@firestone-hs/simulate-bgs-battle 1.1.554 → 1.1.555

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.
@@ -8,7 +8,7 @@ const utils_1 = require("../../../utils");
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  exports.Battlecruiser = {
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  cardIds: ["BG31_HERO_801pt", "BG31_HERO_801pt_G"],
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  startOfCombat: (minion, input) => {
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- var _a, _b;
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+ var _a, _b, _c;
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  const yamatoCannons = [...((_a = minion.enchantments) !== null && _a !== void 0 ? _a : [])]
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  .filter((e) => e.cardId === "BG31_HERO_801ptce");
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  if (!(yamatoCannons === null || yamatoCannons === void 0 ? void 0 : yamatoCannons.length)) {
@@ -17,15 +17,13 @@ exports.Battlecruiser = {
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  const aliveEntities = input.opponentBoard
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  .filter((entity) => entity.health > 0 && !entity.definitelyDead)
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  .map((e) => e.entityId);
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- let target = (0, utils_1.getRandomMinionWithHighestHealth)(input.opponentBoardBefore.filter((e) => aliveEntities.includes(e.entityId)));
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+ const targetEntityId = (_b = (0, utils_1.getRandomMinionWithHighestHealth)(input.opponentBoardBefore.filter((e) => aliveEntities.includes(e.entityId)))) === null || _b === void 0 ? void 0 : _b.entityId;
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  const cannonDamage = Math.max(...yamatoCannons.map((e) => e.tagScriptDataNum1));
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  for (const yamatoCannon of yamatoCannons) {
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- const loops = ((_b = minion.tags) === null || _b === void 0 ? void 0 : _b[reference_data_1.GameTag.BACON_YAMATO_CANNON]) === 1 ? 2 : 1;
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+ const loops = ((_c = minion.tags) === null || _c === void 0 ? void 0 : _c[reference_data_1.GameTag.BACON_YAMATO_CANNON]) === 1 ? 2 : 1;
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  for (let i = 0; i < loops; i++) {
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- if (!target) {
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- continue;
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- }
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- if (target.health <= 0 || target.definitelyDead) {
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+ let target = input.opponentBoard.find((entity) => entity.entityId === targetEntityId);
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+ if (!target || target.health <= 0 || target.definitelyDead) {
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  target = (0, utils_1.getRandomMinionWithHighestHealth)(input.opponentBoard);
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  }
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  if (!!target) {
@@ -1 +1 @@
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- 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{ CardIds, GameTag } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../../../board-entity';\r\nimport { dealDamageToMinion } from '../../../simulation/attack';\r\nimport { DeathrattleTriggeredInput } from '../../../simulation/deathrattle-on-trigger';\r\nimport { OnAttackInput } from '../../../simulation/on-attack';\r\nimport { RebornEffectInput } from '../../../simulation/reborn';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { modifyStats } from '../../../simulation/stats';\r\nimport { getRandomMinionWithHighestHealth } from '../../../utils';\r\nimport { DeathrattleEffectCard, OnAttackCard, RebornEffectCard, StartOfCombatCard } from '../../card.interface';\r\n\r\nexport const Battlecruiser: StartOfCombatCard & RebornEffectCard & OnAttackCard & DeathrattleEffectCard = {\r\n\tcardIds: [CardIds.LiftOff_BattlecruiserToken_BG31_HERO_801pt, CardIds.Battlecruiser_BG31_HERO_801pt_G],\r\n\tstartOfCombat: (minion: BoardEntity, input: SoCInput) => {\r\n\t\t// Enchantments can appear multiple times???\r\n\t\tconst yamatoCannons = [...(minion.enchantments ?? [])]\r\n\t\t\t// .reverse()\r\n\t\t\t.filter((e) => e.cardId === CardIds.YamatoCannon_YamatoCannonEnchantment_BG31_HERO_801ptce);\r\n\t\tif (!yamatoCannons?.length) {\r\n\t\t\treturn false;\r\n\t\t}\r\n\r\n\t\t// Still not sure how these should be processed\r\n\t\t// In some cases, it feels like it takes the sum of the damage, in other cases it runs them one after the other\r\n\t\t// (but maybe that's just the replay aggregating the values)\r\n\t\t// I'm not sure about the BACON_YAMATO_CANNON tag; it seems like it indicates multiple cannons, but I'm not sure\r\n\t\t// Other issues: looks like that if there are multiple cannon enchantments but no divine shield, everything is applied to the same target\r\n\t\t// So it looks as if the target is selected first, then everything targets it\r\n\t\t// https://replays.firestoneapp.com/?reviewId=e8f38ab0-3380-4275-88d8-0715d69d3f08&turn=21&action=1\r\n\t\t// Even more than that: the target is the same between multiple battlecruisers\r\n\t\t// https://replays.firestoneapp.com/?reviewId=cbfd6fe9-1a58-400a-a593-6b8852df5427&turn=9&action=0\r\n\t\t// However I'm pretty sure I've seen another behavior\r\n\t\t// Get the highest health opponent minion at the start of the phase\r\n\t\tconst aliveEntities = input.opponentBoard\r\n\t\t\t.filter((entity) => entity.health > 0 && !entity.definitelyDead)\r\n\t\t\t.map((e) => e.entityId);\r\n\t\tlet target = getRandomMinionWithHighestHealth(\r\n\t\t\tinput.opponentBoardBefore.filter((e) => aliveEntities.includes(e.entityId)),\r\n\t\t);\r\n\t\t// const numberOfCannons = yamatoCannons.length;\r\n\t\tconst cannonDamage = Math.max(...yamatoCannons.map((e) => e.tagScriptDataNum1));\r\n\t\tfor (const yamatoCannon of yamatoCannons) {\r\n\t\t\t// const damage = yamatoCannon.tagScriptDataNum1;\r\n\t\t\t// Could this simply be tagScriptDataNum2 on the battlecruiser?\r\n\t\t\t// I don't understand how this relates to the number enchants in the cruiser itself\r\n\t\t\tconst loops = minion.tags?.[GameTag.BACON_YAMATO_CANNON] === 1 ? 2 : 1;\r\n\t\t\tfor (let i = 0; i < loops; i++) {\r\n\t\t\t\tif (!target) {\r\n\t\t\t\t\tcontinue;\r\n\t\t\t\t}\r\n\t\t\t\tif (target.health <= 0 || target.definitelyDead) {\r\n\t\t\t\t\ttarget = getRandomMinionWithHighestHealth(input.opponentBoard);\r\n\t\t\t\t}\r\n\t\t\t\tif (!!target) {\r\n\t\t\t\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tminion,\r\n\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\t\tminion,\r\n\t\t\t\t\t\tcannonDamage,\r\n\t\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\t\tinput.gameState,\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\treturn true;\r\n\t},\r\n\trebornEffect: (minion: BoardEntity, input: RebornEffectInput) => {\r\n\t\tconst ultraCapacitors = [...(input.initialEntity.enchantments ?? [])]\r\n\t\t\t// .reverse()\r\n\t\t\t.filter((e) => e.cardId === CardIds.UltraCapacitor_UltraCapacitorEnchantment_BG31_HERO_801ptje);\r\n\t\tif (!ultraCapacitors?.length) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tminion.enchantments = input.initialEntity.enchantments;\r\n\t\tminion.attack = input.initialEntity.maxAttack;\r\n\t\tminion.maxAttack = input.initialEntity.maxAttack;\r\n\t\tminion.health = input.initialEntity.maxHealth;\r\n\t\tminion.maxHealth = input.initialEntity.maxHealth;\r\n\t\tminion.divineShield = input.initialEntity.hadDivineShield;\r\n\t\tminion.taunt = input.initialEntity.taunt;\r\n\t\tminion.windfury = input.initialEntity.windfury;\r\n\t\tminion.poisonous = input.initialEntity.poisonous;\r\n\t},\r\n\tonAnyMinionAttack: (\r\n\t\tminion: BoardEntity,\r\n\t\tinput: OnAttackInput,\r\n\t): {\r\n\t\tdmgDoneByAttacker: number;\r\n\t\tdmgDoneByDefender: number;\r\n\t} => {\r\n\t\tif (minion !== input.attacker) {\r\n\t\t\treturn { dmgDoneByAttacker: 0, dmgDoneByDefender: 0 };\r\n\t\t}\r\n\r\n\t\tconst advancedBallistics = [...(minion.enchantments ?? [])]\r\n\t\t\t// .reverse()\r\n\t\t\t.filter((e) => e.cardId === CardIds.AdvancedBallistics_AdvancedBallisticsEnchantment_BG31_HERO_801ptde);\r\n\t\tif (!advancedBallistics?.length) {\r\n\t\t\treturn { dmgDoneByAttacker: 0, dmgDoneByDefender: 0 };\r\n\t\t}\r\n\r\n\t\tconst buff = advancedBallistics.map((e) => e.tagScriptDataNum1 ?? 0).reduce((a, b) => a + b, 0);\r\n\t\tconst targets = input.attackingBoard.filter((entity) => entity !== minion);\r\n\t\tfor (const target of targets) {\r\n\t\t\tmodifyStats(target, buff, 0, input.attackingBoard, input.attackingHero, input.gameState);\r\n\t\t}\r\n\t\treturn { dmgDoneByAttacker: 0, dmgDoneByDefender: 0 };\r\n\t},\r\n\tdeathrattleEffect: (minion: BoardEntity, input: DeathrattleTriggeredInput) => {\r\n\t\tconst caduceusReactors = [...(minion.enchantments ?? [])]\r\n\t\t\t// .reverse()\r\n\t\t\t.filter((e) => e.cardId === CardIds.CaduceusReactor_CaduceusReactorEnchantment_BG31_HERO_801ptee);\r\n\t\tif (!caduceusReactors?.length) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tconst target = input.boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead)[0];\r\n\t\tif (!target) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tconst buff = caduceusReactors.map((e) => e.tagScriptDataNum1 ?? 0).reduce((a, b) => a + b, 0);\r\n\t\tmodifyStats(target, buff, buff, input.boardWithDeadEntity, input.boardWithDeadEntityHero, input.gameState);\r\n\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\tminion,\r\n\t\t\ttarget,\r\n\t\t\tinput.boardWithDeadEntity,\r\n\t\t\tinput.boardWithDeadEntityHero,\r\n\t\t\tinput.otherBoardHero,\r\n\t\t);\r\n\t},\r\n};\r\n"]}
1
+ 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{ CardIds, GameTag } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../../../board-entity';\r\nimport { dealDamageToMinion } from '../../../simulation/attack';\r\nimport { DeathrattleTriggeredInput } from '../../../simulation/deathrattle-on-trigger';\r\nimport { OnAttackInput } from '../../../simulation/on-attack';\r\nimport { RebornEffectInput } from '../../../simulation/reborn';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { modifyStats } from '../../../simulation/stats';\r\nimport { getRandomMinionWithHighestHealth } from '../../../utils';\r\nimport { DeathrattleEffectCard, OnAttackCard, RebornEffectCard, StartOfCombatCard } from '../../card.interface';\r\n\r\nexport const Battlecruiser: StartOfCombatCard & RebornEffectCard & OnAttackCard & DeathrattleEffectCard = {\r\n\tcardIds: [CardIds.LiftOff_BattlecruiserToken_BG31_HERO_801pt, CardIds.Battlecruiser_BG31_HERO_801pt_G],\r\n\tstartOfCombat: (minion: BoardEntity, input: SoCInput) => {\r\n\t\t// Enchantments can appear multiple times???\r\n\t\tconst yamatoCannons = [...(minion.enchantments ?? [])]\r\n\t\t\t// .reverse()\r\n\t\t\t.filter((e) => e.cardId === CardIds.YamatoCannon_YamatoCannonEnchantment_BG31_HERO_801ptce);\r\n\t\tif (!yamatoCannons?.length) {\r\n\t\t\treturn false;\r\n\t\t}\r\n\r\n\t\t// Still not sure how these should be processed\r\n\t\t// In some cases, it feels like it takes the sum of the damage, in other cases it runs them one after the other\r\n\t\t// (but maybe that's just the replay aggregating the values)\r\n\t\t// I'm not sure about the BACON_YAMATO_CANNON tag; it seems like it indicates multiple cannons, but I'm not sure\r\n\t\t// Other issues: looks like that if there are multiple cannon enchantments but no divine shield, everything is applied to the same target\r\n\t\t// So it looks as if the target is selected first, then everything targets it\r\n\t\t// https://replays.firestoneapp.com/?reviewId=e8f38ab0-3380-4275-88d8-0715d69d3f08&turn=21&action=1\r\n\t\t// Even more than that: the target is the same between multiple battlecruisers\r\n\t\t// https://replays.firestoneapp.com/?reviewId=cbfd6fe9-1a58-400a-a593-6b8852df5427&turn=9&action=0\r\n\t\t// However I'm pretty sure I've seen another behavior\r\n\t\t// Get the highest health opponent minion at the start of the phase\r\n\t\tconst aliveEntities = input.opponentBoard\r\n\t\t\t.filter((entity) => entity.health > 0 && !entity.definitelyDead)\r\n\t\t\t.map((e) => e.entityId);\r\n\t\tconst targetEntityId = getRandomMinionWithHighestHealth(\r\n\t\t\tinput.opponentBoardBefore.filter((e) => aliveEntities.includes(e.entityId)),\r\n\t\t)?.entityId;\r\n\t\t// const numberOfCannons = yamatoCannons.length;\r\n\t\tconst cannonDamage = Math.max(...yamatoCannons.map((e) => e.tagScriptDataNum1));\r\n\t\tfor (const yamatoCannon of yamatoCannons) {\r\n\t\t\t// const damage = yamatoCannon.tagScriptDataNum1;\r\n\t\t\t// Could this simply be tagScriptDataNum2 on the battlecruiser?\r\n\t\t\t// I don't understand how this relates to the number enchants in the cruiser itself\r\n\t\t\tconst loops = minion.tags?.[GameTag.BACON_YAMATO_CANNON] === 1 ? 2 : 1;\r\n\t\t\tfor (let i = 0; i < loops; i++) {\r\n\t\t\t\tlet target = input.opponentBoard.find((entity) => entity.entityId === targetEntityId);\r\n\t\t\t\tif (!target || target.health <= 0 || target.definitelyDead) {\r\n\t\t\t\t\ttarget = getRandomMinionWithHighestHealth(input.opponentBoard);\r\n\t\t\t\t}\r\n\t\t\t\tif (!!target) {\r\n\t\t\t\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tminion,\r\n\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\t\tminion,\r\n\t\t\t\t\t\tcannonDamage,\r\n\t\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\t\tinput.gameState,\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\treturn true;\r\n\t},\r\n\trebornEffect: (minion: BoardEntity, input: RebornEffectInput) => {\r\n\t\tconst ultraCapacitors = [...(input.initialEntity.enchantments ?? [])]\r\n\t\t\t// .reverse()\r\n\t\t\t.filter((e) => e.cardId === CardIds.UltraCapacitor_UltraCapacitorEnchantment_BG31_HERO_801ptje);\r\n\t\tif (!ultraCapacitors?.length) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tminion.enchantments = input.initialEntity.enchantments;\r\n\t\tminion.attack = input.initialEntity.maxAttack;\r\n\t\tminion.maxAttack = input.initialEntity.maxAttack;\r\n\t\tminion.health = input.initialEntity.maxHealth;\r\n\t\tminion.maxHealth = input.initialEntity.maxHealth;\r\n\t\tminion.divineShield = input.initialEntity.hadDivineShield;\r\n\t\tminion.taunt = input.initialEntity.taunt;\r\n\t\tminion.windfury = input.initialEntity.windfury;\r\n\t\tminion.poisonous = input.initialEntity.poisonous;\r\n\t},\r\n\tonAnyMinionAttack: (\r\n\t\tminion: BoardEntity,\r\n\t\tinput: OnAttackInput,\r\n\t): {\r\n\t\tdmgDoneByAttacker: number;\r\n\t\tdmgDoneByDefender: number;\r\n\t} => {\r\n\t\tif (minion !== input.attacker) {\r\n\t\t\treturn { dmgDoneByAttacker: 0, dmgDoneByDefender: 0 };\r\n\t\t}\r\n\r\n\t\tconst advancedBallistics = [...(minion.enchantments ?? [])]\r\n\t\t\t// .reverse()\r\n\t\t\t.filter((e) => e.cardId === CardIds.AdvancedBallistics_AdvancedBallisticsEnchantment_BG31_HERO_801ptde);\r\n\t\tif (!advancedBallistics?.length) {\r\n\t\t\treturn { dmgDoneByAttacker: 0, dmgDoneByDefender: 0 };\r\n\t\t}\r\n\r\n\t\tconst buff = advancedBallistics.map((e) => e.tagScriptDataNum1 ?? 0).reduce((a, b) => a + b, 0);\r\n\t\tconst targets = input.attackingBoard.filter((entity) => entity !== minion);\r\n\t\tfor (const target of targets) {\r\n\t\t\tmodifyStats(target, buff, 0, input.attackingBoard, input.attackingHero, input.gameState);\r\n\t\t}\r\n\t\treturn { dmgDoneByAttacker: 0, dmgDoneByDefender: 0 };\r\n\t},\r\n\tdeathrattleEffect: (minion: BoardEntity, input: DeathrattleTriggeredInput) => {\r\n\t\tconst caduceusReactors = [...(minion.enchantments ?? [])]\r\n\t\t\t// .reverse()\r\n\t\t\t.filter((e) => e.cardId === CardIds.CaduceusReactor_CaduceusReactorEnchantment_BG31_HERO_801ptee);\r\n\t\tif (!caduceusReactors?.length) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tconst target = input.boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead)[0];\r\n\t\tif (!target) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tconst buff = caduceusReactors.map((e) => e.tagScriptDataNum1 ?? 0).reduce((a, b) => a + b, 0);\r\n\t\tmodifyStats(target, buff, buff, input.boardWithDeadEntity, input.boardWithDeadEntityHero, input.gameState);\r\n\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\tminion,\r\n\t\t\ttarget,\r\n\t\t\tinput.boardWithDeadEntity,\r\n\t\t\tinput.boardWithDeadEntityHero,\r\n\t\t\tinput.otherBoardHero,\r\n\t\t);\r\n\t},\r\n};\r\n"]}
@@ -50,7 +50,7 @@ const buildFinalInput = (battleInput, cards, cardsData) => {
50
50
  };
51
51
  exports.buildFinalInput = buildFinalInput;
52
52
  const buildFinalInputForPlayer = (playerInfo, isPlayer, anomalies, cards, cardsData, entityIdContainer) => {
53
- var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k;
53
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j;
54
54
  if (!playerInfo) {
55
55
  return { board: [], hand: [], player: null };
56
56
  }
@@ -62,15 +62,17 @@ const buildFinalInputForPlayer = (playerInfo, isPlayer, anomalies, cards, cardsD
62
62
  playerInfo.player.friendly = isPlayer;
63
63
  playerInfo.player.globalInfo = (_g = playerInfo.player.globalInfo) !== null && _g !== void 0 ? _g : {};
64
64
  playerInfo.player.globalInfo.PirateAttackBonus = (_h = playerInfo.player.globalInfo.PirateAttackBonus) !== null && _h !== void 0 ? _h : 0;
65
- playerInfo.player.heroPowers = (_k = (_j = playerInfo.player.heroPowers) === null || _j === void 0 ? void 0 : _j.map((hp, index) => sanitizeHeroPower(hp, index, playerInfo.player, cards))) !== null && _k !== void 0 ? _k : [
66
- {
67
- cardId: playerInfo.player.heroPowerId,
68
- entityId: playerInfo.player.heroPowerEntityId,
69
- used: playerInfo.player.heroPowerUsed,
70
- info: playerInfo.player.heroPowerInfo,
71
- info2: playerInfo.player.heroPowerInfo2,
72
- },
73
- ];
65
+ playerInfo.player.heroPowers = ((_j = playerInfo.player.heroPowers) === null || _j === void 0 ? void 0 : _j.length)
66
+ ? playerInfo.player.heroPowers.map((hp, index) => sanitizeHeroPower(hp, index, playerInfo.player, cards))
67
+ : [
68
+ {
69
+ cardId: playerInfo.player.heroPowerId,
70
+ entityId: playerInfo.player.heroPowerEntityId,
71
+ used: playerInfo.player.heroPowerUsed,
72
+ info: playerInfo.player.heroPowerInfo,
73
+ info2: playerInfo.player.heroPowerInfo2,
74
+ },
75
+ ];
74
76
  playerInfo.player.cardId = isGhost ? "TB_BaconShop_HERO_KelThuzad" : playerInfo.player.cardId;
75
77
  playerInfo.player.hpLeft = Math.max(1, playerInfo.player.hpLeft);
76
78
  (0, auras_1.setMissingAuras)(board, playerInfo.player, anomalies, cards);
@@ -1 +1 @@
1
- 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{ AllCardsService, CardIds, normalizeHeroCardId } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { BgsBoardInfo } from './bgs-board-info';\r\nimport { BgsHeroPower, BgsPlayerEntity } from './bgs-player-entity';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { setImplicitDataHero, setMissingAuras } from './simulation/auras';\r\nimport { fixEnchantments } from './simulation/enchantments';\r\nimport { addImpliedMechanics } from './utils';\r\n\r\nexport const buildFinalInput = (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): BgsBattleInfo => {\r\n\tconst entityIdContainer = { entityId: 999_999_999 };\r\n\r\n\tconst {\r\n\t\tboard: playerBoard,\r\n\t\thand: playerHand,\r\n\t\tplayer: playerEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.playerBoard,\r\n\t\ttrue,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\tconst {\r\n\t\tboard: playerTeammateBoard,\r\n\t\thand: playerTeammateHand,\r\n\t\tplayer: playerTeammateEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.playerTeammateBoard,\r\n\t\ttrue,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\r\n\tconst {\r\n\t\tboard: opponentBoard,\r\n\t\thand: opponentHand,\r\n\t\tplayer: opponentEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.opponentBoard,\r\n\t\tfalse,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\tconst {\r\n\t\tboard: opponentTeammateBoard,\r\n\t\thand: opponentTeammateHand,\r\n\t\tplayer: opponentTeammateEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.opponentTeammateBoard,\r\n\t\tfalse,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\r\n\t// We do this so that we can have mutated objects inside the simulation and still\r\n\t// be able to start from a fresh copy for each simulation\r\n\tconst inputReady: BgsBattleInfo = {\r\n\t\tplayerBoard: {\r\n\t\t\tboard: playerBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...playerEntity,\r\n\t\t\t\thand: playerHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\tplayerTeammateBoard: !!playerTeammateEntity\r\n\t\t\t? {\r\n\t\t\t\t\tboard: playerTeammateBoard,\r\n\t\t\t\t\tplayer: {\r\n\t\t\t\t\t\t...playerTeammateEntity,\r\n\t\t\t\t\t\thand: playerTeammateHand,\r\n\t\t\t\t\t},\r\n\t\t\t }\r\n\t\t\t: null,\r\n\t\topponentBoard: {\r\n\t\t\tboard: opponentBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...opponentEntity,\r\n\t\t\t\thand: opponentHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\topponentTeammateBoard: !!opponentTeammateEntity\r\n\t\t\t? {\r\n\t\t\t\t\tboard: opponentTeammateBoard,\r\n\t\t\t\t\tplayer: {\r\n\t\t\t\t\t\t...opponentTeammateEntity,\r\n\t\t\t\t\t\thand: opponentTeammateHand,\r\n\t\t\t\t\t},\r\n\t\t\t }\r\n\t\t\t: null,\r\n\t\tgameState: battleInput.gameState,\r\n\t} as BgsBattleInfo;\r\n\treturn inputReady;\r\n};\r\n\r\nconst buildFinalInputForPlayer = (\r\n\tplayerInfo: BgsBoardInfo,\r\n\tisPlayer: boolean,\r\n\tanomalies: readonly string[],\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tentityIdContainer: { entityId: number },\r\n): { board: BoardEntity[]; hand: BoardEntity[]; player: BgsPlayerEntity } => {\r\n\tif (!playerInfo) {\r\n\t\treturn { board: [], hand: [], player: null };\r\n\t}\r\n\r\n\tconst { board, hand } = buildFinalInputBoard(playerInfo, isPlayer, cardsData, cards);\r\n\tconst isGhost = playerInfo.player?.hpLeft != null && playerInfo.player.hpLeft <= 0;\r\n\tplayerInfo.player.secrets = (playerInfo.player.secrets ?? playerInfo.secrets)?.filter((e) => !!e?.cardId) ?? [];\r\n\t// Add the scriptDataNum1 only on the start of combat phase, so that it doesn't trigger too soon\r\n\tplayerInfo.player.secrets.forEach((secret) => (secret.scriptDataNum1 = 0));\r\n\t// Trinkets don't seem to trigger when facing the ghost\r\n\t// http://replays.firestoneapp.com/?reviewId=4ad32e03-2620-4fb1-8b43-cad55afd30fc&turn=27&action=2\r\n\t// One of the trinkets is Blood Golem Sticker, and no Blood Golem is summoned\r\n\t// Looks like that's not always the case:\r\n\t// http://replays.firestoneapp.com/?reviewId=9958e8d3-4388-4e6f-9b36-35f3a08be2f6&turn=25&action=4\r\n\t// playerInfo.player.trinkets = isGhost ? [] : playerInfo.player.trinkets?.filter((e) => !!e?.cardId) ?? [];\r\n\tplayerInfo.player.trinkets = (playerInfo.player.trinkets?.filter((e) => !!e?.cardId) ?? []).sort(\r\n\t\t(a, b) => a.entityId - b.entityId,\r\n\t);\r\n\tplayerInfo.player.friendly = isPlayer;\r\n\tplayerInfo.player.globalInfo = playerInfo.player.globalInfo ?? {};\r\n\tplayerInfo.player.globalInfo.PirateAttackBonus = playerInfo.player.globalInfo.PirateAttackBonus ?? 0;\r\n\tplayerInfo.player.heroPowers = playerInfo.player.heroPowers?.map((hp, index) =>\r\n\t\tsanitizeHeroPower(hp, index, playerInfo.player, cards),\r\n\t) ?? [\r\n\t\t{\r\n\t\t\tcardId: playerInfo.player.heroPowerId,\r\n\t\t\tentityId: playerInfo.player.heroPowerEntityId,\r\n\t\t\tused: playerInfo.player.heroPowerUsed,\r\n\t\t\tinfo: playerInfo.player.heroPowerInfo,\r\n\t\t\tinfo2: playerInfo.player.heroPowerInfo2,\r\n\t\t} as BgsHeroPower,\r\n\t];\r\n\t// playerInfo.player.heroPowerId =\r\n\t// \tplayerInfo.player.trinkets.find((t) => t.scriptDataNum6 === 3)?.cardId ??\r\n\t// \t(normalizeHeroCardId(playerInfo.player.cardId, cards) === CardIds.SireDenathrius_BG24_HERO_100\r\n\t// \t\t? playerInfo.player.questRewardEntities?.[0]?.cardId\r\n\t// \t\t: null) ??\r\n\t// \tplayerInfo.player.heroPowerId;\r\n\tplayerInfo.player.cardId = isGhost ? CardIds.Kelthuzad_TB_BaconShop_HERO_KelThuzad : playerInfo.player.cardId;\r\n\tplayerInfo.player.hpLeft = Math.max(1, playerInfo.player.hpLeft);\r\n\t// When using the simulator, the aura is not applied when receiving the board state.\r\n\tsetMissingAuras(board, playerInfo.player, anomalies, cards);\r\n\t// Avenge, maxHealth, etc.\r\n\t// setImplicitData(playerBoard, cardsData);\r\n\t// setImplicitData(opponentBoard, cardsData);\r\n\t// Avenge, globalInfo\r\n\tsetImplicitDataHero(playerInfo.player, cardsData, isPlayer, entityIdContainer);\r\n\treturn { board, hand, player: playerInfo.player };\r\n};\r\n\r\nconst sanitizeHeroPower = (\r\n\thp: BgsHeroPower,\r\n\tindex: number,\r\n\tplayer: BgsPlayerEntity,\r\n\tcards: AllCardsService,\r\n): BgsHeroPower => {\r\n\tif (index !== 0) {\r\n\t\treturn hp;\r\n\t}\r\n\r\n\thp.cardId =\r\n\t\tplayer.trinkets.find((t) => t.scriptDataNum6 === 3)?.cardId ??\r\n\t\t(normalizeHeroCardId(player.cardId, cards) === CardIds.SireDenathrius_BG24_HERO_100\r\n\t\t\t? player.questRewardEntities?.[0]?.cardId\r\n\t\t\t: null) ??\r\n\t\thp.cardId;\r\n\treturn hp;\r\n};\r\n\r\nconst buildFinalInputBoard = (\r\n\tplayerInfo: BgsBoardInfo,\r\n\tisPlayer: boolean,\r\n\tcardsData: CardsData,\r\n\tcards: AllCardsService,\r\n): { board: BoardEntity[]; hand: BoardEntity[] } => {\r\n\tconst board = playerInfo.board\r\n\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: isPlayer } as BoardEntity));\r\n\tconst hand =\r\n\t\tplayerInfo.player.hand\r\n\t\t\t?.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: isPlayer } as BoardEntity)) ?? [];\r\n\r\n\treturn { board, hand };\r\n};\r\n"]}
1
+ 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{ AllCardsService, CardIds, normalizeHeroCardId } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { BgsBoardInfo } from './bgs-board-info';\r\nimport { BgsHeroPower, BgsPlayerEntity } from './bgs-player-entity';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { setImplicitDataHero, setMissingAuras } from './simulation/auras';\r\nimport { fixEnchantments } from './simulation/enchantments';\r\nimport { addImpliedMechanics } from './utils';\r\n\r\nexport const buildFinalInput = (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): BgsBattleInfo => {\r\n\tconst entityIdContainer = { entityId: 999_999_999 };\r\n\r\n\tconst {\r\n\t\tboard: playerBoard,\r\n\t\thand: playerHand,\r\n\t\tplayer: playerEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.playerBoard,\r\n\t\ttrue,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\tconst {\r\n\t\tboard: playerTeammateBoard,\r\n\t\thand: playerTeammateHand,\r\n\t\tplayer: playerTeammateEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.playerTeammateBoard,\r\n\t\ttrue,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\r\n\tconst {\r\n\t\tboard: opponentBoard,\r\n\t\thand: opponentHand,\r\n\t\tplayer: opponentEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.opponentBoard,\r\n\t\tfalse,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\tconst {\r\n\t\tboard: opponentTeammateBoard,\r\n\t\thand: opponentTeammateHand,\r\n\t\tplayer: opponentTeammateEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.opponentTeammateBoard,\r\n\t\tfalse,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\r\n\t// We do this so that we can have mutated objects inside the simulation and still\r\n\t// be able to start from a fresh copy for each simulation\r\n\tconst inputReady: BgsBattleInfo = {\r\n\t\tplayerBoard: {\r\n\t\t\tboard: playerBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...playerEntity,\r\n\t\t\t\thand: playerHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\tplayerTeammateBoard: !!playerTeammateEntity\r\n\t\t\t? {\r\n\t\t\t\t\tboard: playerTeammateBoard,\r\n\t\t\t\t\tplayer: {\r\n\t\t\t\t\t\t...playerTeammateEntity,\r\n\t\t\t\t\t\thand: playerTeammateHand,\r\n\t\t\t\t\t},\r\n\t\t\t }\r\n\t\t\t: null,\r\n\t\topponentBoard: {\r\n\t\t\tboard: opponentBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...opponentEntity,\r\n\t\t\t\thand: opponentHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\topponentTeammateBoard: !!opponentTeammateEntity\r\n\t\t\t? {\r\n\t\t\t\t\tboard: opponentTeammateBoard,\r\n\t\t\t\t\tplayer: {\r\n\t\t\t\t\t\t...opponentTeammateEntity,\r\n\t\t\t\t\t\thand: opponentTeammateHand,\r\n\t\t\t\t\t},\r\n\t\t\t }\r\n\t\t\t: null,\r\n\t\tgameState: battleInput.gameState,\r\n\t} as BgsBattleInfo;\r\n\treturn inputReady;\r\n};\r\n\r\nconst buildFinalInputForPlayer = (\r\n\tplayerInfo: BgsBoardInfo,\r\n\tisPlayer: boolean,\r\n\tanomalies: readonly string[],\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tentityIdContainer: { entityId: number },\r\n): { board: BoardEntity[]; hand: BoardEntity[]; player: BgsPlayerEntity } => {\r\n\tif (!playerInfo) {\r\n\t\treturn { board: [], hand: [], player: null };\r\n\t}\r\n\r\n\tconst { board, hand } = buildFinalInputBoard(playerInfo, isPlayer, cardsData, cards);\r\n\tconst isGhost = playerInfo.player?.hpLeft != null && playerInfo.player.hpLeft <= 0;\r\n\tplayerInfo.player.secrets = (playerInfo.player.secrets ?? playerInfo.secrets)?.filter((e) => !!e?.cardId) ?? [];\r\n\t// Add the scriptDataNum1 only on the start of combat phase, so that it doesn't trigger too soon\r\n\tplayerInfo.player.secrets.forEach((secret) => (secret.scriptDataNum1 = 0));\r\n\t// Trinkets don't seem to trigger when facing the ghost\r\n\t// http://replays.firestoneapp.com/?reviewId=4ad32e03-2620-4fb1-8b43-cad55afd30fc&turn=27&action=2\r\n\t// One of the trinkets is Blood Golem Sticker, and no Blood Golem is summoned\r\n\t// Looks like that's not always the case:\r\n\t// http://replays.firestoneapp.com/?reviewId=9958e8d3-4388-4e6f-9b36-35f3a08be2f6&turn=25&action=4\r\n\t// playerInfo.player.trinkets = isGhost ? [] : playerInfo.player.trinkets?.filter((e) => !!e?.cardId) ?? [];\r\n\tplayerInfo.player.trinkets = (playerInfo.player.trinkets?.filter((e) => !!e?.cardId) ?? []).sort(\r\n\t\t(a, b) => a.entityId - b.entityId,\r\n\t);\r\n\tplayerInfo.player.friendly = isPlayer;\r\n\tplayerInfo.player.globalInfo = playerInfo.player.globalInfo ?? {};\r\n\tplayerInfo.player.globalInfo.PirateAttackBonus = playerInfo.player.globalInfo.PirateAttackBonus ?? 0;\r\n\tplayerInfo.player.heroPowers = playerInfo.player.heroPowers?.length\r\n\t\t? playerInfo.player.heroPowers.map((hp, index) => sanitizeHeroPower(hp, index, playerInfo.player, cards))\r\n\t\t: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: playerInfo.player.heroPowerId,\r\n\t\t\t\t\tentityId: playerInfo.player.heroPowerEntityId,\r\n\t\t\t\t\tused: playerInfo.player.heroPowerUsed,\r\n\t\t\t\t\tinfo: playerInfo.player.heroPowerInfo,\r\n\t\t\t\t\tinfo2: playerInfo.player.heroPowerInfo2,\r\n\t\t\t\t} as BgsHeroPower,\r\n\t\t ];\r\n\t// playerInfo.player.heroPowerId =\r\n\t// \tplayerInfo.player.trinkets.find((t) => t.scriptDataNum6 === 3)?.cardId ??\r\n\t// \t(normalizeHeroCardId(playerInfo.player.cardId, cards) === CardIds.SireDenathrius_BG24_HERO_100\r\n\t// \t\t? playerInfo.player.questRewardEntities?.[0]?.cardId\r\n\t// \t\t: null) ??\r\n\t// \tplayerInfo.player.heroPowerId;\r\n\tplayerInfo.player.cardId = isGhost ? CardIds.Kelthuzad_TB_BaconShop_HERO_KelThuzad : playerInfo.player.cardId;\r\n\tplayerInfo.player.hpLeft = Math.max(1, playerInfo.player.hpLeft);\r\n\t// When using the simulator, the aura is not applied when receiving the board state.\r\n\tsetMissingAuras(board, playerInfo.player, anomalies, cards);\r\n\t// Avenge, maxHealth, etc.\r\n\t// setImplicitData(playerBoard, cardsData);\r\n\t// setImplicitData(opponentBoard, cardsData);\r\n\t// Avenge, globalInfo\r\n\tsetImplicitDataHero(playerInfo.player, cardsData, isPlayer, entityIdContainer);\r\n\treturn { board, hand, player: playerInfo.player };\r\n};\r\n\r\nconst sanitizeHeroPower = (\r\n\thp: BgsHeroPower,\r\n\tindex: number,\r\n\tplayer: BgsPlayerEntity,\r\n\tcards: AllCardsService,\r\n): BgsHeroPower => {\r\n\tif (index !== 0) {\r\n\t\treturn hp;\r\n\t}\r\n\r\n\thp.cardId =\r\n\t\tplayer.trinkets.find((t) => t.scriptDataNum6 === 3)?.cardId ??\r\n\t\t(normalizeHeroCardId(player.cardId, cards) === CardIds.SireDenathrius_BG24_HERO_100\r\n\t\t\t? player.questRewardEntities?.[0]?.cardId\r\n\t\t\t: null) ??\r\n\t\thp.cardId;\r\n\treturn hp;\r\n};\r\n\r\nconst buildFinalInputBoard = (\r\n\tplayerInfo: BgsBoardInfo,\r\n\tisPlayer: boolean,\r\n\tcardsData: CardsData,\r\n\tcards: AllCardsService,\r\n): { board: BoardEntity[]; hand: BoardEntity[] } => {\r\n\tconst board = playerInfo.board\r\n\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: isPlayer } as BoardEntity));\r\n\tconst hand =\r\n\t\tplayerInfo.player.hand\r\n\t\t\t?.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: isPlayer } as BoardEntity)) ?? [];\r\n\r\n\treturn { board, hand };\r\n};\r\n"]}
@@ -25,6 +25,7 @@ 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 = (currentAttacker + 1) % 2;
28
29
  }
29
30
  }
30
31
  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\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"]}
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\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\t// In fact there is some adjustment going on: https://replays.firestoneapp.com/?reviewId=929f676f-47f6-494b-9619-df04174a0150&turn=11&action=0\r\n\t\t\t// So trying another logic\r\n\t\t\tcurrentAttacker = (currentAttacker + 1) % 2;\r\n\t\t\t// if (friendly && currentAttacker === 1) {\r\n\t\t\t// \tcurrentAttacker = 0;\r\n\t\t\t// } else if (!friendly && currentAttacker === 0) {\r\n\t\t\t// \tcurrentAttacker = 1;\r\n\t\t\t// }\r\n\t\t\t// friendly = true, currentAttacker = 0 => currentAttacker = 1\r\n\t\t\t// friendly = true, currentAttacker = 1 => currentAttacker = 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
  {
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  "name": "@firestone-hs/simulate-bgs-battle",
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- "version": "1.1.554",
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+ "version": "1.1.555",
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  "description": "",
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  "scripts": {
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  "lint": "eslint --color --fix --ext .ts .",