@firestone-hs/simulate-bgs-battle 1.1.558 → 1.1.560
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/bgs-battle-options.d.ts +1 -0
- package/dist/bgs-battle-options.js.map +1 -1
- package/dist/cards/impl/hero-power/lightning-invocation.js +1 -1
- package/dist/cards/impl/hero-power/lightning-invocation.js.map +1 -1
- package/dist/cards/impl/hero-power/reborn-rites.js.map +1 -1
- package/dist/simulate-bgs-battle.js +38 -16
- package/dist/simulate-bgs-battle.js.map +1 -1
- package/dist/simulation/start-of-combat/start-of-combat.js.map +1 -1
- package/dist/simulation-result.d.ts +10 -2
- package/dist/simulation-result.js.map +1 -1
- package/package.json +1 -1
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@@ -4,6 +4,7 @@ export interface BgsBattleOptions {
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readonly maxAcceptableDuration?: number;
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readonly intermediateResults?: number;
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readonly includeOutcomeSamples?: boolean;
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readonly damageConfidence?: number;
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readonly validTribes?: readonly Race[];
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readonly skipInfoLogs: boolean;
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}
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@@ -1 +1 @@
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{"version":3,"file":"bgs-battle-options.js","sourceRoot":"","sources":["../src/bgs-battle-options.ts"],"names":[],"mappings":"","sourcesContent":["import { Race } from '@firestone-hs/reference-data';\r\n\r\nexport interface BgsBattleOptions {\r\n\treadonly numberOfSimulations: number;\r\n\treadonly maxAcceptableDuration?: number;\r\n\treadonly intermediateResults?: number;\r\n\treadonly includeOutcomeSamples?: boolean;\r\n\t/** @deprecated */\r\n\treadonly validTribes?: readonly Race[];\r\n\treadonly skipInfoLogs: boolean;\r\n}\r\n"]}
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{"version":3,"file":"bgs-battle-options.js","sourceRoot":"","sources":["../src/bgs-battle-options.ts"],"names":[],"mappings":"","sourcesContent":["import { Race } from '@firestone-hs/reference-data';\r\n\r\nexport interface BgsBattleOptions {\r\n\treadonly numberOfSimulations: number;\r\n\treadonly maxAcceptableDuration?: number;\r\n\treadonly intermediateResults?: number;\r\n\treadonly includeOutcomeSamples?: boolean;\r\n\treadonly damageConfidence?: number;\r\n\t/** @deprecated */\r\n\treadonly validTribes?: readonly Race[];\r\n\treadonly skipInfoLogs: boolean;\r\n}\r\n"]}
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@@ -3,7 +3,7 @@ Object.defineProperty(exports, "__esModule", { value: true });
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exports.LightningInvocation = void 0;
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const deathrattle_effects_1 = require("../../../simulation/deathrattle-effects");
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exports.LightningInvocation = {
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startOfCombatTiming: '
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startOfCombatTiming: 'start-of-combat',
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cardIds: ["BG22_HERO_001p_t4", "BG22_HERO_001p_t4_s"],
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startOfCombat: (trinket, input) => {
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for (const heroPower of input.playerEntity.heroPowers) {
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@@ -1 +1 @@
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-
{"version":3,"file":"lightning-invocation.js","sourceRoot":"","sources":["../../../../src/cards/impl/hero-power/lightning-invocation.ts"],"names":[],"mappings":";;;AAEA,iFAA8F;AAIjF,QAAA,mBAAmB,GAAsB;IACrD,mBAAmB,EAAE,
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{"version":3,"file":"lightning-invocation.js","sourceRoot":"","sources":["../../../../src/cards/impl/hero-power/lightning-invocation.ts"],"names":[],"mappings":";;;AAEA,iFAA8F;AAIjF,QAAA,mBAAmB,GAAsB;IACrD,mBAAmB,EAAE,iBAAiB;IACtC,OAAO,EAAE,4CAA+D;IACxE,aAAa,EAAE,CAAC,OAAqB,EAAE,KAAe,EAAE,EAAE;QACzD,KAAK,MAAM,SAAS,IAAI,KAAK,CAAC,YAAY,CAAC,UAAU,EAAE;YACtD,IAAI,2BAAmB,CAAC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,SAAS,CAAC,IAAI,EAAE;gBAC7E,IAAA,yDAAmC,EAClC,KAAK,CAAC,WAAW,EACjB,KAAK,CAAC,YAAY,EAClB,IAAI,EACJ,KAAK,CAAC,aAAa,EACnB,KAAK,CAAC,cAAc,EACpB,KAAK,CAAC,SAAS,CACf,CAAC;gBACF,OAAO,IAAI,CAAC;aACZ;SACD;IACF,CAAC;CACD,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BoardTrinket } from '../../../bgs-player-entity';\r\nimport { applyLightningInvocationEnchantment } from '../../../simulation/deathrattle-effects';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { StartOfCombatCard } from '../../card.interface';\r\n\r\nexport const LightningInvocation: StartOfCombatCard = {\r\n\tstartOfCombatTiming: 'start-of-combat',\r\n\tcardIds: [CardIds.LightningInvocationToken, CardIds.LightningInvocation],\r\n\tstartOfCombat: (trinket: BoardTrinket, input: SoCInput) => {\r\n\t\tfor (const heroPower of input.playerEntity.heroPowers) {\r\n\t\t\tif (LightningInvocation.cardIds.includes(heroPower.cardId) && heroPower.used) {\r\n\t\t\t\tapplyLightningInvocationEnchantment(\r\n\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\tinput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t}\r\n\t},\r\n};\r\n"]}
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@@ -1 +1 @@
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{"version":3,"file":"reborn-rites.js","sourceRoot":"","sources":["../../../../src/cards/impl/hero-power/reborn-rites.ts"],"names":[],"mappings":";;;AAEA,qDAAwD;AAI3C,QAAA,WAAW,GAAsB;
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{"version":3,"file":"reborn-rites.js","sourceRoot":"","sources":["../../../../src/cards/impl/hero-power/reborn-rites.ts"],"names":[],"mappings":";;;AAEA,qDAAwD;AAI3C,QAAA,WAAW,GAAsB;IAE7C,mBAAmB,EAAE,YAAY;IACjC,OAAO,EAAE,uBAAqB;IAC9B,aAAa,EAAE,CAAC,OAAqB,EAAE,KAAe,EAAE,EAAE;QACzD,KAAK,MAAM,SAAS,IAAI,KAAK,CAAC,YAAY,CAAC,UAAU,EAAE;YACtD,IAAI,mBAAW,CAAC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,SAAS,CAAC,IAAI,EAAE;gBACrE,MAAM,cAAc,GAAG,SAAS,CAAC,IAAc,CAAC;gBAChD,MAAM,MAAM,GAAG,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,QAAQ,KAAK,cAAc,CAAC,CAAC;gBACtF,IAAI,CAAC,MAAM,IAAI,MAAM,CAAC,MAAM,EAAE;oBAC7B,OAAO,KAAK,CAAC;iBACb;gBAED,IAAA,qBAAY,EACX,MAAM,EACN,IAAI,EACJ,KAAK,CAAC,WAAW,EACjB,KAAK,CAAC,YAAY,EAClB,KAAK,CAAC,cAAc,EACpB,KAAK,CAAC,SAAS,CACf,CAAC;gBACF,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;gBACF,OAAO,IAAI,CAAC;aACZ;SACD;IACF,CAAC;CACD,CAAC","sourcesContent":["import { CardIds } from '@firestone-hs/reference-data';\r\nimport { BoardTrinket } from '../../../bgs-player-entity';\r\nimport { updateReborn } from '../../../keywords/reborn';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { StartOfCombatCard } from '../../card.interface';\r\n\r\nexport const RebornRites: StartOfCombatCard = {\r\n\t// Confirmed to be pre-combat on 2024-03-06\r\n\tstartOfCombatTiming: 'pre-combat',\r\n\tcardIds: [CardIds.RebornRites],\r\n\tstartOfCombat: (trinket: BoardTrinket, input: SoCInput) => {\r\n\t\tfor (const heroPower of input.playerEntity.heroPowers) {\r\n\t\t\tif (RebornRites.cardIds.includes(heroPower.cardId) && heroPower.used) {\r\n\t\t\t\tconst targetEntityId = heroPower.info as number;\r\n\t\t\t\tconst target = input.playerBoard.find((entity) => entity.entityId === targetEntityId);\r\n\t\t\t\tif (!target || target.reborn) {\r\n\t\t\t\t\treturn false;\r\n\t\t\t\t}\r\n\r\n\t\t\t\tupdateReborn(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\tinput.gameState,\r\n\t\t\t\t);\r\n\t\t\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t);\r\n\t\t\t\treturn true;\r\n\t\t\t}\r\n\t\t}\r\n\t},\r\n};\r\n"]}
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@@ -40,7 +40,7 @@ exports.default = async (event) => {
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return response;
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};
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const simulateBattle = function* (battleInput, cards, cardsData) {
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var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k;
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var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m;
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if (!((_a = cards === null || cards === void 0 ? void 0 : cards.getCards()) === null || _a === void 0 ? void 0 : _a.length)) {
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console.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);
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return null;
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@@ -49,15 +49,18 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
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const maxAcceptableDuration = ((_b = battleInput.options) === null || _b === void 0 ? void 0 : _b.maxAcceptableDuration) || 8000;
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const numberOfSimulations = ((_c = battleInput.options) === null || _c === void 0 ? void 0 : _c.numberOfSimulations) || 8000;
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const intermediateSteps = (_e = (_d = battleInput.options) === null || _d === void 0 ? void 0 : _d.intermediateResults) !== null && _e !== void 0 ? _e : 200;
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const
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const damageConfidence = (_g = (_f = battleInput.options) === null || _f === void 0 ? void 0 : _f.damageConfidence) !== null && _g !== void 0 ? _g : 0.8;
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const includeOutcomeSamples = (_j = (_h = battleInput.options) === null || _h === void 0 ? void 0 : _h.includeOutcomeSamples) !== null && _j !== void 0 ? _j : true;
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const simulationResult = {
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wonLethal: 0,
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won: 0,
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tied: 0,
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lost: 0,
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lostLethal: 0,
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damageWons: [],
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damageWonRange: null,
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damageLosts: [],
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damageLostRange: null,
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wonLethalPercent: undefined,
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wonPercent: undefined,
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tiedPercent: undefined,
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@@ -68,7 +71,7 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
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};
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const spectator = new spectator_1.Spectator(includeOutcomeSamples);
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const inputReady = (0, input_sanitation_1.buildFinalInput)(battleInput, cards, cardsData);
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!((
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!((_k = battleInput.options) === null || _k === void 0 ? void 0 : _k.skipInfoLogs) && console.time('simulation');
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const outcomes = {};
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for (let i = 0; i < numberOfSimulations; i++) {
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const input = (0, input_clone_1.cloneInput3)(inputReady);
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}
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if (battleResult.result === 'won') {
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simulationResult.won++;
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simulationResult.
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simulationResult.damageWons.push(battleResult.damageDealt);
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if (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {
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simulationResult.wonLethal++;
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}
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}
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else if (battleResult.result === 'lost') {
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simulationResult.lost++;
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simulationResult.
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outcomes[battleResult.damageDealt] = ((
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simulationResult.damageLosts.push(battleResult.damageDealt);
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outcomes[battleResult.damageDealt] = ((_l = outcomes[battleResult.damageDealt]) !== null && _l !== void 0 ? _l : 0) + 1;
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if (battleInput.playerBoard.player.hpLeft &&
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battleResult.damageDealt >= battleInput.playerBoard.player.hpLeft) {
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simulationResult.lostLethal++;
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}
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spectator.commitBattleResult(battleResult.result);
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if (!!intermediateSteps && i > 0 && i % intermediateSteps === 0) {
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updateSimulationResult(simulationResult, inputReady);
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updateSimulationResult(simulationResult, inputReady, damageConfidence);
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yield simulationResult;
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}
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}
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updateSimulationResult(simulationResult, inputReady);
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!((
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updateSimulationResult(simulationResult, inputReady, damageConfidence);
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!((_m = battleInput.options) === null || _m === void 0 ? void 0 : _m.skipInfoLogs) && console.timeEnd('simulation');
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spectator.prune();
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simulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);
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simulationResult.damageWons = [];
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simulationResult.damageLosts = [];
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return simulationResult;
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};
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exports.simulateBattle = simulateBattle;
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const updateSimulationResult = (simulationResult, input) => {
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const updateSimulationResult = (simulationResult, input, damageConfidence) => {
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const totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;
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simulationResult.wonPercent = checkRounding(Math.round((10 * (100 * simulationResult.won)) / totalMatches) / 10, simulationResult.won, totalMatches);
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simulationResult.wonLethalPercent = checkRounding(Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10, simulationResult.wonLethal, totalMatches);
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simulationResult.lostPercent = checkRounding(Math.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10, simulationResult.lost, totalMatches);
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simulationResult.lostLethalPercent = checkRounding(Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10, simulationResult.lostLethal, totalMatches);
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simulationResult.tiedPercent = checkRounding(Math.max(0, 100 - simulationResult.lostPercent - simulationResult.wonPercent), simulationResult.tied, totalMatches);
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const totalDamageWon = simulationResult.damageWons.reduce((a, b) => a + b, 0);
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const totalDamageLost = simulationResult.damageLosts.reduce((a, b) => a + b, 0);
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const damageWonRange = calculateDamageRange(simulationResult.damageWons, damageConfidence);
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const damageLostRange = calculateDamageRange(simulationResult.damageLosts, damageConfidence);
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simulationResult.averageDamageWon = simulationResult.won ? totalDamageWon / simulationResult.won : 0;
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simulationResult.averageDamageLost = simulationResult.lost ? totalDamageLost / simulationResult.lost : 0;
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simulationResult.damageWonRange = simulationResult.won ? damageWonRange : null;
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simulationResult.damageLostRange = simulationResult.lost ? damageLostRange : null;
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if (simulationResult.averageDamageWon > 0 &&
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simulationResult.averageDamageWon < input.playerBoard.player.tavernTier) {
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console.warn('average damage won issue');
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console.warn('average damage lost issue');
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}
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};
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const calculateDamageRange = (damageArray, damageConfidence) => {
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if (damageArray.length === 0) {
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return { min: 0, max: 0 };
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}
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const sortedDamage = [...damageArray].sort((a, b) => a - b);
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const percentile = (arr, p) => {
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const index = Math.floor(p * arr.length);
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return arr[index];
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};
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const minDamage = percentile(sortedDamage, damageConfidence / 2);
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const maxDamage = percentile(sortedDamage, 1 - damageConfidence / 2);
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return { min: minDamage, max: maxDamage };
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};
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const checkRounding = (roundedValue, initialValue, totalValue) => {
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if (roundedValue === 0 && initialValue !== 0) {
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return 0.01;
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { hasDeathrattleEnchantmentEffect, hasDeathrattleSpawnEnchantment } from './cards/card.interface';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { cardMappings } from './cards/impl/_card-mappings';\r\nimport { cloneInput3 } from './input-clone';\r\nimport { buildFinalInput } from './input-sanitation';\r\nimport { SimulationResult } from './simulation-result';\r\nimport { FullGameState } from './simulation/internal-game-state';\r\nimport { SharedState } from './simulation/shared-state';\r\nimport { Simulator } from './simulation/simulator';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\n\r\nlet globalCards = new AllCardsService();\r\n\r\nexport const assignCards = (cards: AllCardsService) => {\r\n\tglobalCards = cards;\r\n};\r\n\r\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\r\n// the more traditional callback-style handler.\r\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\r\nexport default async (event): Promise<any> => {\r\n\tif (!event.body?.length) {\r\n\t\tconsole.warn('missing event body', event);\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\r\n\tconst cards = globalCards;\r\n\tawait cards.initializeCardsDb();\r\n\tconst cardsData = new CardsData(cards, false);\r\n\tcardsData.inititialize(\r\n\t\tbattleInput.gameState?.validTribes ?? battleInput.options?.validTribes,\r\n\t\tbattleInput.gameState?.anomalies ?? [],\r\n\t);\r\n\tconst battleIterator = simulateBattle(battleInput, cards, cardsData);\r\n\r\n\t// Iterate through all intermediate results to reach the final result\r\n\tlet result = battleIterator.next();\r\n\twhile (!result.done) {\r\n\t\tresult = battleIterator.next();\r\n\t}\r\n\r\n\tconst simulationResult = result.value;\r\n\t// console.debug('simulationResult', simulationResult);\r\n\r\n\tconst response = {\r\n\t\tstatusCode: 200,\r\n\t\tisBase64Encoded: false,\r\n\t\tbody: JSON.stringify(simulationResult),\r\n\t};\r\n\treturn response;\r\n};\r\n\r\nexport const simulateBattle = function* (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): Generator<SimulationResult, SimulationResult, void> {\r\n\tif (!cards?.getCards()?.length) {\r\n\t\tconsole.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);\r\n\t\treturn null;\r\n\t}\r\n\t// !battleInput.options?.skipInfoLogs && console.time('full-sim');\r\n\tconst start = Date.now();\r\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\r\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 8000;\r\n\tconst intermediateSteps = battleInput.options?.intermediateResults ?? 200;\r\n\tconst includeOutcomeSamples = battleInput.options?.includeOutcomeSamples ?? true;\r\n\tconst simulationResult: SimulationResult = {\r\n\t\twonLethal: 0,\r\n\t\twon: 0,\r\n\t\ttied: 0,\r\n\t\tlost: 0,\r\n\t\tlostLethal: 0,\r\n\t\tdamageWon: 0,\r\n\t\tdamageLost: 0,\r\n\t\twonLethalPercent: undefined,\r\n\t\twonPercent: undefined,\r\n\t\ttiedPercent: undefined,\r\n\t\tlostPercent: undefined,\r\n\t\tlostLethalPercent: undefined,\r\n\t\taverageDamageWon: undefined,\r\n\t\taverageDamageLost: undefined,\r\n\t};\r\n\r\n\tconst spectator = new Spectator(includeOutcomeSamples);\r\n\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\r\n\t!battleInput.options?.skipInfoLogs && console.time('simulation');\r\n\tconst outcomes = {};\r\n\tfor (let i = 0; i < numberOfSimulations; i++) {\r\n\t\tconst input: BgsBattleInfo = cloneInput3(inputReady);\r\n\t\tconst inputClone: BgsBattleInfo = cloneInput3(inputReady);\r\n\t\tconst gameState: FullGameState = {\r\n\t\t\tallCards: cards,\r\n\t\t\tcardsData: cardsData,\r\n\t\t\tspectator: spectator,\r\n\t\t\tsharedState: new SharedState(),\r\n\t\t\tcurrentTurn: input.gameState.currentTurn,\r\n\t\t\tvalidTribes: input.gameState.validTribes,\r\n\t\t\tanomalies: input.gameState.anomalies,\r\n\t\t\tgameState: {\r\n\t\t\t\tplayer: {\r\n\t\t\t\t\tplayer: input.playerBoard.player,\r\n\t\t\t\t\tboard: input.playerBoard.board,\r\n\t\t\t\t\tteammate: input.playerTeammateBoard,\r\n\t\t\t\t},\r\n\t\t\t\topponent: {\r\n\t\t\t\t\tplayer: input.opponentBoard.player,\r\n\t\t\t\t\tboard: input.opponentBoard.board,\r\n\t\t\t\t\tteammate: input.opponentTeammateBoard,\r\n\t\t\t\t},\r\n\t\t\t\tplayerInitial: {\r\n\t\t\t\t\tplayer: inputClone.playerBoard.player,\r\n\t\t\t\t\tboard: inputClone.playerBoard.board,\r\n\t\t\t\t\tteammate: inputClone.playerTeammateBoard,\r\n\t\t\t\t},\r\n\t\t\t\topponentInitial: {\r\n\t\t\t\t\tplayer: inputClone.opponentBoard.player,\r\n\t\t\t\t\tboard: inputClone.opponentBoard.board,\r\n\t\t\t\t\tteammate: inputClone.opponentTeammateBoard,\r\n\t\t\t\t},\r\n\t\t\t},\r\n\t\t};\r\n\t\tconst simulator = new Simulator(gameState);\r\n\t\tconst battleResult = simulator.simulateSingleBattle(gameState.gameState.player, gameState.gameState.opponent);\r\n\t\tif (Date.now() - start > maxAcceptableDuration) {\r\n\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\r\n\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms');\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\tif (!battleResult) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tif (battleResult.result === 'won') {\r\n\t\t\tsimulationResult.won++;\r\n\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\r\n\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\r\n\t\t\t\tsimulationResult.wonLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'lost') {\r\n\t\t\tsimulationResult.lost++;\r\n\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\r\n\t\t\toutcomes[battleResult.damageDealt] = (outcomes[battleResult.damageDealt] ?? 0) + 1;\r\n\t\t\tif (\r\n\t\t\t\tbattleInput.playerBoard.player.hpLeft &&\r\n\t\t\t\tbattleResult.damageDealt >= battleInput.playerBoard.player.hpLeft\r\n\t\t\t) {\r\n\t\t\t\tsimulationResult.lostLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'tied') {\r\n\t\t\tsimulationResult.tied++;\r\n\t\t}\r\n\t\tspectator.commitBattleResult(battleResult.result);\r\n\r\n\t\t// Yield intermediate result every 200 iterations\r\n\t\tif (!!intermediateSteps && i > 0 && i % intermediateSteps === 0) {\r\n\t\t\tupdateSimulationResult(simulationResult, inputReady);\r\n\t\t\tyield simulationResult;\r\n\t\t}\r\n\t}\r\n\tupdateSimulationResult(simulationResult, inputReady);\r\n\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\r\n\tspectator.prune();\r\n\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);\r\n\t// !battleInput.options?.skipInfoLogs && console.timeEnd('full-sim');\r\n\treturn simulationResult;\r\n};\r\n\r\nconst updateSimulationResult = (simulationResult: SimulationResult, input: BgsBattleInfo) => {\r\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\r\n\tsimulationResult.wonPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\r\n\t\tsimulationResult.won,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.wonLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.wonLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\r\n\t\tsimulationResult.lost,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.lostLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.tiedPercent = checkRounding(\r\n\t\tMath.max(0, 100 - simulationResult.lostPercent - simulationResult.wonPercent),\r\n\t\tsimulationResult.tied,\r\n\t\ttotalMatches,\r\n\t);\r\n\r\n\t// simulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\r\n\t// simulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\r\n\tsimulationResult.averageDamageWon = simulationResult.won ? simulationResult.damageWon / simulationResult.won : 0;\r\n\tsimulationResult.averageDamageLost = simulationResult.lost\r\n\t\t? simulationResult.damageLost / simulationResult.lost\r\n\t\t: 0;\r\n\tif (\r\n\t\tsimulationResult.averageDamageWon > 0 &&\r\n\t\tsimulationResult.averageDamageWon < input.playerBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage won issue');\r\n\t}\r\n\tif (\r\n\t\tsimulationResult.averageDamageLost > 0 &&\r\n\t\tsimulationResult.averageDamageLost < input.opponentBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage lost issue');\r\n\t}\r\n};\r\n\r\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\r\n\tif (roundedValue === 0 && initialValue !== 0) {\r\n\t\treturn 0.01;\r\n\t}\r\n\tif (roundedValue === 100 && initialValue !== totalValue) {\r\n\t\treturn 99.9;\r\n\t}\r\n\treturn roundedValue;\r\n};\r\n\r\n// Used when triggering random deathrattles\r\nconst VALID_DEATHRATTLE_ENCHANTMENTS = [\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_BG_BOT_312e,\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_TB_BaconUps_032e,\r\n\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\tCardIds.Sneed_SneedsReplicator,\r\n\tCardIds.SneedsReplicator_ReplicateEnchantment,\r\n\tCardIds.EarthRecollectionEnchantment, // Spirit Raptor\r\n\tCardIds.FireRecollectionEnchantment,\r\n\tCardIds.LightningRecollectionEnchantment,\r\n\tCardIds.WaterRecollectionEnchantment,\r\n\tCardIds.EarthInvocation_ElementEarthEnchantment, // Summon a 1/1\r\n\tCardIds.LightningInvocation, // Deal 1 damage to 5 enemy minions\r\n\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004e,\r\n\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004_Ge,\r\n\tCardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\tCardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge,\r\n\tCardIds.BoonOfBeetles_BeetleSwarmEnchantment_BG28_603e,\r\n\tCardIds.RustyTrident_TridentsTreasureEnchantment_BG30_MagicItem_917e,\r\n\tCardIds.HoggyBank_GemInTheBankEnchantment_BG30_MagicItem_411e,\r\n\tCardIds.JarredFrostling_FrostyGlobeEnchantment_BG30_MagicItem_952e,\r\n\tCardIds.CaduceusReactor_CaduceusReactorEnchantment_BG31_HERO_801ptee,\r\n];\r\nconst validDeathrattleEnchantmentsFromMapping = [];\r\nexport const isValidDeathrattleEnchantment = (cardId: string): boolean => {\r\n\tif (VALID_DEATHRATTLE_ENCHANTMENTS.includes(cardId as CardIds)) {\r\n\t\treturn true;\r\n\t}\r\n\tif (validDeathrattleEnchantmentsFromMapping.length === 0) {\r\n\t\tfor (const cardImpl of Object.values(cardMappings)) {\r\n\t\t\tif (hasDeathrattleEnchantmentEffect(cardImpl) || hasDeathrattleSpawnEnchantment(cardImpl)) {\r\n\t\t\t\tvalidDeathrattleEnchantmentsFromMapping.push(...cardImpl.cardIds);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn validDeathrattleEnchantmentsFromMapping.includes(cardId);\r\n};\r\n\r\n// const cleanEnchantmentsForEntity = (\r\n// \tenchantments: { cardId: string; originEntityId?: number; timing: number }[],\r\n// \tentityIds: readonly number[],\r\n// ): { cardId: string; originEntityId?: number; timing: number }[] => {\r\n// \treturn enchantments.filter(\r\n// \t\t(enchant) =>\r\n// \t\t\tentityIds.indexOf(enchant.originEntityId) !== -1 ||\r\n// \t\t\tvalidEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\r\n// \t);\r\n// };\r\n"]}
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+
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { hasDeathrattleEnchantmentEffect, hasDeathrattleSpawnEnchantment } from './cards/card.interface';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { cardMappings } from './cards/impl/_card-mappings';\r\nimport { cloneInput3 } from './input-clone';\r\nimport { buildFinalInput } from './input-sanitation';\r\nimport { SimulationResult } from './simulation-result';\r\nimport { FullGameState } from './simulation/internal-game-state';\r\nimport { SharedState } from './simulation/shared-state';\r\nimport { Simulator } from './simulation/simulator';\r\nimport { Spectator } from './simulation/spectator/spectator';\r\n\r\nlet globalCards = new AllCardsService();\r\n\r\nexport const assignCards = (cards: AllCardsService) => {\r\n\tglobalCards = cards;\r\n};\r\n\r\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\r\n// the more traditional callback-style handler.\r\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\r\nexport default async (event): Promise<any> => {\r\n\tif (!event.body?.length) {\r\n\t\tconsole.warn('missing event body', event);\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\r\n\tconst cards = globalCards;\r\n\tawait cards.initializeCardsDb();\r\n\tconst cardsData = new CardsData(cards, false);\r\n\tcardsData.inititialize(\r\n\t\tbattleInput.gameState?.validTribes ?? battleInput.options?.validTribes,\r\n\t\tbattleInput.gameState?.anomalies ?? [],\r\n\t);\r\n\tconst battleIterator = simulateBattle(battleInput, cards, cardsData);\r\n\r\n\t// Iterate through all intermediate results to reach the final result\r\n\tlet result = battleIterator.next();\r\n\twhile (!result.done) {\r\n\t\tresult = battleIterator.next();\r\n\t}\r\n\r\n\tconst simulationResult = result.value;\r\n\t// console.debug('simulationResult', simulationResult);\r\n\r\n\tconst response = {\r\n\t\tstatusCode: 200,\r\n\t\tisBase64Encoded: false,\r\n\t\tbody: JSON.stringify(simulationResult),\r\n\t};\r\n\treturn response;\r\n};\r\n\r\nexport const simulateBattle = function* (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): Generator<SimulationResult, SimulationResult, void> {\r\n\tif (!cards?.getCards()?.length) {\r\n\t\tconsole.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);\r\n\t\treturn null;\r\n\t}\r\n\t// !battleInput.options?.skipInfoLogs && console.time('full-sim');\r\n\tconst start = Date.now();\r\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\r\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 8000;\r\n\tconst intermediateSteps = battleInput.options?.intermediateResults ?? 200;\r\n\tconst damageConfidence = battleInput.options?.damageConfidence ?? 0.8;\r\n\tconst includeOutcomeSamples = battleInput.options?.includeOutcomeSamples ?? true;\r\n\tconst simulationResult: SimulationResult = {\r\n\t\twonLethal: 0,\r\n\t\twon: 0,\r\n\t\ttied: 0,\r\n\t\tlost: 0,\r\n\t\tlostLethal: 0,\r\n\t\tdamageWons: [],\r\n\t\tdamageWonRange: null,\r\n\t\tdamageLosts: [],\r\n\t\tdamageLostRange: null,\r\n\t\twonLethalPercent: undefined,\r\n\t\twonPercent: undefined,\r\n\t\ttiedPercent: undefined,\r\n\t\tlostPercent: undefined,\r\n\t\tlostLethalPercent: undefined,\r\n\t\taverageDamageWon: undefined,\r\n\t\taverageDamageLost: undefined,\r\n\t};\r\n\r\n\tconst spectator = new Spectator(includeOutcomeSamples);\r\n\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\r\n\t!battleInput.options?.skipInfoLogs && console.time('simulation');\r\n\tconst outcomes = {};\r\n\tfor (let i = 0; i < numberOfSimulations; i++) {\r\n\t\tconst input: BgsBattleInfo = cloneInput3(inputReady);\r\n\t\tconst inputClone: BgsBattleInfo = cloneInput3(inputReady);\r\n\t\tconst gameState: FullGameState = {\r\n\t\t\tallCards: cards,\r\n\t\t\tcardsData: cardsData,\r\n\t\t\tspectator: spectator,\r\n\t\t\tsharedState: new SharedState(),\r\n\t\t\tcurrentTurn: input.gameState.currentTurn,\r\n\t\t\tvalidTribes: input.gameState.validTribes,\r\n\t\t\tanomalies: input.gameState.anomalies,\r\n\t\t\tgameState: {\r\n\t\t\t\tplayer: {\r\n\t\t\t\t\tplayer: input.playerBoard.player,\r\n\t\t\t\t\tboard: input.playerBoard.board,\r\n\t\t\t\t\tteammate: input.playerTeammateBoard,\r\n\t\t\t\t},\r\n\t\t\t\topponent: {\r\n\t\t\t\t\tplayer: input.opponentBoard.player,\r\n\t\t\t\t\tboard: input.opponentBoard.board,\r\n\t\t\t\t\tteammate: input.opponentTeammateBoard,\r\n\t\t\t\t},\r\n\t\t\t\tplayerInitial: {\r\n\t\t\t\t\tplayer: inputClone.playerBoard.player,\r\n\t\t\t\t\tboard: inputClone.playerBoard.board,\r\n\t\t\t\t\tteammate: inputClone.playerTeammateBoard,\r\n\t\t\t\t},\r\n\t\t\t\topponentInitial: {\r\n\t\t\t\t\tplayer: inputClone.opponentBoard.player,\r\n\t\t\t\t\tboard: inputClone.opponentBoard.board,\r\n\t\t\t\t\tteammate: inputClone.opponentTeammateBoard,\r\n\t\t\t\t},\r\n\t\t\t},\r\n\t\t};\r\n\t\tconst simulator = new Simulator(gameState);\r\n\t\tconst battleResult = simulator.simulateSingleBattle(gameState.gameState.player, gameState.gameState.opponent);\r\n\t\tif (Date.now() - start > maxAcceptableDuration) {\r\n\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\r\n\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms');\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\tif (!battleResult) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tif (battleResult.result === 'won') {\r\n\t\t\tsimulationResult.won++;\r\n\t\t\tsimulationResult.damageWons.push(battleResult.damageDealt);\r\n\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\r\n\t\t\t\tsimulationResult.wonLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'lost') {\r\n\t\t\tsimulationResult.lost++;\r\n\t\t\tsimulationResult.damageLosts.push(battleResult.damageDealt);\r\n\t\t\toutcomes[battleResult.damageDealt] = (outcomes[battleResult.damageDealt] ?? 0) + 1;\r\n\t\t\tif (\r\n\t\t\t\tbattleInput.playerBoard.player.hpLeft &&\r\n\t\t\t\tbattleResult.damageDealt >= battleInput.playerBoard.player.hpLeft\r\n\t\t\t) {\r\n\t\t\t\tsimulationResult.lostLethal++;\r\n\t\t\t}\r\n\t\t} else if (battleResult.result === 'tied') {\r\n\t\t\tsimulationResult.tied++;\r\n\t\t}\r\n\t\tspectator.commitBattleResult(battleResult.result);\r\n\r\n\t\t// Yield intermediate result every 200 iterations\r\n\t\tif (!!intermediateSteps && i > 0 && i % intermediateSteps === 0) {\r\n\t\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\r\n\t\t\tyield simulationResult;\r\n\t\t}\r\n\t}\r\n\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\r\n\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\r\n\tspectator.prune();\r\n\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);\r\n\t// Avoid sending this verbose data\r\n\tsimulationResult.damageWons = [];\r\n\tsimulationResult.damageLosts = [];\r\n\t// !battleInput.options?.skipInfoLogs && console.timeEnd('full-sim');\r\n\treturn simulationResult;\r\n};\r\n\r\nconst updateSimulationResult = (simulationResult: SimulationResult, input: BgsBattleInfo, damageConfidence: number) => {\r\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\r\n\tsimulationResult.wonPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\r\n\t\tsimulationResult.won,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.wonLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.wonLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\r\n\t\tsimulationResult.lost,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.lostLethalPercent = checkRounding(\r\n\t\tMath.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10,\r\n\t\tsimulationResult.lostLethal,\r\n\t\ttotalMatches,\r\n\t);\r\n\tsimulationResult.tiedPercent = checkRounding(\r\n\t\tMath.max(0, 100 - simulationResult.lostPercent - simulationResult.wonPercent),\r\n\t\tsimulationResult.tied,\r\n\t\ttotalMatches,\r\n\t);\r\n\r\n\t// simulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\r\n\t// simulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\r\n\tconst totalDamageWon = simulationResult.damageWons.reduce((a, b) => a + b, 0);\r\n\tconst totalDamageLost = simulationResult.damageLosts.reduce((a, b) => a + b, 0);\r\n\tconst damageWonRange = calculateDamageRange(simulationResult.damageWons, damageConfidence);\r\n\tconst damageLostRange = calculateDamageRange(simulationResult.damageLosts, damageConfidence);\r\n\tsimulationResult.averageDamageWon = simulationResult.won ? totalDamageWon / simulationResult.won : 0;\r\n\tsimulationResult.averageDamageLost = simulationResult.lost ? totalDamageLost / simulationResult.lost : 0;\r\n\tsimulationResult.damageWonRange = simulationResult.won ? damageWonRange : null;\r\n\tsimulationResult.damageLostRange = simulationResult.lost ? damageLostRange : null;\r\n\r\n\tif (\r\n\t\tsimulationResult.averageDamageWon > 0 &&\r\n\t\tsimulationResult.averageDamageWon < input.playerBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage won issue');\r\n\t}\r\n\tif (\r\n\t\tsimulationResult.averageDamageLost > 0 &&\r\n\t\tsimulationResult.averageDamageLost < input.opponentBoard.player.tavernTier\r\n\t) {\r\n\t\tconsole.warn('average damage lost issue');\r\n\t}\r\n};\r\n\r\nconst calculateDamageRange = (damageArray: number[], damageConfidence: number): { min: number; max: number } => {\r\n\tif (damageArray.length === 0) {\r\n\t\treturn { min: 0, max: 0 };\r\n\t}\r\n\r\n\t// Sort the array\r\n\tconst sortedDamage = [...damageArray].sort((a, b) => a - b);\r\n\r\n\t// Calculate the 10th and 90th percentiles\r\n\tconst percentile = (arr: number[], p: number) => {\r\n\t\tconst index = Math.floor(p * arr.length);\r\n\t\treturn arr[index];\r\n\t};\r\n\r\n\tconst minDamage = percentile(sortedDamage, damageConfidence / 2);\r\n\tconst maxDamage = percentile(sortedDamage, 1 - damageConfidence / 2);\r\n\r\n\treturn { min: minDamage, max: maxDamage };\r\n};\r\n\r\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\r\n\tif (roundedValue === 0 && initialValue !== 0) {\r\n\t\treturn 0.01;\r\n\t}\r\n\tif (roundedValue === 100 && initialValue !== totalValue) {\r\n\t\treturn 99.9;\r\n\t}\r\n\treturn roundedValue;\r\n};\r\n\r\n// Used when triggering random deathrattles\r\nconst VALID_DEATHRATTLE_ENCHANTMENTS = [\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_BG_BOT_312e,\r\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_TB_BaconUps_032e,\r\n\tCardIds.LivingSpores_LivingSporesEnchantment,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\r\n\tCardIds.Sneed_SneedsReplicator,\r\n\tCardIds.SneedsReplicator_ReplicateEnchantment,\r\n\tCardIds.EarthRecollectionEnchantment, // Spirit Raptor\r\n\tCardIds.FireRecollectionEnchantment,\r\n\tCardIds.LightningRecollectionEnchantment,\r\n\tCardIds.WaterRecollectionEnchantment,\r\n\tCardIds.EarthInvocation_ElementEarthEnchantment, // Summon a 1/1\r\n\tCardIds.LightningInvocation, // Deal 1 damage to 5 enemy minions\r\n\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004e,\r\n\tCardIds.SurfNSurf_CrabRidingEnchantment_BG27_004_Ge,\r\n\tCardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\tCardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge,\r\n\tCardIds.BoonOfBeetles_BeetleSwarmEnchantment_BG28_603e,\r\n\tCardIds.RustyTrident_TridentsTreasureEnchantment_BG30_MagicItem_917e,\r\n\tCardIds.HoggyBank_GemInTheBankEnchantment_BG30_MagicItem_411e,\r\n\tCardIds.JarredFrostling_FrostyGlobeEnchantment_BG30_MagicItem_952e,\r\n\tCardIds.CaduceusReactor_CaduceusReactorEnchantment_BG31_HERO_801ptee,\r\n];\r\nconst validDeathrattleEnchantmentsFromMapping = [];\r\nexport const isValidDeathrattleEnchantment = (cardId: string): boolean => {\r\n\tif (VALID_DEATHRATTLE_ENCHANTMENTS.includes(cardId as CardIds)) {\r\n\t\treturn true;\r\n\t}\r\n\tif (validDeathrattleEnchantmentsFromMapping.length === 0) {\r\n\t\tfor (const cardImpl of Object.values(cardMappings)) {\r\n\t\t\tif (hasDeathrattleEnchantmentEffect(cardImpl) || hasDeathrattleSpawnEnchantment(cardImpl)) {\r\n\t\t\t\tvalidDeathrattleEnchantmentsFromMapping.push(...cardImpl.cardIds);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn validDeathrattleEnchantmentsFromMapping.includes(cardId);\r\n};\r\n\r\n// const cleanEnchantmentsForEntity = (\r\n// \tenchantments: { cardId: string; originEntityId?: number; timing: number }[],\r\n// \tentityIds: readonly number[],\r\n// ): { cardId: string; originEntityId?: number; timing: number }[] => {\r\n// \treturn enchantments.filter(\r\n// \t\t(enchant) =>\r\n// \t\t\tentityIds.indexOf(enchant.originEntityId) !== -1 ||\r\n// \t\t\tvalidEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\r\n// \t);\r\n// };\r\n"]}
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The way I understand it, the Start of Combat has\r\n// multiple phases, and in each phase the player order is random\r\n// However, looking at http://replays.firestoneapp.com/?reviewId=a577602e-06f3-4c4b-928d-36ea98c2e6d5&turn=5&action=0,\r\n// it feels that a \"start of combat\" minion effect could trigger before an opponent's hero power effect\r\n// Or is that limited to Bru'kan?\r\n// I feel that I've asked a lot of questions recently, so I don't want to add that one to the list, as the interaction\r\n// is for now pretty marginal\r\nexport const handleStartOfCombat = (\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\tconst shouldRecomputeCurrentAttacker = true;\r\n\tif (shouldRecomputeCurrentAttacker) {\r\n\t\tcurrentAttacker =\r\n\t\t\tplayerBoard.length > opponentBoard.length\r\n\t\t\t\t? 0\r\n\t\t\t\t: opponentBoard.length > playerBoard.length\r\n\t\t\t\t? 1\r\n\t\t\t\t: Math.round(Math.random());\r\n\t}\r\n\r\n\t// UPDATE 2024-10-10: changed in 30.6, according to a message from Mitchell on Discord\r\n\tconst phases: readonly StartOfCombatPhase[] = [\r\n\t\t'QuestReward',\r\n\t\t'Anomalies',\r\n\t\t'Trinket',\r\n\t\t// https://twitter.com/DCalkosz/status/1488361384320528388?s=20&t=1ECxRZFdjqwEa2fRsXk32Q\r\n\t\t// There’s a certain order for Start of Combat hero powers, rather than “coin flips” where\r\n\t\t// an unlucky trigger order could mess up some positioning you had planned for your own hero\r\n\t\t// power. “Precombat” (Al’Akir, Y’Shaarj), then Illidan, then others.\r\n\t\t// Update: this seems to have changed: https://x.com/LoewenMitchell/status/1737588920139825335?s=20\r\n\t\t// now you have all hero powers trigger in a first phase, then you have Illidan, and once everything has triggered, you have Tavish\r\n\t\t// All Hero powers are split up in to 3 categories:\r\n\t\t// 1st - Precombat Hero Power Triggers (things we want to go before Illidan e.g. Lich King)\r\n\t\t// 2nd - Hero Power Triggers First In Combat (Illidan)\r\n\t\t// 3rd - All other Start of Combat Hero Powers\r\n\t\t'PreCombatHeroPower',\r\n\t\t'IllidanHeroPower',\r\n\t\t'HeroPower',\r\n\t\t'Secret',\r\n\t\t'Minion',\r\n\t];\r\n\tlet playerBoardBefore = playerBoard.map((e) => ({ ...e }));\r\n\tlet opponentBoardBefore = opponentBoard.map((e) => ({ ...e }));\r\n\tfor (const phase of phases) {\r\n\t\tcurrentAttacker = handlePhase(\r\n\t\t\tphase,\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\tplayerBoardBefore,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\topponentBoardBefore,\r\n\t\t\tcurrentAttacker,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tif (phase === 'PreCombatHeroPower') {\r\n\t\t\tplayerBoardBefore = playerBoard.map((e) => ({ ...e }));\r\n\t\t\topponentBoardBefore = opponentBoard.map((e) => ({ ...e }));\r\n\t\t}\r\n\t}\r\n\tplayerEntity.startOfCombatDone = true;\r\n\topponentEntity.startOfCombatDone = true;\r\n\tapplyAfterStatsUpdate(gameState);\r\n\treturn currentAttacker;\r\n};\r\n\r\nconst handlePhase = (\r\n\tphase: StartOfCombatPhase,\r\n\tplayerEntity: BgsPlayerEntity,\r\n\tplayerBoard: BoardEntity[],\r\n\tplayerBoardBefore: BoardEntity[],\r\n\topponentEntity: BgsPlayerEntity,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardBefore: BoardEntity[],\r\n\tcurrentAttacker: number,\r\n\tgameState: FullGameState,\r\n): number => {\r\n\tswitch (phase) {\r\n\t\tcase 'QuestReward':\r\n\t\t\treturn handleStartOfCombatQuestRewards(\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\tcase 'Anomalies':\r\n\t\t\treturn handleStartOfCombatAnomalies(\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\tcase 'Trinket':\r\n\t\t\treturn handleStartOfCombatTrinkets(\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\tcase 'PreCombatHeroPower':\r\n\t\t\treturn handlePreCombatHeroPowers(\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\tcase 'IllidanHeroPower':\r\n\t\t\treturn handleIllidanHeroPowers(\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\tcase 'HeroPower':\r\n\t\t\treturn handleStartOfCombatHeroPowers(\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\tcase 'Secret':\r\n\t\t\treturn handleStartOfCombatSecrets(\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\tcase 'Minion':\r\n\t\t\treturn handleStartOfCombatMinions(\r\n\t\t\t\tplayerEntity,\r\n\t\t\t\tplayerBoard,\r\n\t\t\t\topponentEntity,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\tcurrentAttacker,\r\n\t\t\t\tplayerBoardBefore,\r\n\t\t\t\topponentBoardBefore,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t}\r\n};\r\n"]}
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@@ -5,8 +5,16 @@ export interface SimulationResult {
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tied: number;
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lost: number;
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lostLethal: number;
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damageWons: number[];
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damageWonRange: {
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min: number;
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max: number;
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};
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damageLosts: number[];
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damageLostRange: {
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min: number;
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max: number;
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};
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wonLethalPercent: number;
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wonPercent: number;
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tiedPercent: number;
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@@ -1 +1 @@
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-
{"version":3,"file":"simulation-result.js","sourceRoot":"","sources":["../src/simulation-result.ts"],"names":[],"mappings":"","sourcesContent":["import { GameSample } from './simulation/spectator/game-sample';\r\n\r\nexport interface SimulationResult {\r\n\twonLethal: number;\r\n\twon: number;\r\n\ttied: number;\r\n\tlost: number;\r\n\tlostLethal: number;\r\n\
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1
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{"version":3,"file":"simulation-result.js","sourceRoot":"","sources":["../src/simulation-result.ts"],"names":[],"mappings":"","sourcesContent":["import { GameSample } from './simulation/spectator/game-sample';\r\n\r\nexport interface SimulationResult {\r\n\twonLethal: number;\r\n\twon: number;\r\n\ttied: number;\r\n\tlost: number;\r\n\tlostLethal: number;\r\n\tdamageWons: number[];\r\n\tdamageWonRange: {\r\n\t\tmin: number;\r\n\t\tmax: number;\r\n\t};\r\n\tdamageLosts: number[];\r\n\tdamageLostRange: {\r\n\t\tmin: number;\r\n\t\tmax: number;\r\n\t};\r\n\twonLethalPercent: number;\r\n\twonPercent: number;\r\n\ttiedPercent: number;\r\n\tlostPercent: number;\r\n\tlostLethalPercent: number;\r\n\taverageDamageWon: number;\r\n\taverageDamageLost: number;\r\n\toutcomeSamples?: OutcomeSamples;\r\n}\r\n\r\nexport interface OutcomeSamples {\r\n\twon: readonly GameSample[];\r\n\tlost: readonly GameSample[];\r\n\ttied: readonly GameSample[];\r\n}\r\n"]}
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