\t\t\t\t\tsteadfastSpiritBuff,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.ScrapScraper_BG26_148:\r\n\t\t\t\tcase CardIds.ScrapScraper_BG26_148_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst scraperToAddQuantity = deadEntity.cardId === CardIds.ScrapScraper_BG26_148_G ? 2 : 1;\r\n\t\t\t\t\t\tconst scraperCardsToAdd = [];\r\n\t\t\t\t\t\tfor (let i = 0; i < scraperToAddQuantity; i++) {\r\n\t\t\t\t\t\t\tscraperCardsToAdd.push(pickRandom(gameState.cardsData.scrapScraperSpawns));\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, scraperCardsToAdd, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.BarrensConjurer_BG29_862:\r\n\t\t\t\tcase CardIds.BarrensConjurer_BG29_862_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst conjurerToAddQuantity = deadEntity.cardId === CardIds.BarrensConjurer_BG29_862_G ? 2 : 1;\r\n\t\t\t\t\t\tconst conjurerCardsToAdd = [];\r\n\t\t\t\t\t\tfor (let i = 0; i < conjurerToAddQuantity; i++) {\r\n\t\t\t\t\t\t\tconjurerCardsToAdd.push(pickRandom(gameState.cardsData.battlecryMinions));\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, conjurerCardsToAdd, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.ShadowyConstruct_BG25_HERO_103_Buddy:\r\n\t\t\t\tcase CardIds.ShadowyConstruct_BG25_HERO_103_Buddy_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst loops = deadEntity.cardId === CardIds.ShadowyConstruct_BG25_HERO_103_Buddy_G ? 2 : 1;\r\n\t\t\t\t\t\tfor (let j = 0; j < loops; j++) {\r\n\t\t\t\t\t\t\tconst atkBuff = deadEntity.attack;\r\n\t\t\t\t\t\t\tconst healthBuff = deadEntity.maxHealth;\r\n\t\t\t\t\t\t\tconst target = pickRandom(\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity.filter((e) => e.entityId !== deadEntity.entityId),\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tatkBuff,\r\n\t\t\t\t\t\t\t\t\thealthBuff,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SpikedSavior_BG29_808:\r\n\t\t\t\tcase CardIds.SpikedSavior_BG29_808_G:\r\n\t\t\t\t\tconst spikedSaviorLoops = deadEntity.cardId === CardIds.SpikedSavior_BG29_808_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < spikedSaviorLoops; j++) {\r\n\t\t\t\t\t\t\tconst targetBoard = [...boardWithDeadEntity];\r\n\t\t\t\t\t\t\tfor (const entity of targetBoard) {\r\n\t\t\t\t\t\t\t\tmodifyStats(entity, 0, 1, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\t\t\t\t\tgameState.spectator?.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\tfor (const entity of targetBoard) {\r\n\t\t\t\t\t\t\t\t// Issue: because this can spawn a new minion, the entity indices can be incorrect\r\n\t\t\t\t\t\t\t\t// See sim.sample.1.txt\r\n\t\t\t\t\t\t\t\t// Ideally, I should probably move the minion spawn index to another paradigm: keep the dead minions\r\n\t\t\t\t\t\t\t\t// until there are new spawns, and delete them afterwards, so I can easily refer to their index\r\n\t\t\t\t\t\t\t\t// by just looking them up, and spawning to the right\r\n\t\t\t\t\t\t\t\t// However, since this doesn't work, maybe I can look for entity indices adjustments needed\r\n\t\t\t\t\t\t\t\t// by looking up the position changes of other minions?\r\n\t\t\t\t\t\t\t\t// Not sure how this could work without creating a giant mess, so for now it will probably\r\n\t\t\t\t\t\t\t\t// stay as a bug\r\n\t\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\t// Add all the deathrattles that don't have an effect on combat\r\n\t\t\t\t// case CardIds.FieryFelblood_BG29_877:\r\n\t\t\t\t// case CardIds.FieryFelblood_BG29_877_G:\r\n\t\t\t\tdefault:\r\n\t\t\t\t\tif (hasMechanic(gameState.allCards.getCard(deadEntity.cardId), GameTag[GameTag.DEATHRATTLE])) {\r\n\t\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const enchantment of enchantments) {\r\n\t\tconst deathrattleImpl = cardMappings[enchantment.cardId];\r\n\t\tif (hasDeathrattleEffectEnchantmentEffect(deathrattleImpl)) {\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tdeathrattleImpl.deathrattleEffectEnchantmentEffect(enchantment, deathrattleTriggeredInput);\r\n\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t}\r\n\t\t}\r\n\t\tswitch (enchantment.cardId) {\r\n\t\t\tcase CardIds.RustyTrident_TridentsTreasureEnchantment_BG30_MagicItem_917e:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.HoggyBank_GemInTheBankEnchantment_BG30_MagicItem_411e:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [CardIds.BloodGem], gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e:\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge:\r\n\t\t\t\t// console.log('\\t', 'Leapfrogger enchantment', enchantment.repeats);\r\n\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tenchantment.cardId === CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t\tenchantment.repeats || 1,\r\n\t\t\t\t);\r\n\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.EarthRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyEarthInvocationEnchantment(boardWithDeadEntity, deadEntity, deadEntity, gameState);\r\n\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FireRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyFireInvocationEnchantment(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.WaterRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyWaterInvocationEnchantment(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.LightningRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyLightningInvocationEnchantment(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyLightningInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst targets = pickMultipleRandomDifferent(otherBoard, 5);\r\n\t\tfor (const target of targets) {\r\n\t\t\tdealDamageToMinion(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyWaterInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity, // Can be null when trinket is used\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst validBoard = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\t\tconst target: BoardEntity = validBoard[validBoard.length - 1];\r\n\t\tif (!!target) {\r\n\t\t\tupdateTaunt(target, true, boardWithDeadEntity, boardWithDeadEntityHero, otherHero, gameState);\r\n\t\t\tmodifyStats(target, 0, 3, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, target, boardWithDeadEntity, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyFireInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead)[0];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyStats(target, target.attack, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, target, boardWithDeadEntity, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyEarthInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst minionsGrantedDeathrattle: BoardEntity[] = pickMultipleRandomDifferent(boardWithDeadEntity, 4);\r\n\t\tminionsGrantedDeathrattle.forEach((minion) => {\r\n\t\t\tminion.enchantments.push({\r\n\t\t\t\tcardId: CardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\toriginEntityId: deadEntity?.entityId,\r\n\t\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, minion, boardWithDeadEntity, null, null);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nconst applyLeapFroggerEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier: number,\r\n): void => {\r\n\tmultiplier = multiplier ?? deadEntity.deathrattleRepeats ?? 1;\r\n\t// console.debug('applying leapfrogger effect', deadEntity.entityId, multiplier);\r\n\tconst buffed = grantRandomStats(\r\n\t\tdeadEntity,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tRace.BEAST,\r\n\t\tfalse,\r\n\t\tgameState,\r\n\t);\r\n\tif (buffed) {\r\n\t\tbuffed.enchantments = buffed.enchantments ?? [];\r\n\t\tbuffed.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge\r\n\t\t\t\t: CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t\t// console.log(\r\n\t\t// \t'\\t\\t',\r\n\t\t// \t'entity enchantments',\r\n\t\t// \tbuffed.entityId,\r\n\t\t// \tmultiplier,\r\n\t\t// \tbuffed.enchantments\r\n\t\t// \t\t.filter((e) => e.cardId.startsWith('BG21'))\r\n\t\t// \t\t.map((e) => e.repeats)\r\n\t\t// \t\t.join(','),\r\n\t\t// );\r\n\t}\r\n};\r\n\r\nconst applyRecurringNightmareDeathrattleEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n\tsharedState: SharedState,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst target = pickRandom(\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) => hasCorrectTribe(e, boardWithDeadEntityHero, Race.UNDEAD, allCards))\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055 &&\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t),\r\n\t);\r\n\tif (target) {\r\n\t\ttarget.enchantments = target.enchantments ?? [];\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge\r\n\t\t\t\t: CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t});\r\n\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity, null, null);\r\n\t}\r\n};\r\n\r\nexport const handleAfterMinionKillsEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst killer = deadEntity.lastAffectedByEntity;\r\n\tif (!killer) {\r\n\t\treturn;\r\n\t}\r\n\t// Killed an enemy minion\r\n\tif (killer.friendly !== deadEntity.friendly) {\r\n\t\tfor (const heroPower of otherBoardHero.heroPowers) {\r\n\t\t\tif (heroPower.cardId === CardIds.Rokara_GloryOfCombat) {\r\n\t\t\t\tmodifyStats(killer, 1, 0, otherBoard, otherBoardHero, gameState);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Icesnarl the Mighty\r\n\t\t// The timing here might be off, as the following replay suggests that the effect should trigger\r\n\t\t// before Sr. Tomb Diver's deathrattle is applied\r\n\t\t// http://replays.firestoneapp.com/?reviewId=ebb4e2d6-11b4-44f4-a052-3be2c63dd38f&turn=11&action=6\r\n\t\t// Update 2024-30-06: lived tgus ub ab \"after minion kills\" trigger, let's see how that works\r\n\t\totherBoard\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy ||\r\n\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G,\r\n\t\t\t)\r\n\t\t\t.forEach((icesnarl) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t0,\r\n\t\t\t\t\ticesnarl.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G ? 2 : 1,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyWheneverMinionDiesEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.BEAST, gameState.allCards)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.DEMON, gameState.allCards)) {\r\n\t\tapplySoulJugglerEffect(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MECH, gameState.allCards)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MURLOC, gameState.allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.ELEMENTAL, gameState.allCards)) {\r\n\t\tapplyMossOfTheSchlossEffect(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\tif (deadEntity.taunt) {\r\n\t\tapplyBristlemaneScrapsmithEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tapplyQirajiHarbringerEffect(boardWithDeadEntity, boardWithDeadEntityHero, deadEntityIndexFromRight, gameState);\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008_G\r\n\t) {\r\n\t\tapplyEternalKnightEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\t// Putricide-only\r\n\tboardWithDeadEntity\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FlesheatingGhoulLegacy_BG26_tt_004))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyStats(e, 1, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t});\r\n\r\n\tapplyRotHideGnollEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\r\n\t// Overkill\r\n\tif (\r\n\t\tdeadEntity.health < 0 &&\r\n\t\tgameState.sharedState.currentAttackerEntityId != null &&\r\n\t\tgameState.sharedState.currentAttackerEntityId === deadEntity.lastAffectedByEntity?.entityId\r\n\t) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_BGS_032) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_TB_BaconUps_103) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental && deadEntity.lastAffectedByEntity.attacking) {\r\n\t\t// \t// } else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental) {\r\n\t\t// \t// console.log('applying WildfireElemental effect', stringifySimple(boardWithDeadEntity, allCards));\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \t// Prevent propagation of the effect\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \t// console.log('neighbours', stringifySimple(neighbours, allCards));\r\n\t\t// \tif (neighbours.length > 0) {\r\n\t\t// \t\tconst randomTarget = neighbours[Math.floor(Math.random() * neighbours.length)];\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\trandomTarget,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t);\r\n\t\t// \t}\r\n\t\t// } else if (\r\n\t\t// \tdeadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds &&\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking\r\n\t\t// ) {\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \tneighbours.forEach((neighbour) =>\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\tneighbour,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t),\r\n\t\t// \t);\r\n\t\t// }\r\n\t\telse if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TRL_232) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TRL_232t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TB_BaconUps_051) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TB_BaconUps_051t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_BGS_080) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => hasCorrectTribe(entity, boardWithDeadEntityHero, Race.PIRATE, gameState.allCards))\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(pirate, 2, 2, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_TB_BaconUps_142) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => hasCorrectTribe(entity, boardWithDeadEntityHero, Race.PIRATE, gameState.allCards))\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(pirate, 4, 4, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\n/** @deprecated */\r\nexport const dealDamageToAllMinions = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamageDealt: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tdealDamageToMinion(board1[i], board1, board1Hero, damageSource, damageDealt, board2, board2Hero, gameState);\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tdealDamageToMinion(board2[i], board2, board2Hero, damageSource, damageDealt, board1, board1Hero, gameState);\r\n\t}\r\n};\r\n\r\nconst applySoulJugglerEffect = (\r\n\tboardWithJugglers: BoardEntity[],\r\n\tboardWithJugglersHero: BgsPlayerEntity,\r\n\tboardToAttack: BoardEntity[],\r\n\tboardToAttackHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (boardWithJugglers.length === 0 && boardToAttack.length === 0) {\r\n\t\treturn;\r\n\t\t// return [boardWithJugglers, boardToAttack];\r\n\t}\r\n\tconst jugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_BGS_002);\r\n\tfor (const juggler of jugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\tconst goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_TB_BaconUps_075);\r\n\tfor (const juggler of goldenJugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\t// processMinionDeath(\r\n\t// \tboardWithJugglers,\r\n\t// \tboardWithJugglersHero,\r\n\t// \tboardToAttack,\r\n\t// \tboardToAttackHero,\r\n\t// \tallCards,\r\n\t// \tcardsData,\r\n\t// \tsharedState,\r\n\t// \tspectator,\r\n\t// );\r\n};\r\n\r\nconst applyScavengingHyenaEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// const copy = [...board];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.ScavengingHyenaLegacy_BG_EX1_531) {\r\n\t\t\tmodifyStats(board[i], 2, 1, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaLegacy_TB_BaconUps_043) {\r\n\t\t\tmodifyStats(board[i], 4, 2, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyEternalKnightEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008_G\r\n\t\t) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.EternalKnight_BG25_008_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], multiplier * 1, multiplier * 1, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyRotHideGnollEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.RotHideGnoll_BG25_013 || board[i].cardId === CardIds.RotHideGnoll_BG25_013_G) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.RotHideGnoll_BG25_013_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], multiplier * 1, 0, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyBristlemaneScrapsmithEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardPlayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707 ||\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707_G\r\n\t\t) {\r\n\t\t\tconst cardsToAdd = Array(CardIds.BristlemaneScrapsmith_BG24_707_G ? 2 : 1).fill(CardIds.BloodGem);\r\n\t\t\taddCardsInHand(boardPlayerEntity, board, cardsToAdd, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, boardPlayerEntity, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyMossOfTheSchlossEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tboard\r\n\t\t.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MossOfTheSchloss_BG30_111 || e.cardId === CardIds.MossOfTheSchloss_BG30_111_G,\r\n\t\t)\r\n\t\t.filter((e) => e.abiityChargesLeft > 0)\r\n\t\t.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, deadEntity.maxAttack, deadEntity.maxHealth, board, hero, gameState);\r\n\t\t\tentity.abiityChargesLeft--;\r\n\t\t\tgameState.spectator.registerPowerTarget(entity, entity, board, null, null);\r\n\t\t});\r\n};\r\n\r\nconst applyJunkbotEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.Junkbot_GVG_106) {\r\n\t\t\tmodifyStats(board[i], 2, 2, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.Junkbot_TB_BaconUps_046) {\r\n\t\t\tmodifyStats(board[i], 4, 4, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyQirajiHarbringerEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_BGS_112);\r\n\tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_TB_BaconUps_303);\r\n\r\n\t// TODO: if reactivated, properly apply buffs one by one, instead of all together\r\n\tif (qiraji.length + goldenQiraji.length > 0) {\r\n\t\tconst neighbours = getNeighbours(board, null, deadEntityIndexFromRight);\r\n\t\tconst buff = 2 * qiraji.length + 4 * goldenQiraji.length;\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, buff, buff, board, hero, gameState);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyMonstrosity = (\r\n\tmonstrosity: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tboardWithDeadEntities: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tmodifyStats(monstrosity, deadEntity.attack, 0, boardWithDeadEntities, boardWithDeadEntityHero, gameState);\r\n\t\tif (monstrosity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G) {\r\n\t\t\tmodifyStats(monstrosity, deadEntity.attack, 0, boardWithDeadEntities, boardWithDeadEntityHero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const rememberDeathrattles = (\r\n\tfish: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tallCards: AllCardsService,\r\n\tsharedState: SharedState,\r\n): void => {\r\n\tif (!deadEntities?.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst hasMechorse = deadEntities.some(\r\n\t\t(entity) => entity.cardId === CardIds.MechanizedGiftHorse_MechorseToken_BG27_008t,\r\n\t);\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tallCards.getCard(entity.cardId).mechanics?.includes(GameTag[GameTag.DEATHRATTLE]) || isFish(entity),\r\n\t\t)\r\n\t\t.map((entity) => ({ cardId: entity.cardId, repeats: 1, timing: sharedState.currentEntityId++ }));\r\n\tconst validEnchantments = deadEntities\r\n\t\t.filter((entity) => entity.enchantments?.length)\r\n\t\t.map((entity) => entity.enchantments)\r\n\t\t.reduce((a, b) => a.concat(b), [])\r\n\t\t.flatMap((enchantment) => ({\r\n\t\t\tcardId: enchantment.cardId,\r\n\t\t\trepeats: enchantment.repeats ?? 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t}))\r\n\t\t.filter((enchantment) => isValidDeathrattleEnchantment(enchantment.cardId));\r\n\t// Multiple fish\r\n\tconst deadEntityRememberedDeathrattles =\r\n\t\tdeadEntities\r\n\t\t\t.filter((e) => !!e.rememberedDeathrattles?.length)\r\n\t\t\t// If the fish has reborn, it will inherit its own Deathrattles, and we don't want that\r\n\t\t\t.filter((e) => e.entityId !== fish.rebornFromEntityId)\r\n\t\t\t.flatMap((e) => e.rememberedDeathrattles) ?? [];\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments, ...deadEntityRememberedDeathrattles];\r\n\r\n\tif (newDeathrattles.length > 0) {\r\n\t\t// Order is important - the DR are triggered in the order d the minions have died\r\n\t\tif (isGolden(fish.cardId, allCards)) {\r\n\t\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\t\tconst doubleDr = newDeathrattles.reduce((res, current) => res.concat([current, current]), []);\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...doubleDr];\r\n\t\t} else {\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...newDeathrattles];\r\n\t\t}\r\n\r\n\t\tif (newDeathrattles.some((d) => d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000))) {\r\n\t\t\t// Not sure exactly why, but if a leapfrogger dies first, then a manasaber,\r\n\t\t\t// when the fish dies, the manasaber's effect (spawning tokens) is triggered first\r\n\t\t\t// https://replays.firestoneapp.com/?reviewId=521733fb-8ba1-4663-9a87-3da58e8a09c8&turn=21&action=3\r\n\t\t\t// HACK: So I will hardcode a rule for now to put leapfrogger effects last\r\n\t\t\tconst leapfroggerDeathrattles = groupLeapfroggerDeathrattles(fish.rememberedDeathrattles);\r\n\t\t\tfish.rememberedDeathrattles = [\r\n\t\t\t\t...fish.rememberedDeathrattles.filter((d) => !d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000)),\r\n\t\t\t\t...leapfroggerDeathrattles,\r\n\t\t\t];\r\n\t\t}\r\n\t}\r\n\t// console.debug(\r\n\t// \t'remembered',\r\n\t// \tfish.cardId,\r\n\t// \tfish.entityId,\r\n\t// \tfish.rememberedDeathrattles.map((d) => ({\r\n\t// \t\tcardId: d.cardId,\r\n\t// \t\tname: allCards.getCard(d.cardId)?.name,\r\n\t// \t\t// repeats: d.repeats,\r\n\t// \t\t// timing: d.timing,\r\n\t// \t})),\r\n\t// );\r\n};\r\n\r\nconst removeOldMurkEyeAttack = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst murkeyes = boardWithDeadEntity.filter(\r\n\t\t(entity) => entity.cardId === CardIds.OldMurkEyeLegacy || entity.cardId === CardIds.OldMurkEyeVanilla,\r\n\t);\r\n\tconst goldenMurkeyes = boardWithDeadEntity.filter((entity) => entity.cardId === CardIds.OldMurkEye);\r\n\tmurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, -1, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n\tgoldenMurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, -2, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, CardType, GameTag, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport {\r\n\thasDeathrattleEffect,\r\n\thasDeathrattleEnchantmentEffect as hasDeathrattleEffectEnchantmentEffect,\r\n} from '../cards/card.interface';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { grantRandomDivineShield, updateDivineShield } from '../keywords/divine-shield';\r\nimport { updateTaunt } from '../keywords/taunt';\r\nimport { updateWindfury } from '../keywords/windfury';\r\nimport { pickMultipleRandomDifferent, pickRandom, pickRandomAlive, pickRandomLowestHealth } from '../services/utils';\r\nimport { isValidDeathrattleEnchantment } from '../simulate-bgs-battle';\r\nimport {\r\n\taddStatsToBoard,\r\n\tgrantRandomAttack,\r\n\tgrantRandomStats,\r\n\tgrantStatsToMinionsOfEachType,\r\n\thasCorrectTribe,\r\n\thasMechanic,\r\n\tisFish,\r\n\tisGolden,\r\n} from '../utils';\r\nimport {\r\n\tdealDamageToMinion,\r\n\tdealDamageToRandomEnemy,\r\n\tfindNearestEnemies,\r\n\tgetNeighbours,\r\n\tprocessMinionDeath,\r\n} from './attack';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { DeathrattleTriggeredInput, onDeathrattleTriggered } from './deathrattle-on-trigger';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { groupLeapfroggerDeathrattles } from './remembered-deathrattle';\r\nimport { SharedState } from './shared-state';\r\nimport { Spectator } from './spectator/spectator';\r\nimport { modifyStats } from './stats';\r\nimport { makeMinionGolden } from './utils/golden';\r\n\r\nexport const computeDeathrattleMultiplier = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsharedState: SharedState,\r\n): number => {\r\n\tconst rivendare =\r\n\t\t!!board.find(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.BaronRivendare_BG_FP1_031 ||\r\n\t\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518,\r\n\t\t) || boardHero.secrets?.some((e) => e.cardId === CardIds.TitusTribute_BG28_843);\r\n\tconst goldenRivendare = board.find(\r\n\t\t(entity) =>\r\n\t\t\tentity.cardId === CardIds.BaronRivendare_TB_BaconUps_055 ||\r\n\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518_G,\r\n\t);\r\n\tconst titus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354).length;\r\n\tconst goldenTitus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354_G).length;\r\n\tconst deathlyPhylacteries = boardHero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.DeathlyPhylactery_BG30_MagicItem_700 && t.scriptDataNum1 > 0,\r\n\t).length;\r\n\tconst tombs =\r\n\t\tboardHero.questRewardEntities?.filter((entity) => entity.cardId === CardIds.TurbulentTombs)?.length ?? 0;\r\n\tconst echoesOfArgus = sharedState.anomalies.includes(CardIds.EchoesOfArgus_BG27_Anomaly_802) ? 1 : 0;\r\n\tconst scourgeMultiplier = deadEntity.additionalCards?.includes(CardIds.ScourgeTroll) ? 2 : 1;\r\n\r\n\tconst multiplier =\r\n\t\tscourgeMultiplier *\r\n\t\t((goldenRivendare ? 3 : rivendare ? 2 : 1) +\r\n\t\t\tdeathlyPhylacteries +\r\n\t\t\ttitus +\r\n\t\t\t2 * goldenTitus +\r\n\t\t\ttombs +\r\n\t\t\techoesOfArgus);\r\n\treturn multiplier;\r\n};\r\n\r\n// export const handleDeathrattles = (\r\n// \tboardWithKilledMinion: BoardEntity[],\r\n// \tboardWithKilledMinionHero: BgsPlayerEntity,\r\n// \tdeadEntity: BoardEntity,\r\n// \tdeadMinionIndexFromRight2: number,\r\n// \topponentBoard: BoardEntity[],\r\n// \topponentBoardHero: BgsPlayerEntity,\r\n// \tentitiesDeadThisAttack: readonly BoardEntity[],\r\n// \tgameState: InternalGameState,\r\n// ) => {};\r\n\r\nexport const handleDeathrattleEffects = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = computeDeathrattleMultiplier(\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\tgameState.sharedState,\r\n\t);\r\n\tconst deathrattleTriggeredInput: DeathrattleTriggeredInput = {\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\totherBoard,\r\n\t\totherBoardHero,\r\n\t\tdeadEntityIndexFromRight,\r\n\t\tgameState,\r\n\t};\r\n\r\n\t// We do it on a case by case basis so that we deal all the damage in one go for instance\r\n\t// and avoid proccing deathrattle spawns between the times the damage triggers\r\n\tconst cardIds = [deadEntity.cardId, ...(deadEntity.additionalCards ?? [])];\r\n\r\n\t// We compute the enchantments first, so that we don't include enchantments created by the just-processed\r\n\t// deathrattles\r\n\t// It's important to first copy the enchantments, otherwise you could end up\r\n\t// in an infinite loop - since new enchants are added after each step\r\n\tconst enchantments: { cardId: string; originEntityId?: number; repeats?: number }[] = [\r\n\t\t...(deadEntity.enchantments ?? []),\r\n\t\t// These seem to be first processed separately\r\n\t\t// ...(deadEntity.rememberedDeathrattles ?? []),\r\n\t].sort((a, b) => a.timing - b.timing);\r\n\t// In some cases it's possible that there are way too many enchantments because of the frog\r\n\t// In that case, we make a trade-off and don't trigger the \"on stats change\" trigger as\r\n\t// often as we should, so that we can have the stats themselves correct\r\n\t// We don't want to lump everything together, as it skews the stats when there are a lot of buffs\r\n\t// Instead, we build groups\r\n\t// Rework this again when Leapfrogger goes back in\r\n\t// const maxNumberOfGroups = 12;\r\n\t// const enchantmentGroups = groupByFunction((enchantment: any) => enchantment.cardId)(enchantments);\r\n\t// enchantments = Object.keys(enchantmentGroups)\r\n\t// \t.filter((cardId) => VALID_DEATHRATTLE_ENCHANTMENTS.includes(cardId as CardIds))\r\n\t// \t.flatMap((cardId) => {\r\n\t// \t\tlet repeatsToApply = enchantmentGroups[cardId].map((e) => e.repeats || 1).reduce((a, b) => a + b, 0);\r\n\t// \t\t// Frogs include the multiplers here directly\r\n\t// \t\tif (\r\n\t// \t\t\t[\r\n\t// \t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t// \t\t\t\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\t// \t\t\t].includes(cardId as CardIds)\r\n\t// \t\t) {\r\n\t// \t\t\trepeatsToApply = repeatsToApply * multiplier;\r\n\t// \t\t}\r\n\r\n\t// \t\tconst results = [];\r\n\t// \t\tconst repeatsPerBuff = Math.max(1, Math.floor(repeatsToApply / maxNumberOfGroups));\r\n\t// \t\tlet repeatsDone = 0;\r\n\t// \t\twhile (repeatsDone < repeatsToApply) {\r\n\t// \t\t\tconst repeats = Math.min(repeatsPerBuff, repeatsToApply - repeatsDone);\r\n\t// \t\t\tresults.push({\r\n\t// \t\t\t\tcardId: cardId,\r\n\t// \t\t\t\trepeats: repeats,\r\n\t// \t\t\t\ttiming: Math.min(...enchantmentGroups[cardId].map((e) => e.timing)),\r\n\t// \t\t\t});\r\n\t// \t\t\trepeatsDone += repeatsPerBuff;\r\n\t// \t\t}\r\n\t// \t\treturn results;\r\n\t// \t});\r\n\r\n\t// FIXME; this is not correct, as fish can have leapfrogger card Id OR enchantment id as a\r\n\t// remembered deathrattle, and the remembered deathrattle is handled only via the card id\r\n\t// TODO put the muliplier look here, and handle onDeathrattleTriggered like is done for\r\n\t// deathrattle-spawns\r\n\tfor (const deadEntityCardId of cardIds) {\r\n\t\tconst deathrattleImpl = cardMappings[deadEntityCardId];\r\n\t\tif (hasDeathrattleEffect(deathrattleImpl)) {\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tdeathrattleImpl.deathrattleEffect(deadEntity, deathrattleTriggeredInput);\r\n\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t}\r\n\t\t} else {\r\n\t\t\tswitch (deadEntityCardId) {\r\n\t\t\t\tcase CardIds.SelflessHero_BG_OG_221:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomDivineShield(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SelflessHero_TB_BaconUps_014:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomDivineShield(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tgrantRandomDivineShield(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy:\r\n\t\t\t\tcase CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy_G:\r\n\t\t\t\t\tconst iterations = deadEntityCardId === CardIds.SpiritOfAir_TB_BaconShop_HERO_76_Buddy_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < iterations; j++) {\r\n\t\t\t\t\t\t\tlet validTargets = boardWithDeadEntity.filter((entity) => !entity.divineShield);\r\n\t\t\t\t\t\t\tif (!validTargets?.length) {\r\n\t\t\t\t\t\t\t\tvalidTargets = boardWithDeadEntity.filter((entity) => !entity.taunt);\r\n\t\t\t\t\t\t\t\tif (!validTargets?.length) {\r\n\t\t\t\t\t\t\t\t\tvalidTargets = boardWithDeadEntity.filter((entity) => !entity.windfury);\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\tconst target = pickRandom(validTargets);\r\n\t\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\t\tif (!target.divineShield) {\r\n\t\t\t\t\t\t\t\t\tupdateDivineShield(\r\n\t\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t\tupdateTaunt(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tupdateWindfury(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.NadinaTheRed_BGS_040:\r\n\t\t\t\tcase CardIds.NadinaTheRed_TB_BaconUps_154:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst nadinaMultiplier = deadEntityCardId === CardIds.NadinaTheRed_TB_BaconUps_154 ? 6 : 3;\r\n\t\t\t\t\t\tfor (let j = 0; j < nadinaMultiplier; j++) {\r\n\t\t\t\t\t\t\tconst validTargets = boardWithDeadEntity\r\n\t\t\t\t\t\t\t\t.filter((e) =>\r\n\t\t\t\t\t\t\t\t\thasCorrectTribe(e, boardWithDeadEntityHero, Race.DRAGON, gameState.allCards),\r\n\t\t\t\t\t\t\t\t)\r\n\t\t\t\t\t\t\t\t.filter((entity) => !entity.divineShield);\r\n\t\t\t\t\t\t\tconst target = pickRandom(validTargets);\r\n\t\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\t\tupdateDivineShield(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SpawnOfNzoth_BG_OG_256:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, 1, 1, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SpawnOfNzoth_TB_BaconUps_025:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, 2, 2, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SilithidBurrower_BG29_871:\r\n\t\t\t\tcase CardIds.SilithidBurrower_BG29_871_G:\r\n\t\t\t\t\tconst silithidStats = deadEntity.cardId === CardIds.SilithidBurrower_BG29_871_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tsilithidStats,\r\n\t\t\t\t\t\t\tsilithidStats,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tRace[Race.BEAST],\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.FiendishServant_YOD_026:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.FiendishServant_TB_BaconUps_112:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tgrantRandomAttack(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.NightbaneIgnited_BG29_815:\r\n\t\t\t\tcase CardIds.NightbaneIgnited_BG29_815_G:\r\n\t\t\t\t\tconst nightbaneLoops = deadEntityCardId === CardIds.NightbaneIgnited_BG29_815_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < nightbaneLoops; j++) {\r\n\t\t\t\t\t\t\tconst pickedTargetEntityIds = [];\r\n\t\t\t\t\t\t\tfor (let k = 0; k < 2; k++) {\r\n\t\t\t\t\t\t\t\tconst target = pickRandomAlive(\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity\r\n\t\t\t\t\t\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\t\t\t\t\t![\r\n\t\t\t\t\t\t\t\t\t\t\t\t\tCardIds.NightbaneIgnited_BG29_815,\r\n\t\t\t\t\t\t\t\t\t\t\t\t\tCardIds.NightbaneIgnited_BG29_815_G,\r\n\t\t\t\t\t\t\t\t\t\t\t\t].includes(e.cardId as CardIds),\r\n\t\t\t\t\t\t\t\t\t\t)\r\n\t\t\t\t\t\t\t\t\t\t.filter((e) => !pickedTargetEntityIds.includes(e.entityId)),\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\t\t\t\tpickedTargetEntityIds.push(target.entityId);\r\n\t\t\t\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t\t\t\t\t\t\t0,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.Leapfrogger_BG21_000:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\t// console.log('\\t', 'Leapfrogger from DR', deadEntity.entityId);\r\n\t\t\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tdeadEntity.deathrattleRepeats,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.Leapfrogger_BG21_000_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tdeadEntity.deathrattleRepeats,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.PalescaleCrocolisk_BG21_001:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t6,\r\n\t\t\t\t\t\t\t6,\r\n\t\t\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.PalescaleCrocolisk_BG21_001_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t12,\r\n\t\t\t\t\t\t\t12,\r\n\t\t\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.ScarletSkull_BG25_022:\r\n\t\t\t\tcase CardIds.ScarletSkull_BG25_022_G:\r\n\t\t\t\t\tconst scarletMultiplier = deadEntityCardId === CardIds.ScarletSkull_BG25_022_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst target = grantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tscarletMultiplier * 1,\r\n\t\t\t\t\t\t\tscarletMultiplier * 2,\r\n\t\t\t\t\t\t\tRace.UNDEAD,\r\n\t\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy:\r\n\t\t\t\tcase CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy_G:\r\n\t\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\t\tconst squirrelDamage =\r\n\t\t\t\t\t\tdeadEntity.cardId === CardIds.ElementiumSquirrelBomb_TB_BaconShop_HERO_17_Buddy_G ? 4 : 2;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst numberOfDeadMechsThisCombat = gameState.sharedState.deaths\r\n\t\t\t\t\t\t\t.filter((entity) => entity.friendly === deadEntity.friendly)\r\n\t\t\t\t\t\t\t// eslint-disable-next-line prettier/prettier\r\n\t\t\t\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\t\t\t\thasCorrectTribe(entity, boardWithDeadEntityHero, Race.MECH, gameState.allCards),\r\n\t\t\t\t\t\t\t).length;\r\n\t\t\t\t\t\tfor (let j = 0; j < numberOfDeadMechsThisCombat; j++) {\r\n\t\t\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tsquirrelDamage,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.KaboomBot_BG_BOT_606:\r\n\t\t\t\tcase CardIds.KaboomBot_TB_BaconUps_028:\r\n\t\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\t\tconst kaboomLoops = deadEntity.cardId === CardIds.KaboomBot_TB_BaconUps_028 ? 2 : 1;\r\n\t\t\t\t\tconst baseDamage =\r\n\t\t\t\t\t\t4 +\r\n\t\t\t\t\t\tboardWithDeadEntityHero.trinkets.filter(\r\n\t\t\t\t\t\t\t(t) => t.cardId === CardIds.KaboomBotPortrait_BG30_MagicItem_803,\r\n\t\t\t\t\t\t).length *\r\n\t\t\t\t\t\t\t10;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < kaboomLoops; j++) {\r\n\t\t\t\t\t\t\tdealDamageToRandomEnemy(\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tbaseDamage,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.FireDancer_BG29_843:\r\n\t\t\t\tcase CardIds.FireDancer_BG29_843_G:\r\n\t\t\t\t\tconst fireDancerLoops = deadEntity.cardId === CardIds.FireDancer_BG29_843_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < fireDancerLoops; j++) {\r\n\t\t\t\t\t\t\t// In case there are spawns, don't target them\r\n\t\t\t\t\t\t\tconst minionsToDamage = [...otherBoard, ...boardWithDeadEntity];\r\n\t\t\t\t\t\t\tfor (const target of minionsToDamage) {\r\n\t\t\t\t\t\t\t\tconst isSameSide = target.friendly === deadEntity.friendly;\r\n\t\t\t\t\t\t\t\tconst board = isSameSide ? boardWithDeadEntity : otherBoard;\r\n\t\t\t\t\t\t\t\tconst hero = isSameSide ? boardWithDeadEntityHero : otherBoardHero;\r\n\t\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\t\t\thero,\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\t\t\tisSameSide ? otherBoard : boardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tisSameSide ? otherBoardHero : boardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\t// Most likely there is a death loop after each round of damage, see\r\n\t\t\t\t\t\t// http://replays.firestoneapp.com/?reviewId=4b6e4d8d-fc83-4795-b450-4cd0c3a518be&turn=17&action=2\r\n\t\t\t\t\t\t// Update 13/05/2024: the death process is probably between each deathrattle proc, but not each\r\n\t\t\t\t\t\t// individual tick. See\r\n\t\t\t\t\t\t// http://replays.firestoneapp.com/?reviewId=6d66b90d-5678-4a68-a45f-7ddb887f9450&turn=17&action=11\r\n\t\t\t\t\t\tprocessMinionDeath(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.LighterFighter_BG28_968:\r\n\t\t\t\tcase CardIds.LighterFighter_BG28_968_G:\r\n\t\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\t\tconst lighterFighterDamage = deadEntity.cardId === CardIds.LighterFighter_BG28_968_G ? 8 : 4;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < 2; j++) {\r\n\t\t\t\t\t\t\tconst target = pickRandomLowestHealth(otherBoard);\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tlighterFighterDamage,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.DrBoombox_BG25_165:\r\n\t\t\t\tcase CardIds.DrBoombox_BG25_165_G:\r\n\t\t\t\t\t// FIXME: I don't think this way of doing things is really accurate (as some deathrattles\r\n\t\t\t\t\t// could be spawned between the shots firing), but let's say it's good enough for now\r\n\t\t\t\t\tconst boomboxDamage = deadEntity.cardId === CardIds.DrBoombox_BG25_165_G ? 14 : 7;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\t// The nearest enemies use the full board info\r\n\t\t\t\t\t\t// const boardIncludingDeadEntityAtCorrectIndex = boardWithDeadEntity.splice(\r\n\t\t\t\t\t\t// \tdeadEntityIndexFromRight,\r\n\t\t\t\t\t\t// \t0,\r\n\t\t\t\t\t\t// \tdeadEntity,\r\n\t\t\t\t\t\t// );\r\n\t\t\t\t\t\tconst targets = findNearestEnemies(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\tdeadEntityIndexFromRight,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t2,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\ttargets.forEach((target) => {\r\n\t\t\t\t\t\t\t// console.debug('dealing damage to', stringifySimpleCard(target));\r\n\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tboomboxDamage,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t});\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.UnstableGhoul_BG_FP1_024:\r\n\t\t\t\tcase CardIds.UnstableGhoul_TB_BaconUps_118:\r\n\t\t\t\t\tconst damage = deadEntityCardId === CardIds.UnstableGhoul_TB_BaconUps_118 ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\t// In case there are spawns, don't target them\r\n\t\t\t\t\t\tconst minionsToDamage = [...otherBoard, ...boardWithDeadEntity];\r\n\t\t\t\t\t\tfor (const target of minionsToDamage) {\r\n\t\t\t\t\t\t\tconst isSameSide = target.friendly === deadEntity.friendly;\r\n\t\t\t\t\t\t\tconst board = isSameSide ? boardWithDeadEntity : otherBoard;\r\n\t\t\t\t\t\t\tconst hero = isSameSide ? boardWithDeadEntityHero : otherBoardHero;\r\n\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\t\thero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\tdamage,\r\n\t\t\t\t\t\t\t\tisSameSide ? otherBoard : boardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tisSameSide ? otherBoardHero : boardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.RadioStar_BG25_399:\r\n\t\t\t\tcase CardIds.RadioStar_BG25_399_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst radioQuantity = deadEntityCardId === CardIds.RadioStar_BG25_399_G ? 2 : 1;\r\n\t\t\t\t\t\tconst radioEntities = Array(radioQuantity).fill(deadEntity.lastAffectedByEntity);\r\n\t\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, radioEntities, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.MysticSporebat_BG28_900:\r\n\t\t\t\tcase CardIds.MysticSporebat_BG28_900_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst loops = deadEntityCardId === CardIds.MysticSporebat_BG28_900_G ? 2 : 1;\r\n\t\t\t\t\t\tconst cardsToAdd = Array(loops).fill(null);\r\n\t\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, cardsToAdd, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SrTombDiver_TB_BaconShop_HERO_41_Buddy:\r\n\t\t\t\tcase CardIds.SrTombDiver_TB_BaconShop_HERO_41_Buddy_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst numberToGild =\r\n\t\t\t\t\t\t\tdeadEntityCardId === CardIds.SrTombDiver_TB_BaconShop_HERO_41_Buddy_G ? 2 : 1;\r\n\t\t\t\t\t\tconst targetBoard = boardWithDeadEntity.filter((e) => !e.definitelyDead && e.health > 0);\r\n\t\t\t\t\t\t// .filter((e) => !gameState.cardsData.isGolden(gameState.allCards.getCard(e.cardId)));\r\n\t\t\t\t\t\tfor (let i = 0; i < Math.min(numberToGild, boardWithDeadEntity.length); i++) {\r\n\t\t\t\t\t\t\tconst rightMostMinion = targetBoard[targetBoard.length - 1 - i];\r\n\t\t\t\t\t\t\tif (rightMostMinion) {\r\n\t\t\t\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\t\t\t\trightMostMinion,\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.Scourfin_BG26_360:\r\n\t\t\t\tcase CardIds.Scourfin_BG26_360_G:\r\n\t\t\t\t\tconst statsScourfin = deadEntityCardId === CardIds.Scourfin_BG26_360_G ? 10 : 5;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantRandomStats(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero.hand.filter(\r\n\t\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\t\tgameState.allCards.getCard(e.cardId).type?.toUpperCase() ===\r\n\t\t\t\t\t\t\t\t\tCardType[CardType.MINION],\r\n\t\t\t\t\t\t\t),\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tstatsScourfin,\r\n\t\t\t\t\t\t\tstatsScourfin,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SanguineChampion_BG23_017:\r\n\t\t\t\tcase CardIds.SanguineChampion_BG23_017_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst sanguineChampionStats = deadEntityCardId === CardIds.SanguineChampion_BG23_017 ? 1 : 2;\r\n\t\t\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemAttackBonus += sanguineChampionStats;\r\n\t\t\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemHealthBonus += sanguineChampionStats;\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.PricklyPiper_BG26_160:\r\n\t\t\t\tcase CardIds.PricklyPiper_BG26_160_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst piperBuff = deadEntityCardId === CardIds.PricklyPiper_BG26_160 ? 1 : 2;\r\n\t\t\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemAttackBonus += piperBuff;\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t// Putricide-only\r\n\t\t\t\tcase CardIds.Banshee_BG_RLK_957:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t2,\r\n\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tRace[Race.UNDEAD],\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.LostSpirit_BG26_GIL_513:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\t0,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.TickingAbomination_BG_ICC_099:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (const entity of boardWithDeadEntity) {\r\n\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t5,\r\n\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.WitheredSpearhide_BG27_006:\r\n\t\t\t\tcase CardIds.WitheredSpearhide_BG27_006_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst witheredSpearhideCardsToAdd = Array(\r\n\t\t\t\t\t\t\tdeadEntity.cardId === CardIds.WitheredSpearhide_BG27_006_G ? 2 : 1,\r\n\t\t\t\t\t\t).fill(CardIds.BloodGem);\r\n\t\t\t\t\t\taddCardsInHand(\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\twitheredSpearhideCardsToAdd,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.RecurringNightmare_BG26_055:\r\n\t\t\t\tcase CardIds.RecurringNightmare_BG26_055_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tapplyRecurringNightmareDeathrattleEffect(\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tdeadEntityCardId === CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\tgameState.spectator,\r\n\t\t\t\t\t\t\tgameState.sharedState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.MotleyPhalanx_BG27_080:\r\n\t\t\t\tcase CardIds.MotleyPhalanx_BG27_080_G:\r\n\t\t\t\t\tconst motleyBuff = deadEntity.cardId === CardIds.MotleyPhalanx_BG27_080_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tgrantStatsToMinionsOfEachType(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tmotleyBuff * 2,\r\n\t\t\t\t\t\t\tmotleyBuff * 1,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.MoroesStewardOfDeath_BG28_304:\r\n\t\t\t\tcase CardIds.MoroesStewardOfDeath_BG28_304_G:\r\n\t\t\t\t\tconst moroesBuffAtk = deadEntity.cardId === CardIds.MoroesStewardOfDeath_BG28_304_G ? 4 : 2;\r\n\t\t\t\t\tconst moroesBuffHealth = deadEntity.cardId === CardIds.MoroesStewardOfDeath_BG28_304_G ? 8 : 4;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tmoroesBuffAtk,\r\n\t\t\t\t\t\t\tmoroesBuffHealth,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\tRace[Race.UNDEAD],\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SteadfastSpirit_BG28_306:\r\n\t\t\t\tcase CardIds.SteadfastSpirit_BG28_306_G:\r\n\t\t\t\t\tconst steadfastSpiritBuff = deadEntity.cardId === CardIds.SteadfastSpirit_BG28_306_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\tsteadfastSpiritBuff,\r\n\t\t\t\t\t\t\tsteadfastSpiritBuff,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.ScrapScraper_BG26_148:\r\n\t\t\t\tcase CardIds.ScrapScraper_BG26_148_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst scraperToAddQuantity = deadEntity.cardId === CardIds.ScrapScraper_BG26_148_G ? 2 : 1;\r\n\t\t\t\t\t\tconst scraperCardsToAdd = [];\r\n\t\t\t\t\t\tfor (let i = 0; i < scraperToAddQuantity; i++) {\r\n\t\t\t\t\t\t\tscraperCardsToAdd.push(pickRandom(gameState.cardsData.scrapScraperSpawns));\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, scraperCardsToAdd, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.BarrensConjurer_BG29_862:\r\n\t\t\t\tcase CardIds.BarrensConjurer_BG29_862_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst conjurerToAddQuantity = deadEntity.cardId === CardIds.BarrensConjurer_BG29_862_G ? 2 : 1;\r\n\t\t\t\t\t\tconst conjurerCardsToAdd = [];\r\n\t\t\t\t\t\tfor (let i = 0; i < conjurerToAddQuantity; i++) {\r\n\t\t\t\t\t\t\tconjurerCardsToAdd.push(pickRandom(gameState.cardsData.battlecryMinions));\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, conjurerCardsToAdd, gameState);\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.ShadowyConstruct_BG25_HERO_103_Buddy:\r\n\t\t\t\tcase CardIds.ShadowyConstruct_BG25_HERO_103_Buddy_G:\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tconst loops = deadEntity.cardId === CardIds.ShadowyConstruct_BG25_HERO_103_Buddy_G ? 2 : 1;\r\n\t\t\t\t\t\tfor (let j = 0; j < loops; j++) {\r\n\t\t\t\t\t\t\tconst atkBuff = deadEntity.attack;\r\n\t\t\t\t\t\t\tconst healthBuff = deadEntity.maxHealth;\r\n\t\t\t\t\t\t\tconst target = pickRandom(\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity.filter((e) => e.entityId !== deadEntity.entityId),\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\tif (target) {\r\n\t\t\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tatkBuff,\r\n\t\t\t\t\t\t\t\t\thealthBuff,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\tcase CardIds.SpikedSavior_BG29_808:\r\n\t\t\t\tcase CardIds.SpikedSavior_BG29_808_G:\r\n\t\t\t\t\tconst spikedSaviorLoops = deadEntity.cardId === CardIds.SpikedSavior_BG29_808_G ? 2 : 1;\r\n\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\tfor (let j = 0; j < spikedSaviorLoops; j++) {\r\n\t\t\t\t\t\t\tconst targetBoard = [...boardWithDeadEntity];\r\n\t\t\t\t\t\t\tfor (const entity of targetBoard) {\r\n\t\t\t\t\t\t\t\tmodifyStats(entity, 0, 1, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\t\t\t\t\tgameState.spectator?.registerPowerTarget(\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\t\t\tnull,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\tfor (const entity of targetBoard) {\r\n\t\t\t\t\t\t\t\t// Issue: because this can spawn a new minion, the entity indices can be incorrect\r\n\t\t\t\t\t\t\t\t// See sim.sample.1.txt\r\n\t\t\t\t\t\t\t\t// Ideally, I should probably move the minion spawn index to another paradigm: keep the dead minions\r\n\t\t\t\t\t\t\t\t// until there are new spawns, and delete them afterwards, so I can easily refer to their index\r\n\t\t\t\t\t\t\t\t// by just looking them up, and spawning to the right\r\n\t\t\t\t\t\t\t\t// However, since this doesn't work, maybe I can look for entity indices adjustments needed\r\n\t\t\t\t\t\t\t\t// by looking up the position changes of other minions?\r\n\t\t\t\t\t\t\t\t// Not sure how this could work without creating a giant mess, so for now it will probably\r\n\t\t\t\t\t\t\t\t// stay as a bug\r\n\t\t\t\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t\t// Add all the deathrattles that don't have an effect on combat\r\n\t\t\t\t// case CardIds.FieryFelblood_BG29_877:\r\n\t\t\t\t// case CardIds.FieryFelblood_BG29_877_G:\r\n\t\t\t\tdefault:\r\n\t\t\t\t\tif (hasMechanic(gameState.allCards.getCard(deadEntity.cardId), GameTag[GameTag.DEATHRATTLE])) {\r\n\t\t\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const enchantment of enchantments) {\r\n\t\tconst deathrattleImpl = cardMappings[enchantment.cardId];\r\n\t\tif (hasDeathrattleEffectEnchantmentEffect(deathrattleImpl)) {\r\n\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\tdeathrattleImpl.deathrattleEffectEnchantmentEffect(enchantment, deathrattleTriggeredInput);\r\n\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t}\r\n\t\t}\r\n\t\tswitch (enchantment.cardId) {\r\n\t\t\tcase CardIds.RustyTrident_TridentsTreasureEnchantment_BG30_MagicItem_917e:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.HoggyBank_GemInTheBankEnchantment_BG30_MagicItem_411e:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [CardIds.BloodGem], gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e:\r\n\t\t\tcase CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge:\r\n\t\t\t\t// console.log('\\t', 'Leapfrogger enchantment', enchantment.repeats);\r\n\t\t\t\tapplyLeapFroggerEffect(\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tenchantment.cardId === CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t\tenchantment.repeats || 1,\r\n\t\t\t\t);\r\n\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.EarthRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyEarthInvocationEnchantment(boardWithDeadEntity, deadEntity, deadEntity, gameState);\r\n\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FireRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyFireInvocationEnchantment(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.WaterRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyWaterInvocationEnchantment(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.LightningRecollectionEnchantment:\r\n\t\t\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\t\t\tapplyLightningInvocationEnchantment(\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tonDeathrattleTriggered(deathrattleTriggeredInput);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyLightningInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst targets = pickMultipleRandomDifferent(otherBoard, 5);\r\n\t\tfor (const target of targets) {\r\n\t\t\tdealDamageToMinion(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyWaterInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity, // Can be null when trinket is used\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst validBoard = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\t\tconst target: BoardEntity = validBoard[validBoard.length - 1];\r\n\t\tif (!!target) {\r\n\t\t\tupdateTaunt(target, true, boardWithDeadEntity, boardWithDeadEntityHero, otherHero, gameState);\r\n\t\t\tmodifyStats(target, 0, 3, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, target, boardWithDeadEntity, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyFireInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead)[0];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyStats(target, target.attack, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, target, boardWithDeadEntity, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyEarthInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst minionsGrantedDeathrattle: BoardEntity[] = pickMultipleRandomDifferent(boardWithDeadEntity, 4);\r\n\t\tminionsGrantedDeathrattle.forEach((minion) => {\r\n\t\t\tminion.enchantments.push({\r\n\t\t\t\tcardId: CardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\toriginEntityId: deadEntity?.entityId,\r\n\t\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, minion, boardWithDeadEntity, null, null);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nconst applyLeapFroggerEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier: number,\r\n): void => {\r\n\tmultiplier = multiplier ?? deadEntity.deathrattleRepeats ?? 1;\r\n\t// console.debug('applying leapfrogger effect', deadEntity.entityId, multiplier);\r\n\tconst buffed = grantRandomStats(\r\n\t\tdeadEntity,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tRace.BEAST,\r\n\t\tfalse,\r\n\t\tgameState,\r\n\t);\r\n\tif (buffed) {\r\n\t\tbuffed.enchantments = buffed.enchantments ?? [];\r\n\t\tbuffed.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge\r\n\t\t\t\t: CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t\t// console.log(\r\n\t\t// \t'\\t\\t',\r\n\t\t// \t'entity enchantments',\r\n\t\t// \tbuffed.entityId,\r\n\t\t// \tmultiplier,\r\n\t\t// \tbuffed.enchantments\r\n\t\t// \t\t.filter((e) => e.cardId.startsWith('BG21'))\r\n\t\t// \t\t.map((e) => e.repeats)\r\n\t\t// \t\t.join(','),\r\n\t\t// );\r\n\t}\r\n};\r\n\r\nconst applyRecurringNightmareDeathrattleEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tallCards: AllCardsService,\r\n\tspectator: Spectator,\r\n\tsharedState: SharedState,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst target = pickRandom(\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) => hasCorrectTribe(e, boardWithDeadEntityHero, Race.UNDEAD, allCards))\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055 &&\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t),\r\n\t);\r\n\tif (target) {\r\n\t\ttarget.enchantments = target.enchantments ?? [];\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge\r\n\t\t\t\t: CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t});\r\n\t\tspectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity, null, null);\r\n\t}\r\n};\r\n\r\nexport const handleAfterMinionKillsEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst killer = deadEntity.lastAffectedByEntity;\r\n\tif (!killer) {\r\n\t\treturn;\r\n\t}\r\n\t// Killed an enemy minion\r\n\tif (killer.friendly !== deadEntity.friendly) {\r\n\t\tfor (const heroPower of otherBoardHero.heroPowers) {\r\n\t\t\tif (heroPower.cardId === CardIds.Rokara_GloryOfCombat) {\r\n\t\t\t\tmodifyStats(killer, 1, 0, otherBoard, otherBoardHero, gameState);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Icesnarl the Mighty\r\n\t\t// The timing here might be off, as the following replay suggests that the effect should trigger\r\n\t\t// before Sr. Tomb Diver's deathrattle is applied\r\n\t\t// http://replays.firestoneapp.com/?reviewId=ebb4e2d6-11b4-44f4-a052-3be2c63dd38f&turn=11&action=6\r\n\t\t// Update 2024-30-06: lived tgus ub ab \"after minion kills\" trigger, let's see how that works\r\n\t\totherBoard\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy ||\r\n\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G,\r\n\t\t\t)\r\n\t\t\t.forEach((icesnarl) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t0,\r\n\t\t\t\t\ticesnarl.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G ? 2 : 1,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyWheneverMinionDiesEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.BEAST, gameState.allCards)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.DEMON, gameState.allCards)) {\r\n\t\tapplySoulJugglerEffect(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MECH, gameState.allCards)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MURLOC, gameState.allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.ELEMENTAL, gameState.allCards)) {\r\n\t\tapplyMossOfTheSchlossEffect(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\tif (deadEntity.taunt) {\r\n\t\tapplyBristlemaneScrapsmithEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tapplyQirajiHarbringerEffect(boardWithDeadEntity, boardWithDeadEntityHero, deadEntityIndexFromRight, gameState);\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008_G\r\n\t) {\r\n\t\tapplyEternalKnightEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\t// Putricide-only\r\n\tboardWithDeadEntity\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FlesheatingGhoulLegacy_BG26_tt_004))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyStats(e, 1, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t});\r\n\r\n\tapplyRotHideGnollEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\r\n\t// Overkill\r\n\tif (\r\n\t\tdeadEntity.health < 0 &&\r\n\t\tgameState.sharedState.currentAttackerEntityId != null &&\r\n\t\tgameState.sharedState.currentAttackerEntityId === deadEntity.lastAffectedByEntity?.entityId\r\n\t) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_BGS_032) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_TB_BaconUps_103) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental && deadEntity.lastAffectedByEntity.attacking) {\r\n\t\t// \t// } else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental) {\r\n\t\t// \t// console.log('applying WildfireElemental effect', stringifySimple(boardWithDeadEntity, allCards));\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \t// Prevent propagation of the effect\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \t// console.log('neighbours', stringifySimple(neighbours, allCards));\r\n\t\t// \tif (neighbours.length > 0) {\r\n\t\t// \t\tconst randomTarget = neighbours[Math.floor(Math.random() * neighbours.length)];\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\trandomTarget,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t);\r\n\t\t// \t}\r\n\t\t// } else if (\r\n\t\t// \tdeadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds &&\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking\r\n\t\t// ) {\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \tneighbours.forEach((neighbour) =>\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\tneighbour,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t),\r\n\t\t// \t);\r\n\t\t// }\r\n\t\telse if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TRL_232) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TRL_232t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TB_BaconUps_051) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TB_BaconUps_051t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_BGS_080) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => hasCorrectTribe(entity, boardWithDeadEntityHero, Race.PIRATE, gameState.allCards))\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(pirate, 2, 2, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_TB_BaconUps_142) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) => hasCorrectTribe(entity, boardWithDeadEntityHero, Race.PIRATE, gameState.allCards))\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(pirate, 4, 4, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\n/** @deprecated */\r\nexport const dealDamageToAllMinions = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamageDealt: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tdealDamageToMinion(board1[i], board1, board1Hero, damageSource, damageDealt, board2, board2Hero, gameState);\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tdealDamageToMinion(board2[i], board2, board2Hero, damageSource, damageDealt, board1, board1Hero, gameState);\r\n\t}\r\n};\r\n\r\nconst applySoulJugglerEffect = (\r\n\tboardWithJugglers: BoardEntity[],\r\n\tboardWithJugglersHero: BgsPlayerEntity,\r\n\tboardToAttack: BoardEntity[],\r\n\tboardToAttackHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (boardWithJugglers.length === 0 && boardToAttack.length === 0) {\r\n\t\treturn;\r\n\t\t// return [boardWithJugglers, boardToAttack];\r\n\t}\r\n\tconst jugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_BGS_002);\r\n\tfor (const juggler of jugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\tconst goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_TB_BaconUps_075);\r\n\tfor (const juggler of goldenJugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\t// processMinionDeath(\r\n\t// \tboardWithJugglers,\r\n\t// \tboardWithJugglersHero,\r\n\t// \tboardToAttack,\r\n\t// \tboardToAttackHero,\r\n\t// \tallCards,\r\n\t// \tcardsData,\r\n\t// \tsharedState,\r\n\t// \tspectator,\r\n\t// );\r\n};\r\n\r\nconst applyScavengingHyenaEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// const copy = [...board];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.ScavengingHyenaLegacy_BG_EX1_531) {\r\n\t\t\tmodifyStats(board[i], 2, 1, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaLegacy_TB_BaconUps_043) {\r\n\t\t\tmodifyStats(board[i], 4, 2, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyEternalKnightEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008_G\r\n\t\t) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.EternalKnight_BG25_008_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], multiplier * 1, multiplier * 1, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyRotHideGnollEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.RotHideGnoll_BG25_013 || board[i].cardId === CardIds.RotHideGnoll_BG25_013_G) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.RotHideGnoll_BG25_013_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], multiplier * 1, 0, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyBristlemaneScrapsmithEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardPlayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707 ||\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707_G\r\n\t\t) {\r\n\t\t\tconst cardsToAdd = Array(CardIds.BristlemaneScrapsmith_BG24_707_G ? 2 : 1).fill(CardIds.BloodGem);\r\n\t\t\taddCardsInHand(boardPlayerEntity, board, cardsToAdd, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, boardPlayerEntity, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyMossOfTheSchlossEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tboard\r\n\t\t.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MossOfTheSchloss_BG30_111 || e.cardId === CardIds.MossOfTheSchloss_BG30_111_G,\r\n\t\t)\r\n\t\t.filter((e) => e.abiityChargesLeft > 0)\r\n\t\t.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, deadEntity.maxAttack, deadEntity.maxHealth, board, hero, gameState);\r\n\t\t\tentity.abiityChargesLeft--;\r\n\t\t\tgameState.spectator.registerPowerTarget(entity, entity, board, null, null);\r\n\t\t});\r\n};\r\n\r\nconst applyJunkbotEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.Junkbot_GVG_106) {\r\n\t\t\tmodifyStats(board[i], 2, 2, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.Junkbot_TB_BaconUps_046) {\r\n\t\t\tmodifyStats(board[i], 4, 4, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyQirajiHarbringerEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_BGS_112);\r\n\tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_TB_BaconUps_303);\r\n\r\n\t// TODO: if reactivated, properly apply buffs one by one, instead of all together\r\n\tif (qiraji.length + goldenQiraji.length > 0) {\r\n\t\tconst neighbours = getNeighbours(board, null, deadEntityIndexFromRight);\r\n\t\tconst buff = 2 * qiraji.length + 4 * goldenQiraji.length;\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, buff, buff, board, hero, gameState);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyMonstrosity = (\r\n\tmonstrosity: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tboardWithDeadEntities: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tmodifyStats(monstrosity, deadEntity.attack, 0, boardWithDeadEntities, boardWithDeadEntityHero, gameState);\r\n\t\tif (monstrosity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G) {\r\n\t\t\tmodifyStats(monstrosity, deadEntity.attack, 0, boardWithDeadEntities, boardWithDeadEntityHero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const rememberDeathrattles = (\r\n\tfish: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tallCards: AllCardsService,\r\n\tsharedState: SharedState,\r\n): void => {\r\n\tif (!deadEntities?.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tallCards.getCard(entity.cardId).mechanics?.includes(GameTag[GameTag.DEATHRATTLE]) || isFish(entity),\r\n\t\t)\r\n\t\t.map((entity) => ({\r\n\t\t\tcardId: entity.cardId,\r\n\t\t\trepeats: 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t\tmemory: entity.memory,\r\n\t\t}));\r\n\tconst validEnchantments = deadEntities\r\n\t\t.filter((entity) => entity.enchantments?.length)\r\n\t\t.map((entity) => entity.enchantments)\r\n\t\t.reduce((a, b) => a.concat(b), [])\r\n\t\t.flatMap((enchantment) => ({\r\n\t\t\tcardId: enchantment.cardId,\r\n\t\t\trepeats: enchantment.repeats ?? 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t}))\r\n\t\t.filter((enchantment) => isValidDeathrattleEnchantment(enchantment.cardId));\r\n\t// Multiple fish\r\n\tconst deadEntityRememberedDeathrattles =\r\n\t\tdeadEntities\r\n\t\t\t.filter((e) => !!e.rememberedDeathrattles?.length)\r\n\t\t\t// If the fish has reborn, it will inherit its own Deathrattles, and we don't want that\r\n\t\t\t.filter((e) => e.entityId !== fish.rebornFromEntityId)\r\n\t\t\t.flatMap((e) => e.rememberedDeathrattles) ?? [];\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments, ...deadEntityRememberedDeathrattles];\r\n\r\n\tif (newDeathrattles.length > 0) {\r\n\t\t// Order is important - the DR are triggered in the order d the minions have died\r\n\t\tif (isGolden(fish.cardId, allCards)) {\r\n\t\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\t\tconst doubleDr = newDeathrattles.reduce((res, current) => res.concat([current, current]), []);\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...doubleDr];\r\n\t\t} else {\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...newDeathrattles];\r\n\t\t}\r\n\r\n\t\tif (newDeathrattles.some((d) => d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000))) {\r\n\t\t\t// Not sure exactly why, but if a leapfrogger dies first, then a manasaber,\r\n\t\t\t// when the fish dies, the manasaber's effect (spawning tokens) is triggered first\r\n\t\t\t// https://replays.firestoneapp.com/?reviewId=521733fb-8ba1-4663-9a87-3da58e8a09c8&turn=21&action=3\r\n\t\t\t// HACK: So I will hardcode a rule for now to put leapfrogger effects last\r\n\t\t\tconst leapfroggerDeathrattles = groupLeapfroggerDeathrattles(fish.rememberedDeathrattles);\r\n\t\t\tfish.rememberedDeathrattles = [\r\n\t\t\t\t...fish.rememberedDeathrattles.filter((d) => !d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000)),\r\n\t\t\t\t...leapfroggerDeathrattles,\r\n\t\t\t];\r\n\t\t}\r\n\t}\r\n\t// console.debug(\r\n\t// \t'remembered',\r\n\t// \tfish.cardId,\r\n\t// \tfish.entityId,\r\n\t// \tfish.rememberedDeathrattles.map((d) => ({\r\n\t// \t\tcardId: d.cardId,\r\n\t// \t\tname: allCards.getCard(d.cardId)?.name,\r\n\t// \t\t// repeats: d.repeats,\r\n\t// \t\t// timing: d.timing,\r\n\t// \t})),\r\n\t// );\r\n};\r\n\r\nconst removeOldMurkEyeAttack = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst murkeyes = boardWithDeadEntity.filter(\r\n\t\t(entity) => entity.cardId === CardIds.OldMurkEyeLegacy || entity.cardId === CardIds.OldMurkEyeVanilla,\r\n\t);\r\n\tconst goldenMurkeyes = boardWithDeadEntity.filter((entity) => entity.cardId === CardIds.OldMurkEye);\r\n\tmurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, -1, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n\tgoldenMurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, -2, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n};\r\n"]}
@@ -190,6 +190,11 @@ const handleNaturalDeathrattle = (deadEntity, indexFromRight, deadEntities, dead
190
190
  cardId: dr.cardId,
191
191
  pendingAttackBuffs: [],
192
192
  enchantments: [],
193
+ memory: dr.memory == null
194
+ ? null
195
+ : Array.isArray(dr.memory)
196
+ ? dr.memory.map((mem) => ({ ...mem }))
197
+ : { ...dr.memory },
193
198
  };
194
199
  const spawns = handleNaturalDeathrattle(entityToProcess, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState);
195
200
  allSpawns.push(...spawns);
@@ -1 +1 @@
1
- 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{ CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasCorrectTribe } from '../utils';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyAfterDeathEffects } from './death-effects';\r\nimport {\r\n\tapplyWheneverMinionDiesEffect,\r\n\thandleAfterMinionKillsEffect,\r\n\thandleDeathrattleEffects,\r\n} from './deathrattle-effects';\r\nimport { spawnEntities, spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleRebornForEntity } from './reborn';\r\nimport { performEntitySpawns } from './spawns';\r\n\r\n// FIXME:\r\n// From Mitchell on Discord:\r\n// - Minions die left to right\r\n// - When a minion dies, it procs natural deathrattle, added deathrattles, and then all avenges progress\r\n// by 1 (and trigger as necessary)\r\n// - Then next minion\r\n// - After ALL deathrattles and avenges are done, Reborn triggers\r\n// - (Ideally after all of that I would want Feathermane to trigger, but that is not what it does right now.\r\n// Right now it triggers at deathrattle speed rather than after Reborn speed)\r\nexport const orchestrateMinionDeathEffects = (\r\n\tdeathrattleInput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n\tprocessReborn = true,\r\n) => {\r\n\t// Icesnarl / Rokara here?\r\n\thandleAfterMinionsKillEffects(deathrattleInput);\r\n\r\n\t// Not sure about this\r\n\thandleWheneverMinionsDieEffects(deathrattleInput);\r\n\r\n\tconst playerBoardBefore = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardBefore = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\r\n\tconst entitiesFromDeathrattles = processDeathrattles(deathrattleInput, processAvenge);\r\n\r\n\t// Hack to try and fix how reborn indices are handled when there are spawns during the deathrattle phase\r\n\t// Ideally, this should probably be rewritten completely to keep the dead entities in the board itself\r\n\t// so we can use that as a source for the spawn index. However this is a big rewrite with lots of\r\n\t// potential side-effects\r\n\tconst playerBoardAfter = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardAfter = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\tconst opponentIndexOfSpawnedEntities = opponentBoardAfter\r\n\t\t.filter((entity) => !opponentBoardBefore.includes(entity))\r\n\t\t.map((entity) => opponentBoardAfter.length - opponentBoardAfter.indexOf(entity) - 1);\r\n\tconst playerIndexOfSpawnedEntities = playerBoardAfter\r\n\t\t.filter((entity) => !playerBoardBefore.includes(entity))\r\n\t\t.map((entity) => playerBoardAfter.length - playerBoardAfter.indexOf(entity) - 1);\r\n\tdeathrattleInput.opponentDeadEntityIndexesFromRight = deathrattleInput.opponentDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\topponentIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\tdeathrattleInput.playerDeadEntityIndexesFromRight = deathrattleInput.playerDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\tplayerIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\r\n\tif (processReborn) {\r\n\t\tprocessReborns(deathrattleInput);\r\n\t}\r\n\r\n\tconst entitiesFromFeathermanes = processFeathermaneEffects(deathrattleInput);\r\n\thandlePostDeathrattleEffects(deathrattleInput, [...entitiesFromDeathrattles, ...entitiesFromFeathermanes]);\r\n};\r\n\r\nconst handleAfterMinionsKillEffects = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\thandleAfterMinionKillsEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleWheneverMinionsDieEffects = (deathrattleInput: DeathrattleInput) => {\r\n\t// Wildfire Element is applied first, before the DR spawns\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tapplyWheneverMinionDiesEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst processDeathrattles = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\t// Deathrattles are handled left to right\r\n\t// Then for each minion, natural deathrattles are processed first, then enchantments\r\n\t// http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=1\r\n\t// http://replays.firestoneapp.com/?reviewId=f32e734a-d5a2-4fa4-ad10-94019969cdd7&turn=6&action=22\r\n\t// http://replays.firestoneapp.com/?reviewId=ea9503c9-2795-49f0-866b-9ea856cec7df&turn=11&action=3\r\n\t// http://replays.firestoneapp.com/?reviewId=1ff37e17-704c-4a73-8c78-377c52b6cb42&turn=13&action=1 is a trap: the enchantment is on the first\r\n\t// minion, but the DR is on the second one.\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst deadEntityAttack = deadEntity.attack;\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processDeathrattleForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneEffects = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processFeathermaneForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst maxSpawns = 7 - deadEntityPlayerState.board.length;\r\n\tconst allSpawns = [];\r\n\r\n\t// Feathermane\r\n\tif (hasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.allCards)) {\r\n\t\tconst feathermanes =\r\n\t\t\tdeadEntityPlayerState.player.hand\r\n\t\t\t\t?.filter((e) => !e.locked)\r\n\t\t\t\t.filter(\r\n\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014 ||\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014_G,\r\n\t\t\t\t) ?? [];\r\n\t\tfor (const feathermaneSpawn of feathermanes) {\r\n\t\t\tif (allSpawns.length >= maxSpawns) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\tfeathermaneSpawn.locked = true;\r\n\t\t\tconst spawns = spawnEntities(\r\n\t\t\t\tfeathermaneSpawn.cardId,\r\n\t\t\t\t1,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\r\n\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t\tfalse,\r\n\t\t\t\ttrue,\r\n\t\t\t\t{ ...feathermaneSpawn } as BoardEntity,\r\n\t\t\t);\r\n\r\n\t\t\t// So that it can be flagged as \"unspawned\" if it is not spawned in the end\r\n\t\t\tfor (const spawn of spawns) {\r\n\t\t\t\tspawn.onCanceledSummon = () => (feathermaneSpawn.locked = false);\r\n\t\t\t\t// spawn.backRef = feathermaneSpawn;\r\n\t\t\t}\r\n\t\t\tallSpawns.push(...spawns);\r\n\t\t}\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tallSpawns,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn allSpawns;\r\n};\r\n\r\nexport const processDeathrattleForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst drEntities = handleNaturalDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\t// Avenge trigger before reborn\r\n\t// http://replays.firestoneapp.com/?reviewId=5bb20eb8-e0ca-47ab-adc7-13134716d568&turn=7&action=6\r\n\tif (processAvenge) {\r\n\t\tapplyAvengeEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t\t[...drEntities, ...enchEntities],\r\n\t\t);\r\n\t}\r\n\r\n\t// TODO: Feathermane should be applied after the Reborn effects have all been processed\r\n\t// Secrets should be processed here (\"at Avenge speed\")\r\n\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn [...drEntities, ...enchEntities, ...afterDeathEntities];\r\n};\r\n\r\nconst handleNaturalDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n): readonly BoardEntity[] => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst allSpawns = [];\r\n\tconst spawnsToSpawn = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tdeathrattleRepeats: dr.repeats ?? 1,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t\tenchantments: [],\r\n\t\t};\r\n\t\tconst spawns = handleNaturalDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\t// The spawns have already been processed in the \"handleNaturalDeathrattle\" method\r\n\t\t// spawnsToSpawn.push(...spawns);\r\n\t\tallSpawns.push(...spawns);\r\n\t}\r\n\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tdeadEntities,\r\n\t\tgameState,\r\n\t);\r\n\tallSpawns.push(...entitiesFromNativeDeathrattle);\r\n\tspawnsToSpawn.push(...entitiesFromNativeDeathrattle);\r\n\t// Some candidate entities are not spawned, and so are ignored in further processing\r\n\tconst actualSpawns = performEntitySpawns(\r\n\t\tspawnsToSpawn,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\thandleDeathrattleEffects(\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\r\n\treturn actualSpawns;\r\n};\r\n\r\nconst handleEnchantmentsDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tskipSpawns = false,\r\n) => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst result = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\t// So that cards that rely on the tavern tier use the base entity, and not the enchantment / remembered card\r\n\t\t\ttavernTier: gameState.cardsData.getTavernLevel(deadEntity.cardId),\r\n\t\t\tenchantments: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: dr.cardId,\r\n\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\trepeats: dr.repeats ?? 1,\r\n\t\t\t\t\ttiming: dr.timing,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t};\r\n\t\tconst spawns = handleEnchantmentsDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t\t// We skip spawns, otherwise it will be added twice\r\n\t\t\ttrue,\r\n\t\t);\r\n\t\tresult.push(...spawns);\r\n\t}\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\tresult.push(...entitiesFromEnchantments);\r\n\tif (!skipSpawns) {\r\n\t\tperformEntitySpawns(\r\n\t\t\tresult,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\tdeadEntity,\r\n\t\t\tmodifiedIndexFromRight,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\treturn result;\r\n};\r\n\r\nconst processReborns = (deathrattleInput: DeathrattleInput) => {\r\n\t// const entitiesFromReborn: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\thandleRebornForEntity(\r\n\t\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\totherPlayerState.board,\r\n\t\t\t\t\totherPlayerState.player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handlePostDeathrattleEffects = (deathrattleInput: DeathrattleInput, entitiesFromDeathrattles: BoardEntity[]) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Process from right to left, so that we can set the hasAttacked attribute properly\r\n\t\t\t// If two minions die at the same time, both of which having attacked, but the third in line having not,\r\n\t\t\t// processing them from left to right means the first (leftmost) one will check its right neighbor, which\r\n\t\t\t// is the minion that hasn't attacked\r\n\t\t\tfor (let j = deadEntities.length - 1; j >= 0; j--) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\thandlePostDeathrattleEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t\t\tdeadEntityPlayerState.player.friendly,\r\n\t\t\t\t\tdeathrattleInput,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\torchestrateMinionDeathEffects(deathrattleInput, false, false);\r\n};\r\n\r\nconst handlePostDeathrattleEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tspawnedEntities: BoardEntity[],\r\n\tisPlayer: boolean,\r\n\tdeathrattleInput: DeathrattleInput,\r\n) => {\r\n\t// This doesn't work if the entity that was to the right died.\r\n\tconst entityRightToSpawns =\r\n\t\tindexFromRight === 0 ? null : deadEntityPlayerState.board[deadEntityPlayerState.board.length - indexFromRight];\r\n\t// To handle minions attack tokens\r\n\t// See http://replays.firestoneapp.com/?reviewId=0583d6a4-6ed0-4b20-894e-4ceb560894fe&turn=6&action=11\r\n\t// When a minion dies, the spawn are either elligible to attack next turn or not\r\n\t// If the minion right to the spawned minion has already attacked, then the spawned\r\n\t// minion cannot attack\r\n\tspawnedEntities.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? 0;\r\n\t});\r\n\r\n\tif (\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113) ||\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113_ALT)\r\n\t) {\r\n\t\tconst ogDeadEntity = gameState.sharedState.deaths.find((entity) => entity.entityId === deadEntity.entityId);\r\n\t\tif (ogDeadEntity) {\r\n\t\t\togDeadEntity.attack += 4;\r\n\t\t\togDeadEntity.health += 4;\r\n\t\t}\r\n\t}\r\n\r\n\t// ISSUE: when we do this, we change the minion's stats before processing deathrattle effects, which can mess\r\n\t// up the simulation in some cases (like Nightbane, Ignited)\r\n\t// FIX: we do it in postDeathrattleEfects, not when removing minions from the board\r\n\tif (hasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.UNDEAD, gameState.allCards)) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.UndeadAttackBonus > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.UndeadAttackBonus,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.allCards)) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\ninterface DeathrattleInput {\r\n\tgameState: FullGameState;\r\n\tplayerDeadEntities: BoardEntity[];\r\n\tplayerDeadEntityIndexesFromRight: number[];\r\n\topponentDeadEntities: BoardEntity[];\r\n\topponentDeadEntityIndexesFromRight: number[];\r\n}\r\n"]}
1
+ 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{ CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasCorrectTribe } from '../utils';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyAfterDeathEffects } from './death-effects';\r\nimport {\r\n\tapplyWheneverMinionDiesEffect,\r\n\thandleAfterMinionKillsEffect,\r\n\thandleDeathrattleEffects,\r\n} from './deathrattle-effects';\r\nimport { spawnEntities, spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleRebornForEntity } from './reborn';\r\nimport { performEntitySpawns } from './spawns';\r\n\r\n// FIXME:\r\n// From Mitchell on Discord:\r\n// - Minions die left to right\r\n// - When a minion dies, it procs natural deathrattle, added deathrattles, and then all avenges progress\r\n// by 1 (and trigger as necessary)\r\n// - Then next minion\r\n// - After ALL deathrattles and avenges are done, Reborn triggers\r\n// - (Ideally after all of that I would want Feathermane to trigger, but that is not what it does right now.\r\n// Right now it triggers at deathrattle speed rather than after Reborn speed)\r\nexport const orchestrateMinionDeathEffects = (\r\n\tdeathrattleInput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n\tprocessReborn = true,\r\n) => {\r\n\t// Icesnarl / Rokara here?\r\n\thandleAfterMinionsKillEffects(deathrattleInput);\r\n\r\n\t// Not sure about this\r\n\thandleWheneverMinionsDieEffects(deathrattleInput);\r\n\r\n\tconst playerBoardBefore = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardBefore = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\r\n\tconst entitiesFromDeathrattles = processDeathrattles(deathrattleInput, processAvenge);\r\n\r\n\t// Hack to try and fix how reborn indices are handled when there are spawns during the deathrattle phase\r\n\t// Ideally, this should probably be rewritten completely to keep the dead entities in the board itself\r\n\t// so we can use that as a source for the spawn index. However this is a big rewrite with lots of\r\n\t// potential side-effects\r\n\tconst playerBoardAfter = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardAfter = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\tconst opponentIndexOfSpawnedEntities = opponentBoardAfter\r\n\t\t.filter((entity) => !opponentBoardBefore.includes(entity))\r\n\t\t.map((entity) => opponentBoardAfter.length - opponentBoardAfter.indexOf(entity) - 1);\r\n\tconst playerIndexOfSpawnedEntities = playerBoardAfter\r\n\t\t.filter((entity) => !playerBoardBefore.includes(entity))\r\n\t\t.map((entity) => playerBoardAfter.length - playerBoardAfter.indexOf(entity) - 1);\r\n\tdeathrattleInput.opponentDeadEntityIndexesFromRight = deathrattleInput.opponentDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\topponentIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\tdeathrattleInput.playerDeadEntityIndexesFromRight = deathrattleInput.playerDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\tplayerIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\r\n\tif (processReborn) {\r\n\t\tprocessReborns(deathrattleInput);\r\n\t}\r\n\r\n\tconst entitiesFromFeathermanes = processFeathermaneEffects(deathrattleInput);\r\n\thandlePostDeathrattleEffects(deathrattleInput, [...entitiesFromDeathrattles, ...entitiesFromFeathermanes]);\r\n};\r\n\r\nconst handleAfterMinionsKillEffects = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\thandleAfterMinionKillsEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleWheneverMinionsDieEffects = (deathrattleInput: DeathrattleInput) => {\r\n\t// Wildfire Element is applied first, before the DR spawns\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tapplyWheneverMinionDiesEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst processDeathrattles = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\t// Deathrattles are handled left to right\r\n\t// Then for each minion, natural deathrattles are processed first, then enchantments\r\n\t// http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=1\r\n\t// http://replays.firestoneapp.com/?reviewId=f32e734a-d5a2-4fa4-ad10-94019969cdd7&turn=6&action=22\r\n\t// http://replays.firestoneapp.com/?reviewId=ea9503c9-2795-49f0-866b-9ea856cec7df&turn=11&action=3\r\n\t// http://replays.firestoneapp.com/?reviewId=1ff37e17-704c-4a73-8c78-377c52b6cb42&turn=13&action=1 is a trap: the enchantment is on the first\r\n\t// minion, but the DR is on the second one.\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst deadEntityAttack = deadEntity.attack;\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processDeathrattleForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneEffects = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processFeathermaneForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst maxSpawns = 7 - deadEntityPlayerState.board.length;\r\n\tconst allSpawns = [];\r\n\r\n\t// Feathermane\r\n\tif (hasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.allCards)) {\r\n\t\tconst feathermanes =\r\n\t\t\tdeadEntityPlayerState.player.hand\r\n\t\t\t\t?.filter((e) => !e.locked)\r\n\t\t\t\t.filter(\r\n\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014 ||\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014_G,\r\n\t\t\t\t) ?? [];\r\n\t\tfor (const feathermaneSpawn of feathermanes) {\r\n\t\t\tif (allSpawns.length >= maxSpawns) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\tfeathermaneSpawn.locked = true;\r\n\t\t\tconst spawns = spawnEntities(\r\n\t\t\t\tfeathermaneSpawn.cardId,\r\n\t\t\t\t1,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tgameState.allCards,\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t\tgameState.sharedState,\r\n\t\t\t\tgameState.spectator,\r\n\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t\tfalse,\r\n\t\t\t\ttrue,\r\n\t\t\t\t{ ...feathermaneSpawn } as BoardEntity,\r\n\t\t\t);\r\n\r\n\t\t\t// So that it can be flagged as \"unspawned\" if it is not spawned in the end\r\n\t\t\tfor (const spawn of spawns) {\r\n\t\t\t\tspawn.onCanceledSummon = () => (feathermaneSpawn.locked = false);\r\n\t\t\t\t// spawn.backRef = feathermaneSpawn;\r\n\t\t\t}\r\n\t\t\tallSpawns.push(...spawns);\r\n\t\t}\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tallSpawns,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn allSpawns;\r\n};\r\n\r\nexport const processDeathrattleForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst drEntities = handleNaturalDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\t// Avenge trigger before reborn\r\n\t// http://replays.firestoneapp.com/?reviewId=5bb20eb8-e0ca-47ab-adc7-13134716d568&turn=7&action=6\r\n\tif (processAvenge) {\r\n\t\tapplyAvengeEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t\t[...drEntities, ...enchEntities],\r\n\t\t);\r\n\t}\r\n\r\n\t// TODO: Feathermane should be applied after the Reborn effects have all been processed\r\n\t// Secrets should be processed here (\"at Avenge speed\")\r\n\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn [...drEntities, ...enchEntities, ...afterDeathEntities];\r\n};\r\n\r\nconst handleNaturalDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n): readonly BoardEntity[] => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst allSpawns = [];\r\n\tconst spawnsToSpawn = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tdeathrattleRepeats: dr.repeats ?? 1,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t\tenchantments: [],\r\n\t\t\tmemory:\r\n\t\t\t\tdr.memory == null\r\n\t\t\t\t\t? null\r\n\t\t\t\t\t: Array.isArray(dr.memory)\r\n\t\t\t\t\t? dr.memory.map((mem) => ({ ...mem }))\r\n\t\t\t\t\t: { ...dr.memory },\r\n\t\t};\r\n\t\tconst spawns = handleNaturalDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\t// The spawns have already been processed in the \"handleNaturalDeathrattle\" method\r\n\t\t// spawnsToSpawn.push(...spawns);\r\n\t\tallSpawns.push(...spawns);\r\n\t}\r\n\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tdeadEntities,\r\n\t\tgameState,\r\n\t);\r\n\tallSpawns.push(...entitiesFromNativeDeathrattle);\r\n\tspawnsToSpawn.push(...entitiesFromNativeDeathrattle);\r\n\t// Some candidate entities are not spawned, and so are ignored in further processing\r\n\tconst actualSpawns = performEntitySpawns(\r\n\t\tspawnsToSpawn,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\thandleDeathrattleEffects(\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\r\n\treturn actualSpawns;\r\n};\r\n\r\nconst handleEnchantmentsDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tskipSpawns = false,\r\n) => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst result = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\t// So that cards that rely on the tavern tier use the base entity, and not the enchantment / remembered card\r\n\t\t\ttavernTier: gameState.cardsData.getTavernLevel(deadEntity.cardId),\r\n\t\t\tenchantments: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: dr.cardId,\r\n\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\trepeats: dr.repeats ?? 1,\r\n\t\t\t\t\ttiming: dr.timing,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t};\r\n\t\tconst spawns = handleEnchantmentsDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t\t// We skip spawns, otherwise it will be added twice\r\n\t\t\ttrue,\r\n\t\t);\r\n\t\tresult.push(...spawns);\r\n\t}\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\tresult.push(...entitiesFromEnchantments);\r\n\tif (!skipSpawns) {\r\n\t\tperformEntitySpawns(\r\n\t\t\tresult,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\tdeadEntity,\r\n\t\t\tmodifiedIndexFromRight,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\treturn result;\r\n};\r\n\r\nconst processReborns = (deathrattleInput: DeathrattleInput) => {\r\n\t// const entitiesFromReborn: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\thandleRebornForEntity(\r\n\t\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\totherPlayerState.board,\r\n\t\t\t\t\totherPlayerState.player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handlePostDeathrattleEffects = (deathrattleInput: DeathrattleInput, entitiesFromDeathrattles: BoardEntity[]) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Process from right to left, so that we can set the hasAttacked attribute properly\r\n\t\t\t// If two minions die at the same time, both of which having attacked, but the third in line having not,\r\n\t\t\t// processing them from left to right means the first (leftmost) one will check its right neighbor, which\r\n\t\t\t// is the minion that hasn't attacked\r\n\t\t\tfor (let j = deadEntities.length - 1; j >= 0; j--) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\thandlePostDeathrattleEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t\t\tdeadEntityPlayerState.player.friendly,\r\n\t\t\t\t\tdeathrattleInput,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\torchestrateMinionDeathEffects(deathrattleInput, false, false);\r\n};\r\n\r\nconst handlePostDeathrattleEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tspawnedEntities: BoardEntity[],\r\n\tisPlayer: boolean,\r\n\tdeathrattleInput: DeathrattleInput,\r\n) => {\r\n\t// This doesn't work if the entity that was to the right died.\r\n\tconst entityRightToSpawns =\r\n\t\tindexFromRight === 0 ? null : deadEntityPlayerState.board[deadEntityPlayerState.board.length - indexFromRight];\r\n\t// To handle minions attack tokens\r\n\t// See http://replays.firestoneapp.com/?reviewId=0583d6a4-6ed0-4b20-894e-4ceb560894fe&turn=6&action=11\r\n\t// When a minion dies, the spawn are either elligible to attack next turn or not\r\n\t// If the minion right to the spawned minion has already attacked, then the spawned\r\n\t// minion cannot attack\r\n\tspawnedEntities.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? 0;\r\n\t});\r\n\r\n\tif (\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113) ||\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113_ALT)\r\n\t) {\r\n\t\tconst ogDeadEntity = gameState.sharedState.deaths.find((entity) => entity.entityId === deadEntity.entityId);\r\n\t\tif (ogDeadEntity) {\r\n\t\t\togDeadEntity.attack += 4;\r\n\t\t\togDeadEntity.health += 4;\r\n\t\t}\r\n\t}\r\n\r\n\t// ISSUE: when we do this, we change the minion's stats before processing deathrattle effects, which can mess\r\n\t// up the simulation in some cases (like Nightbane, Ignited)\r\n\t// FIX: we do it in postDeathrattleEfects, not when removing minions from the board\r\n\tif (hasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.UNDEAD, gameState.allCards)) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.UndeadAttackBonus > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.UndeadAttackBonus,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.allCards)) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\ninterface DeathrattleInput {\r\n\tgameState: FullGameState;\r\n\tplayerDeadEntities: BoardEntity[];\r\n\tplayerDeadEntityIndexesFromRight: number[];\r\n\topponentDeadEntities: BoardEntity[];\r\n\topponentDeadEntityIndexesFromRight: number[];\r\n}\r\n"]}
@@ -15,11 +15,6 @@ const magnetizeToTarget = (target, cardIdToMagnetize, board, hero, gameState) =>
15
15
  target.windfury = target.windfury || ((_e = modularCard.mechanics) === null || _e === void 0 ? void 0 : _e.includes(reference_data_1.GameTag[reference_data_1.GameTag.WINDFURY]));
16
16
  target.reborn = target.reborn || ((_f = modularCard.mechanics) === null || _f === void 0 ? void 0 : _f.includes(reference_data_1.GameTag[reference_data_1.GameTag.REBORN]));
17
17
  target.stealth = target.stealth || ((_g = modularCard.mechanics) === null || _g === void 0 ? void 0 : _g.includes(reference_data_1.GameTag[reference_data_1.GameTag.STEALTH]));
18
- if (["BG31_176", "BG31_176_G"].includes(cardIdToMagnetize)) {
19
- const mult = cardIdToMagnetize === "BG31_176" ? 1 : 2;
20
- target.attack += 2 * hero.globalInfo.MagnetizedThisGame * mult;
21
- target.health += 2 * hero.globalInfo.MagnetizedThisGame * mult;
22
- }
23
18
  const magneticEnchantment = modularCard.enchantmentDbfId;
24
19
  if (magneticEnchantment) {
25
20
  const enchantment = gameState.allCards.getCard(magneticEnchantment).id;
@@ -29,6 +24,22 @@ const magnetizeToTarget = (target, cardIdToMagnetize, board, hero, gameState) =>
29
24
  timing: gameState.sharedState.currentEntityId++,
30
25
  });
31
26
  }
27
+ if (["BG31_176", "BG31_176_G"].includes(cardIdToMagnetize)) {
28
+ const mult = cardIdToMagnetize === "BG31_176" ? 1 : 2;
29
+ target.attack += 2 * hero.globalInfo.MagnetizedThisGame * mult;
30
+ target.health += 2 * hero.globalInfo.MagnetizedThisGame * mult;
31
+ }
32
+ hero.globalInfo.MagnetizedThisGame = hero.globalInfo.MagnetizedThisGame + 1;
33
+ for (const entity of board) {
34
+ const drBoomBases = (entity.cardId === "BG31_176" ? 1 : 0) +
35
+ entity.enchantments.filter((e) => e.cardId === "BG31_176e")
36
+ .length;
37
+ const drBoomGoldens = (entity.cardId === "BG31_176_G" ? 1 : 0) +
38
+ entity.enchantments.filter((e) => e.cardId === "BG31_176_Ge")
39
+ .length;
40
+ entity.attack += drBoomBases * 2 + drBoomGoldens * 4;
41
+ entity.health += drBoomBases * 2 + drBoomGoldens * 4;
42
+ }
32
43
  };
33
44
  exports.magnetizeToTarget = magnetizeToTarget;
34
45
  //# sourceMappingURL=magnetize.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"magnetize.js","sourceRoot":"","sources":["../../src/simulation/magnetize.ts"],"names":[],"mappings":";;;AAAA,iEAAgE;AAIhE,mCAAsC;AAE/B,MAAM,iBAAiB,GAAG,CAChC,MAAmB,EACnB,iBAAyB,EACzB,KAAoB,EACpB,IAAqB,EACrB,SAAwB,EACvB,EAAE;;IACH,MAAM,sBAAsB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAClD,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,yBAAqD,CACpE,CAAC,MAAM,CAAC;IACT,MAAM,WAAW,GAAG,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,iBAAiB,CAAC,CAAC;IAClE,IAAA,mBAAW,EACV,MAAM,EACN,WAAW,CAAC,MAAM,GAAG,CAAC,GAAG,sBAAsB,EAC/C,WAAW,CAAC,MAAM,GAAG,CAAC,GAAG,sBAAsB,EAC/C,KAAK,EACL,IAAI,EACJ,SAAS,CACT,CAAC;IAEF,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,KAAK,CAAC,CAAC,CAAA,CAAC;IACvF,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,aAAa,CAAC,CAAC,CAAA,CAAC;IAC7G,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,SAAS,CAAC,CAAC,CAAA,CAAC;IACnG,MAAM,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,QAAQ,CAAC,CAAC,CAAA,CAAC;IAChG,MAAM,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,QAAQ,CAAC,CAAC,CAAA,CAAC;IAChG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,MAAM,CAAC,CAAC,CAAA,CAAC;IAC1F,MAAM,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,OAAO,CAAC,CAAC,CAAA,CAAC;IAC7F,IAAI,0BAAoE,CAAC,QAAQ,CAAC,iBAA4B,CAAC,EAAE;QAChH,MAAM,IAAI,GAAG,iBAAiB,eAAoC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3E,MAAM,CAAC,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAC/D,MAAM,CAAC,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,kBAAkB,GAAG,IAAI,CAAC;KAC/D;IAED,MAAM,mBAAmB,GAAG,WAAW,CAAC,gBAAgB,CAAC;IACzD,IAAI,mBAAmB,EAAE;QACxB,MAAM,WAAW,GAAG,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,mBAAmB,CAAC,CAAC,EAAE,CAAC;QACvE,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC;YACxB,MAAM,EAAE,WAAW;YACnB,cAAc,EAAE,WAAW,CAAC,KAAK;YACjC,MAAM,EAAE,SAAS,CAAC,WAAW,CAAC,eAAe,EAAE;SAC/C,CAAC,CAAC;KACH;AACF,CAAC,CAAC;AA1CW,QAAA,iBAAiB,qBA0C5B","sourcesContent":["import { CardIds, GameTag } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const magnetizeToTarget = (\r\n\ttarget: BoardEntity,\r\n\tcardIdToMagnetize: string,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst electromagneticDevices = hero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.ElectromagneticDevice_BG30_MagicItem_709,\r\n\t).length;\r\n\tconst modularCard = gameState.allCards.getCard(cardIdToMagnetize);\r\n\tmodifyStats(\r\n\t\ttarget,\r\n\t\tmodularCard.attack + 2 * electromagneticDevices,\r\n\t\tmodularCard.health + 2 * electromagneticDevices,\r\n\t\tboard,\r\n\t\thero,\r\n\t\tgameState,\r\n\t);\r\n\t// TODO: Dr Boom's Monster?\r\n\ttarget.taunt = target.taunt || modularCard.mechanics?.includes(GameTag[GameTag.TAUNT]);\r\n\ttarget.divineShield = target.divineShield || modularCard.mechanics?.includes(GameTag[GameTag.DIVINE_SHIELD]);\r\n\ttarget.poisonous = target.poisonous || modularCard.mechanics?.includes(GameTag[GameTag.POISONOUS]);\r\n\ttarget.venomous = target.venomous || modularCard.mechanics?.includes(GameTag[GameTag.VENOMOUS]);\r\n\ttarget.windfury = target.windfury || modularCard.mechanics?.includes(GameTag[GameTag.WINDFURY]);\r\n\ttarget.reborn = target.reborn || modularCard.mechanics?.includes(GameTag[GameTag.REBORN]);\r\n\ttarget.stealth = target.stealth || modularCard.mechanics?.includes(GameTag[GameTag.STEALTH]);\r\n\tif ([CardIds.DrBoomsMonster_BG31_176, CardIds.DrBoomsMonster_BG31_176_G].includes(cardIdToMagnetize as CardIds)) {\r\n\t\tconst mult = cardIdToMagnetize === CardIds.DrBoomsMonster_BG31_176 ? 1 : 2;\r\n\t\ttarget.attack += 2 * hero.globalInfo.MagnetizedThisGame * mult;\r\n\t\ttarget.health += 2 * hero.globalInfo.MagnetizedThisGame * mult;\r\n\t}\r\n\r\n\tconst magneticEnchantment = modularCard.enchantmentDbfId;\r\n\tif (magneticEnchantment) {\r\n\t\tconst enchantment = gameState.allCards.getCard(magneticEnchantment).id;\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: enchantment,\r\n\t\t\toriginEntityId: modularCard.dbfId,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t}\r\n};\r\n"]}
1
+ {"version":3,"file":"magnetize.js","sourceRoot":"","sources":["../../src/simulation/magnetize.ts"],"names":[],"mappings":";;;AAAA,iEAAgE;AAIhE,mCAAsC;AAE/B,MAAM,iBAAiB,GAAG,CAChC,MAAmB,EACnB,iBAAyB,EACzB,KAAoB,EACpB,IAAqB,EACrB,SAAwB,EACvB,EAAE;;IACH,MAAM,sBAAsB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAClD,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,yBAAqD,CACpE,CAAC,MAAM,CAAC;IACT,MAAM,WAAW,GAAG,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,iBAAiB,CAAC,CAAC;IAClE,IAAA,mBAAW,EACV,MAAM,EACN,WAAW,CAAC,MAAM,GAAG,CAAC,GAAG,sBAAsB,EAC/C,WAAW,CAAC,MAAM,GAAG,CAAC,GAAG,sBAAsB,EAC/C,KAAK,EACL,IAAI,EACJ,SAAS,CACT,CAAC;IACF,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,KAAK,CAAC,CAAC,CAAA,CAAC;IACvF,MAAM,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,aAAa,CAAC,CAAC,CAAA,CAAC;IAC7G,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,SAAS,CAAC,CAAC,CAAA,CAAC;IACnG,MAAM,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,QAAQ,CAAC,CAAC,CAAA,CAAC;IAChG,MAAM,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,QAAQ,CAAC,CAAC,CAAA,CAAC;IAChG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,MAAM,CAAC,CAAC,CAAA,CAAC;IAC1F,MAAM,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,KAAI,MAAA,WAAW,CAAC,SAAS,0CAAE,QAAQ,CAAC,wBAAO,CAAC,wBAAO,CAAC,OAAO,CAAC,CAAC,CAAA,CAAC;IAE7F,MAAM,mBAAmB,GAAG,WAAW,CAAC,gBAAgB,CAAC;IACzD,IAAI,mBAAmB,EAAE;QACxB,MAAM,WAAW,GAAG,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,mBAAmB,CAAC,CAAC,EAAE,CAAC;QACvE,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC;YACxB,MAAM,EAAE,WAAW;YACnB,cAAc,EAAE,WAAW,CAAC,KAAK;YACjC,MAAM,EAAE,SAAS,CAAC,WAAW,CAAC,eAAe,EAAE;SAC/C,CAAC,CAAC;KACH;IACD,IAAI,0BAAoE,CAAC,QAAQ,CAAC,iBAA4B,CAAC,EAAE;QAChH,MAAM,IAAI,GAAG,iBAAiB,eAAoC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3E,MAAM,CAAC,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAC/D,MAAM,CAAC,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,kBAAkB,GAAG,IAAI,CAAC;KAC/D;IAGD,IAAI,CAAC,UAAU,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,kBAAkB,GAAG,CAAC,CAAC;IAC5E,KAAK,MAAM,MAAM,IAAI,KAAK,EAAE;QAC3B,MAAM,WAAW,GAChB,CAAC,MAAM,CAAC,MAAM,eAAoC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC3D,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,gBAA+D,CAAC;iBACxG,MAAM,CAAC;QACV,MAAM,aAAa,GAClB,CAAC,MAAM,CAAC,MAAM,iBAAsC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC7D,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,MAAM,kBAAiE,CAAC;iBAC1G,MAAM,CAAC;QACV,MAAM,CAAC,MAAM,IAAI,WAAW,GAAG,CAAC,GAAG,aAAa,GAAG,CAAC,CAAC;QACrD,MAAM,CAAC,MAAM,IAAI,WAAW,GAAG,CAAC,GAAG,aAAa,GAAG,CAAC,CAAC;KACrD;AACF,CAAC,CAAC;AAxDW,QAAA,iBAAiB,qBAwD5B","sourcesContent":["import { CardIds, GameTag } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const magnetizeToTarget = (\r\n\ttarget: BoardEntity,\r\n\tcardIdToMagnetize: string,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst electromagneticDevices = hero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.ElectromagneticDevice_BG30_MagicItem_709,\r\n\t).length;\r\n\tconst modularCard = gameState.allCards.getCard(cardIdToMagnetize);\r\n\tmodifyStats(\r\n\t\ttarget,\r\n\t\tmodularCard.attack + 2 * electromagneticDevices,\r\n\t\tmodularCard.health + 2 * electromagneticDevices,\r\n\t\tboard,\r\n\t\thero,\r\n\t\tgameState,\r\n\t);\r\n\ttarget.taunt = target.taunt || modularCard.mechanics?.includes(GameTag[GameTag.TAUNT]);\r\n\ttarget.divineShield = target.divineShield || modularCard.mechanics?.includes(GameTag[GameTag.DIVINE_SHIELD]);\r\n\ttarget.poisonous = target.poisonous || modularCard.mechanics?.includes(GameTag[GameTag.POISONOUS]);\r\n\ttarget.venomous = target.venomous || modularCard.mechanics?.includes(GameTag[GameTag.VENOMOUS]);\r\n\ttarget.windfury = target.windfury || modularCard.mechanics?.includes(GameTag[GameTag.WINDFURY]);\r\n\ttarget.reborn = target.reborn || modularCard.mechanics?.includes(GameTag[GameTag.REBORN]);\r\n\ttarget.stealth = target.stealth || modularCard.mechanics?.includes(GameTag[GameTag.STEALTH]);\r\n\r\n\tconst magneticEnchantment = modularCard.enchantmentDbfId;\r\n\tif (magneticEnchantment) {\r\n\t\tconst enchantment = gameState.allCards.getCard(magneticEnchantment).id;\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: enchantment,\r\n\t\t\toriginEntityId: modularCard.dbfId,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t}\r\n\tif ([CardIds.DrBoomsMonster_BG31_176, CardIds.DrBoomsMonster_BG31_176_G].includes(cardIdToMagnetize as CardIds)) {\r\n\t\tconst mult = cardIdToMagnetize === CardIds.DrBoomsMonster_BG31_176 ? 1 : 2;\r\n\t\ttarget.attack += 2 * hero.globalInfo.MagnetizedThisGame * mult;\r\n\t\ttarget.health += 2 * hero.globalInfo.MagnetizedThisGame * mult;\r\n\t}\r\n\r\n\t// Dr Boom's Monster?\r\n\thero.globalInfo.MagnetizedThisGame = hero.globalInfo.MagnetizedThisGame + 1;\r\n\tfor (const entity of board) {\r\n\t\tconst drBoomBases =\r\n\t\t\t(entity.cardId === CardIds.DrBoomsMonster_BG31_176 ? 1 : 0) +\r\n\t\t\tentity.enchantments.filter((e) => e.cardId === CardIds.DrBoomsMonster_DrBoomsMonsterEnchantment_BG31_176e)\r\n\t\t\t\t.length;\r\n\t\tconst drBoomGoldens =\r\n\t\t\t(entity.cardId === CardIds.DrBoomsMonster_BG31_176_G ? 1 : 0) +\r\n\t\t\tentity.enchantments.filter((e) => e.cardId === CardIds.DrBoomsMonster_DrBoomsMonsterEnchantment_BG31_176_Ge)\r\n\t\t\t\t.length;\r\n\t\tentity.attack += drBoomBases * 2 + drBoomGoldens * 4;\r\n\t\tentity.health += drBoomBases * 2 + drBoomGoldens * 4;\r\n\t}\r\n};\r\n"]}
@@ -25,7 +25,6 @@ const handlePlayerIllidanHeroPowers = (playerEntity, playerBoard, opponentEntity
25
25
  for (const heroPower of playerEntity.heroPowers) {
26
26
  if (heroPower.cardId === "TB_BaconShop_HP_069" && playerBoard.length > 0) {
27
27
  handleIllidanForPlayer(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState, currentAttacker);
28
- currentAttacker = friendly ? 1 : 0;
29
28
  }
30
29
  }
31
30
  return currentAttacker;
@@ -1 +1 @@
1
- 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{ CardIds } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../../bgs-player-entity';\r\nimport { BoardEntity } from '../../board-entity';\r\nimport { processMinionDeath, simulateAttack } from '../attack';\r\nimport { FullGameState } from '../internal-game-state';\r\nimport { modifyStats } from '../stats';\r\nimport { handleSummonsWhenSpace } from '../summon-when-space';\r\n\r\nexport const handleIllidanHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tgameState: FullGameState,\r\n): number => {\r\n\t// console.log('current attacker before', currentAttacker);\r\n\t// Apparently it's a toin coss about whether to handle Illidan first or Al'Akir first\r\n\t// Auras are only relevant for Illidan, and already applied there\r\n\tif (Math.random() < 0.5) {\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t} else {\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\tprocessMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState);\r\n\thandleSummonsWhenSpace(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState);\r\n\treturn currentAttacker;\r\n};\r\n\r\nconst handlePlayerIllidanHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tfriendly: boolean,\r\n\tgameState: FullGameState,\r\n): number => {\r\n\tif (playerEntity.hpLeft <= 0) {\r\n\t\treturn currentAttacker;\r\n\t}\r\n\tfor (const heroPower of playerEntity.heroPowers) {\r\n\t\tif (heroPower.cardId === CardIds.Wingmen && playerBoard.length > 0) {\r\n\t\t\t// After Illidan triggers, it's always the other opponent's turn\r\n\t\t\t// https://x.com/LoewenMitchell/status/1752714583360639131?s=20\r\n\t\t\thandleIllidanForPlayer(\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\tgameState,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t);\r\n\t\t\tcurrentAttacker = friendly ? 1 : 0;\r\n\t\t}\r\n\t}\r\n\treturn currentAttacker;\r\n};\r\n\r\n// TODO: not exactly correct, because of \"attack immediately\", but it's close enough\r\nconst handleIllidanForPlayer = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tcurrentAttacker: number,\r\n): void => {\r\n\tif (playerEntity.startOfCombatDone) {\r\n\t\treturn;\r\n\t}\r\n\t// Otherwise, if the first minion dies on the attack, and the board has only 2 minions, we\r\n\t// miss the second one\r\n\tconst minionsAtStart = playerBoard.length;\r\n\tconst firstAttacker = playerBoard[0];\r\n\tconst secondAttacker = minionsAtStart > 1 ? playerBoard[playerBoard.length - 1] : null;\r\n\r\n\t// Stats updates\r\n\tmodifyStats(firstAttacker, 2, 1, playerBoard, playerEntity, gameState);\r\n\tgameState.spectator.registerPowerTarget(firstAttacker, firstAttacker, playerBoard, playerEntity, opponentEntity);\r\n\tif (!!secondAttacker && !secondAttacker.definitelyDead && secondAttacker.health > 0) {\r\n\t\tmodifyStats(secondAttacker, 2, 1, playerBoard, playerEntity, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\tsecondAttacker,\r\n\t\t\tsecondAttacker,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\topponentEntity,\r\n\t\t);\r\n\t}\r\n\r\n\t// Attacks\r\n\tfirstAttacker.attackImmediately = true;\r\n\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState);\r\n\t// See http://replays.firestoneapp.com/?reviewId=f16b7a49-c2a2-4ac5-a9eb-a75f83246f70&turn=6&action=8\r\n\tfirstAttacker.hasAttacked = 0;\r\n\tif (!!secondAttacker && !secondAttacker.definitelyDead && secondAttacker.health > 0) {\r\n\t\tsecondAttacker.attackImmediately = true;\r\n\t\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState);\r\n\t\tsecondAttacker.hasAttacked = 0;\r\n\t}\r\n\r\n\t// // See http://replays.firestoneapp.com/?reviewId=7e9ec42c-a8f6-43d2-9f39-cc486dfa2395&turn=6&action=5\r\n\t// if (firstAttacker.definitelyDead || firstAttacker.health <= 0) {\r\n\t// \tcurrentAttacker = (currentAttacker + 1) % 2;\r\n\t// }\r\n\t// return currentAttacker;\r\n};\r\n"]}
1
+ {"version":3,"file":"soc-illidan-hero-power.js","sourceRoot":"","sources":["../../../src/simulation/start-of-combat/soc-illidan-hero-power.ts"],"names":[],"mappings":";;;AAGA,sCAA+D;AAE/D,oCAAuC;AACvC,4DAA8D;AAEvD,MAAM,uBAAuB,GAAG,CACtC,YAA6B,EAC7B,WAA0B,EAC1B,cAA+B,EAC/B,aAA4B,EAC5B,eAAuB,EACvB,SAAwB,EACf,EAAE;IAIX,IAAI,IAAI,CAAC,MAAM,EAAE,GAAG,GAAG,EAAE;QACxB,eAAe,GAAG,6BAA6B,CAC9C,YAAY,EACZ,WAAW,EACX,cAAc,EACd,aAAa,EACb,eAAe,EACf,IAAI,EACJ,SAAS,CACT,CAAC;QACF,eAAe,GAAG,6BAA6B,CAC9C,cAAc,EACd,aAAa,EACb,YAAY,EACZ,WAAW,EACX,eAAe,EACf,KAAK,EACL,SAAS,CACT,CAAC;KACF;SAAM;QACN,eAAe,GAAG,6BAA6B,CAC9C,cAAc,EACd,aAAa,EACb,YAAY,EACZ,WAAW,EACX,eAAe,EACf,KAAK,EACL,SAAS,CACT,CAAC;QACF,eAAe,GAAG,6BAA6B,CAC9C,YAAY,EACZ,WAAW,EACX,cAAc,EACd,aAAa,EACb,eAAe,EACf,IAAI,EACJ,SAAS,CACT,CAAC;KACF;IACD,IAAA,2BAAkB,EAAC,WAAW,EAAE,YAAY,EAAE,aAAa,EAAE,cAAc,EAAE,SAAS,CAAC,CAAC;IACxF,IAAA,0CAAsB,EAAC,WAAW,EAAE,YAAY,EAAE,aAAa,EAAE,cAAc,EAAE,SAAS,CAAC,CAAC;IAC5F,OAAO,eAAe,CAAC;AACxB,CAAC,CAAC;AArDW,QAAA,uBAAuB,2BAqDlC;AAEF,MAAM,6BAA6B,GAAG,CACrC,YAA6B,EAC7B,WAA0B,EAC1B,cAA+B,EAC/B,aAA4B,EAC5B,eAAuB,EACvB,QAAiB,EACjB,SAAwB,EACf,EAAE;IACX,IAAI,YAAY,CAAC,MAAM,IAAI,CAAC,EAAE;QAC7B,OAAO,eAAe,CAAC;KACvB;IACD,KAAK,MAAM,SAAS,IAAI,YAAY,CAAC,UAAU,EAAE;QAChD,IAAI,SAAS,CAAC,MAAM,0BAAoB,IAAI,WAAW,CAAC,MAAM,GAAG,CAAC,EAAE;YAGnE,sBAAsB,CACrB,WAAW,EACX,YAAY,EACZ,aAAa,EACb,cAAc,EACd,SAAS,EACT,eAAe,CACf,CAAC;SAGF;KACD;IACD,OAAO,eAAe,CAAC;AACxB,CAAC,CAAC;AAGF,MAAM,sBAAsB,GAAG,CAC9B,WAA0B,EAC1B,YAA6B,EAC7B,aAA4B,EAC5B,cAA+B,EAC/B,SAAwB,EACxB,eAAuB,EAChB,EAAE;IACT,IAAI,YAAY,CAAC,iBAAiB,EAAE;QACnC,OAAO;KACP;IAGD,MAAM,cAAc,GAAG,WAAW,CAAC,MAAM,CAAC;IAC1C,MAAM,aAAa,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;IACrC,MAAM,cAAc,GAAG,cAAc,GAAG,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAGvF,IAAA,mBAAW,EAAC,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,WAAW,EAAE,YAAY,EAAE,SAAS,CAAC,CAAC;IACvE,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAAC,aAAa,EAAE,aAAa,EAAE,WAAW,EAAE,YAAY,EAAE,cAAc,CAAC,CAAC;IACjH,IAAI,CAAC,CAAC,cAAc,IAAI,CAAC,cAAc,CAAC,cAAc,IAAI,cAAc,CAAC,MAAM,GAAG,CAAC,EAAE;QACpF,IAAA,mBAAW,EAAC,cAAc,EAAE,CAAC,EAAE,CAAC,EAAE,WAAW,EAAE,YAAY,EAAE,SAAS,CAAC,CAAC;QACxE,SAAS,CAAC,SAAS,CAAC,mBAAmB,CACtC,cAAc,EACd,cAAc,EACd,WAAW,EACX,YAAY,EACZ,cAAc,CACd,CAAC;KACF;IAGD,aAAa,CAAC,iBAAiB,GAAG,IAAI,CAAC;IACvC,IAAA,uBAAc,EAAC,WAAW,EAAE,YAAY,EAAE,aAAa,EAAE,cAAc,EAAE,SAAS,CAAC,CAAC;IAEpF,aAAa,CAAC,WAAW,GAAG,CAAC,CAAC;IAC9B,IAAI,CAAC,CAAC,cAAc,IAAI,CAAC,cAAc,CAAC,cAAc,IAAI,cAAc,CAAC,MAAM,GAAG,CAAC,EAAE;QACpF,cAAc,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACxC,IAAA,uBAAc,EAAC,WAAW,EAAE,YAAY,EAAE,aAAa,EAAE,cAAc,EAAE,SAAS,CAAC,CAAC;QACpF,cAAc,CAAC,WAAW,GAAG,CAAC,CAAC;KAC/B;AAOF,CAAC,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../../bgs-player-entity';\r\nimport { BoardEntity } from '../../board-entity';\r\nimport { processMinionDeath, simulateAttack } from '../attack';\r\nimport { FullGameState } from '../internal-game-state';\r\nimport { modifyStats } from '../stats';\r\nimport { handleSummonsWhenSpace } from '../summon-when-space';\r\n\r\nexport const handleIllidanHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tgameState: FullGameState,\r\n): number => {\r\n\t// console.log('current attacker before', currentAttacker);\r\n\t// Apparently it's a toin coss about whether to handle Illidan first or Al'Akir first\r\n\t// Auras are only relevant for Illidan, and already applied there\r\n\tif (Math.random() < 0.5) {\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t} else {\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tfalse,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tcurrentAttacker = handlePlayerIllidanHeroPowers(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tcurrentAttacker,\r\n\t\t\ttrue,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\tprocessMinionDeath(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState);\r\n\thandleSummonsWhenSpace(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState);\r\n\treturn currentAttacker;\r\n};\r\n\r\nconst handlePlayerIllidanHeroPowers = (\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tfriendly: boolean,\r\n\tgameState: FullGameState,\r\n): number => {\r\n\tif (playerEntity.hpLeft <= 0) {\r\n\t\treturn currentAttacker;\r\n\t}\r\n\tfor (const heroPower of playerEntity.heroPowers) {\r\n\t\tif (heroPower.cardId === CardIds.Wingmen && playerBoard.length > 0) {\r\n\t\t\t// After Illidan triggers, it's always the other opponent's turn\r\n\t\t\t// https://x.com/LoewenMitchell/status/1752714583360639131?s=20\r\n\t\t\thandleIllidanForPlayer(\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\tgameState,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t);\r\n\t\t\t// This is not true anymore: https://replays.firestoneapp.com/?reviewId=7282387d-66cd-458e-8ee1-e04c662e7bad&turn=5&action=1\r\n\t\t\t// currentAttacker = friendly ? 1 : 0;\r\n\t\t}\r\n\t}\r\n\treturn currentAttacker;\r\n};\r\n\r\n// TODO: not exactly correct, because of \"attack immediately\", but it's close enough\r\nconst handleIllidanForPlayer = (\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tcurrentAttacker: number,\r\n): void => {\r\n\tif (playerEntity.startOfCombatDone) {\r\n\t\treturn;\r\n\t}\r\n\t// Otherwise, if the first minion dies on the attack, and the board has only 2 minions, we\r\n\t// miss the second one\r\n\tconst minionsAtStart = playerBoard.length;\r\n\tconst firstAttacker = playerBoard[0];\r\n\tconst secondAttacker = minionsAtStart > 1 ? playerBoard[playerBoard.length - 1] : null;\r\n\r\n\t// Stats updates\r\n\tmodifyStats(firstAttacker, 2, 1, playerBoard, playerEntity, gameState);\r\n\tgameState.spectator.registerPowerTarget(firstAttacker, firstAttacker, playerBoard, playerEntity, opponentEntity);\r\n\tif (!!secondAttacker && !secondAttacker.definitelyDead && secondAttacker.health > 0) {\r\n\t\tmodifyStats(secondAttacker, 2, 1, playerBoard, playerEntity, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\tsecondAttacker,\r\n\t\t\tsecondAttacker,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerEntity,\r\n\t\t\topponentEntity,\r\n\t\t);\r\n\t}\r\n\r\n\t// Attacks\r\n\tfirstAttacker.attackImmediately = true;\r\n\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState);\r\n\t// See http://replays.firestoneapp.com/?reviewId=f16b7a49-c2a2-4ac5-a9eb-a75f83246f70&turn=6&action=8\r\n\tfirstAttacker.hasAttacked = 0;\r\n\tif (!!secondAttacker && !secondAttacker.definitelyDead && secondAttacker.health > 0) {\r\n\t\tsecondAttacker.attackImmediately = true;\r\n\t\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, gameState);\r\n\t\tsecondAttacker.hasAttacked = 0;\r\n\t}\r\n\r\n\t// // See http://replays.firestoneapp.com/?reviewId=7e9ec42c-a8f6-43d2-9f39-cc486dfa2395&turn=6&action=5\r\n\t// if (firstAttacker.definitelyDead || firstAttacker.health <= 0) {\r\n\t// \tcurrentAttacker = (currentAttacker + 1) % 2;\r\n\t// }\r\n\t// return currentAttacker;\r\n};\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@firestone-hs/simulate-bgs-battle",
3
- "version": "1.1.547",
3
+ "version": "1.1.549",
4
4
  "description": "",
5
5
  "scripts": {
6
6
  "lint": "eslint --color --fix --ext .ts .",