@firestone-hs/simulate-bgs-battle 1.1.559 → 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.
|
@@ -4,6 +4,7 @@ export interface BgsBattleOptions {
|
|
|
4
4
|
readonly maxAcceptableDuration?: number;
|
|
5
5
|
readonly intermediateResults?: number;
|
|
6
6
|
readonly includeOutcomeSamples?: boolean;
|
|
7
|
+
readonly damageConfidence?: number;
|
|
7
8
|
readonly validTribes?: readonly Race[];
|
|
8
9
|
readonly skipInfoLogs: boolean;
|
|
9
10
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"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"]}
|
|
1
|
+
{"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"]}
|
|
@@ -40,7 +40,7 @@ exports.default = async (event) => {
|
|
|
40
40
|
return response;
|
|
41
41
|
};
|
|
42
42
|
const simulateBattle = function* (battleInput, cards, cardsData) {
|
|
43
|
-
var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k;
|
|
43
|
+
var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m;
|
|
44
44
|
if (!((_a = cards === null || cards === void 0 ? void 0 : cards.getCards()) === null || _a === void 0 ? void 0 : _a.length)) {
|
|
45
45
|
console.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);
|
|
46
46
|
return null;
|
|
@@ -49,15 +49,18 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
|
|
|
49
49
|
const maxAcceptableDuration = ((_b = battleInput.options) === null || _b === void 0 ? void 0 : _b.maxAcceptableDuration) || 8000;
|
|
50
50
|
const numberOfSimulations = ((_c = battleInput.options) === null || _c === void 0 ? void 0 : _c.numberOfSimulations) || 8000;
|
|
51
51
|
const intermediateSteps = (_e = (_d = battleInput.options) === null || _d === void 0 ? void 0 : _d.intermediateResults) !== null && _e !== void 0 ? _e : 200;
|
|
52
|
-
const
|
|
52
|
+
const damageConfidence = (_g = (_f = battleInput.options) === null || _f === void 0 ? void 0 : _f.damageConfidence) !== null && _g !== void 0 ? _g : 0.8;
|
|
53
|
+
const includeOutcomeSamples = (_j = (_h = battleInput.options) === null || _h === void 0 ? void 0 : _h.includeOutcomeSamples) !== null && _j !== void 0 ? _j : true;
|
|
53
54
|
const simulationResult = {
|
|
54
55
|
wonLethal: 0,
|
|
55
56
|
won: 0,
|
|
56
57
|
tied: 0,
|
|
57
58
|
lost: 0,
|
|
58
59
|
lostLethal: 0,
|
|
59
|
-
|
|
60
|
-
|
|
60
|
+
damageWons: [],
|
|
61
|
+
damageWonRange: null,
|
|
62
|
+
damageLosts: [],
|
|
63
|
+
damageLostRange: null,
|
|
61
64
|
wonLethalPercent: undefined,
|
|
62
65
|
wonPercent: undefined,
|
|
63
66
|
tiedPercent: undefined,
|
|
@@ -68,7 +71,7 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
|
|
|
68
71
|
};
|
|
69
72
|
const spectator = new spectator_1.Spectator(includeOutcomeSamples);
|
|
70
73
|
const inputReady = (0, input_sanitation_1.buildFinalInput)(battleInput, cards, cardsData);
|
|
71
|
-
!((
|
|
74
|
+
!((_k = battleInput.options) === null || _k === void 0 ? void 0 : _k.skipInfoLogs) && console.time('simulation');
|
|
72
75
|
const outcomes = {};
|
|
73
76
|
for (let i = 0; i < numberOfSimulations; i++) {
|
|
74
77
|
const input = (0, input_clone_1.cloneInput3)(inputReady);
|
|
@@ -115,15 +118,15 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
|
|
|
115
118
|
}
|
|
116
119
|
if (battleResult.result === 'won') {
|
|
117
120
|
simulationResult.won++;
|
|
118
|
-
simulationResult.
|
|
121
|
+
simulationResult.damageWons.push(battleResult.damageDealt);
|
|
119
122
|
if (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {
|
|
120
123
|
simulationResult.wonLethal++;
|
|
121
124
|
}
|
|
122
125
|
}
|
|
123
126
|
else if (battleResult.result === 'lost') {
|
|
124
127
|
simulationResult.lost++;
|
|
125
|
-
simulationResult.
|
|
126
|
-
outcomes[battleResult.damageDealt] = ((
|
|
128
|
+
simulationResult.damageLosts.push(battleResult.damageDealt);
|
|
129
|
+
outcomes[battleResult.damageDealt] = ((_l = outcomes[battleResult.damageDealt]) !== null && _l !== void 0 ? _l : 0) + 1;
|
|
127
130
|
if (battleInput.playerBoard.player.hpLeft &&
|
|
128
131
|
battleResult.damageDealt >= battleInput.playerBoard.player.hpLeft) {
|
|
129
132
|
simulationResult.lostLethal++;
|
|
@@ -134,28 +137,34 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
|
|
|
134
137
|
}
|
|
135
138
|
spectator.commitBattleResult(battleResult.result);
|
|
136
139
|
if (!!intermediateSteps && i > 0 && i % intermediateSteps === 0) {
|
|
137
|
-
updateSimulationResult(simulationResult, inputReady);
|
|
140
|
+
updateSimulationResult(simulationResult, inputReady, damageConfidence);
|
|
138
141
|
yield simulationResult;
|
|
139
142
|
}
|
|
140
143
|
}
|
|
141
|
-
updateSimulationResult(simulationResult, inputReady);
|
|
142
|
-
!((
|
|
144
|
+
updateSimulationResult(simulationResult, inputReady, damageConfidence);
|
|
145
|
+
!((_m = battleInput.options) === null || _m === void 0 ? void 0 : _m.skipInfoLogs) && console.timeEnd('simulation');
|
|
143
146
|
spectator.prune();
|
|
144
147
|
simulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);
|
|
148
|
+
simulationResult.damageWons = [];
|
|
149
|
+
simulationResult.damageLosts = [];
|
|
145
150
|
return simulationResult;
|
|
146
151
|
};
|
|
147
152
|
exports.simulateBattle = simulateBattle;
|
|
148
|
-
const updateSimulationResult = (simulationResult, input) => {
|
|
153
|
+
const updateSimulationResult = (simulationResult, input, damageConfidence) => {
|
|
149
154
|
const totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;
|
|
150
155
|
simulationResult.wonPercent = checkRounding(Math.round((10 * (100 * simulationResult.won)) / totalMatches) / 10, simulationResult.won, totalMatches);
|
|
151
156
|
simulationResult.wonLethalPercent = checkRounding(Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10, simulationResult.wonLethal, totalMatches);
|
|
152
157
|
simulationResult.lostPercent = checkRounding(Math.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10, simulationResult.lost, totalMatches);
|
|
153
158
|
simulationResult.lostLethalPercent = checkRounding(Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10, simulationResult.lostLethal, totalMatches);
|
|
154
159
|
simulationResult.tiedPercent = checkRounding(Math.max(0, 100 - simulationResult.lostPercent - simulationResult.wonPercent), simulationResult.tied, totalMatches);
|
|
155
|
-
|
|
156
|
-
|
|
157
|
-
|
|
158
|
-
|
|
160
|
+
const totalDamageWon = simulationResult.damageWons.reduce((a, b) => a + b, 0);
|
|
161
|
+
const totalDamageLost = simulationResult.damageLosts.reduce((a, b) => a + b, 0);
|
|
162
|
+
const damageWonRange = calculateDamageRange(simulationResult.damageWons, damageConfidence);
|
|
163
|
+
const damageLostRange = calculateDamageRange(simulationResult.damageLosts, damageConfidence);
|
|
164
|
+
simulationResult.averageDamageWon = simulationResult.won ? totalDamageWon / simulationResult.won : 0;
|
|
165
|
+
simulationResult.averageDamageLost = simulationResult.lost ? totalDamageLost / simulationResult.lost : 0;
|
|
166
|
+
simulationResult.damageWonRange = simulationResult.won ? damageWonRange : null;
|
|
167
|
+
simulationResult.damageLostRange = simulationResult.lost ? damageLostRange : null;
|
|
159
168
|
if (simulationResult.averageDamageWon > 0 &&
|
|
160
169
|
simulationResult.averageDamageWon < input.playerBoard.player.tavernTier) {
|
|
161
170
|
console.warn('average damage won issue');
|
|
@@ -165,6 +174,19 @@ const updateSimulationResult = (simulationResult, input) => {
|
|
|
165
174
|
console.warn('average damage lost issue');
|
|
166
175
|
}
|
|
167
176
|
};
|
|
177
|
+
const calculateDamageRange = (damageArray, damageConfidence) => {
|
|
178
|
+
if (damageArray.length === 0) {
|
|
179
|
+
return { min: 0, max: 0 };
|
|
180
|
+
}
|
|
181
|
+
const sortedDamage = [...damageArray].sort((a, b) => a - b);
|
|
182
|
+
const percentile = (arr, p) => {
|
|
183
|
+
const index = Math.floor(p * arr.length);
|
|
184
|
+
return arr[index];
|
|
185
|
+
};
|
|
186
|
+
const minDamage = percentile(sortedDamage, damageConfidence / 2);
|
|
187
|
+
const maxDamage = percentile(sortedDamage, 1 - damageConfidence / 2);
|
|
188
|
+
return { min: minDamage, max: maxDamage };
|
|
189
|
+
};
|
|
168
190
|
const checkRounding = (roundedValue, initialValue, totalValue) => {
|
|
169
191
|
if (roundedValue === 0 && initialValue !== 0) {
|
|
170
192
|
return 0.01;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"simulate-bgs-battle.js","sourceRoot":"","sources":["../src/simulate-bgs-battle.ts"],"names":[],"mappings":";;;AACA,iEAAwE;AAExE,2DAAyG;AACzG,mDAA+C;AAC/C,gEAA2D;AAC3D,+CAA4C;AAC5C,yDAAqD;AAGrD,4DAAwD;AACxD,sDAAmD;AACnD,gEAA6D;AAE7D,IAAI,WAAW,GAAG,IAAI,gCAAe,EAAE,CAAC;AAEjC,MAAM,WAAW,GAAG,CAAC,KAAsB,EAAE,EAAE;IACrD,WAAW,GAAG,KAAK,CAAC;AACrB,CAAC,CAAC;AAFW,QAAA,WAAW,eAEtB;AAKF,kBAAe,KAAK,EAAE,KAAK,EAAgB,EAAE;;IAC5C,IAAI,CAAC,CAAA,MAAA,KAAK,CAAC,IAAI,0CAAE,MAAM,CAAA,EAAE;QACxB,OAAO,CAAC,IAAI,CAAC,oBAAoB,EAAE,KAAK,CAAC,CAAC;QAC1C,OAAO;KACP;IAED,MAAM,WAAW,GAAkB,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;IAC1D,MAAM,KAAK,GAAG,WAAW,CAAC;IAC1B,MAAM,KAAK,CAAC,iBAAiB,EAAE,CAAC;IAChC,MAAM,SAAS,GAAG,IAAI,sBAAS,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;IAC9C,SAAS,CAAC,YAAY,CACrB,MAAA,MAAA,WAAW,CAAC,SAAS,0CAAE,WAAW,mCAAI,MAAA,WAAW,CAAC,OAAO,0CAAE,WAAW,EACtE,MAAA,MAAA,WAAW,CAAC,SAAS,0CAAE,SAAS,mCAAI,EAAE,CACtC,CAAC;IACF,MAAM,cAAc,GAAG,IAAA,sBAAc,EAAC,WAAW,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;IAGrE,IAAI,MAAM,GAAG,cAAc,CAAC,IAAI,EAAE,CAAC;IACnC,OAAO,CAAC,MAAM,CAAC,IAAI,EAAE;QACpB,MAAM,GAAG,cAAc,CAAC,IAAI,EAAE,CAAC;KAC/B;IAED,MAAM,gBAAgB,GAAG,MAAM,CAAC,KAAK,CAAC;IAGtC,MAAM,QAAQ,GAAG;QAChB,UAAU,EAAE,GAAG;QACf,eAAe,EAAE,KAAK;QACtB,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,gBAAgB,CAAC;KACtC,CAAC;IACF,OAAO,QAAQ,CAAC;AACjB,CAAC,CAAC;AAEK,MAAM,cAAc,GAAG,QAAQ,CAAC,EACtC,WAA0B,EAC1B,KAAsB,EACtB,SAAoB;;IAEpB,IAAI,CAAC,CAAA,MAAA,KAAK,aAAL,KAAK,uBAAL,KAAK,CAAE,QAAQ,EAAE,0CAAE,MAAM,CAAA,EAAE;QAC/B,OAAO,CAAC,KAAK,CAAC,yEAAyE,EAAE,KAAK,CAAC,CAAC;QAChG,OAAO,IAAI,CAAC;KACZ;IAED,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC;IACzB,MAAM,qBAAqB,GAAG,CAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,qBAAqB,KAAI,IAAI,CAAC;IACjF,MAAM,mBAAmB,GAAG,CAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,mBAAmB,KAAI,IAAI,CAAC;IAC7E,MAAM,iBAAiB,GAAG,MAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,mBAAmB,mCAAI,GAAG,CAAC;IAC1E,MAAM,qBAAqB,GAAG,MAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,qBAAqB,mCAAI,IAAI,CAAC;IACjF,MAAM,gBAAgB,GAAqB;QAC1C,SAAS,EAAE,CAAC;QACZ,GAAG,EAAE,CAAC;QACN,IAAI,EAAE,CAAC;QACP,IAAI,EAAE,CAAC;QACP,UAAU,EAAE,CAAC;QACb,SAAS,EAAE,CAAC;QACZ,UAAU,EAAE,CAAC;QACb,gBAAgB,EAAE,SAAS;QAC3B,UAAU,EAAE,SAAS;QACrB,WAAW,EAAE,SAAS;QACtB,WAAW,EAAE,SAAS;QACtB,iBAAiB,EAAE,SAAS;QAC5B,gBAAgB,EAAE,SAAS;QAC3B,iBAAiB,EAAE,SAAS;KAC5B,CAAC;IAEF,MAAM,SAAS,GAAG,IAAI,qBAAS,CAAC,qBAAqB,CAAC,CAAC;IACvD,MAAM,UAAU,GAAG,IAAA,kCAAe,EAAC,WAAW,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;IAClE,CAAC,CAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,YAAY,CAAA,IAAI,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IACjE,MAAM,QAAQ,GAAG,EAAE,CAAC;IACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,EAAE,CAAC,EAAE,EAAE;QAC7C,MAAM,KAAK,GAAkB,IAAA,yBAAW,EAAC,UAAU,CAAC,CAAC;QACrD,MAAM,UAAU,GAAkB,IAAA,yBAAW,EAAC,UAAU,CAAC,CAAC;QAC1D,MAAM,SAAS,GAAkB;YAChC,QAAQ,EAAE,KAAK;YACf,SAAS,EAAE,SAAS;YACpB,SAAS,EAAE,SAAS;YACpB,WAAW,EAAE,IAAI,0BAAW,EAAE;YAC9B,WAAW,EAAE,KAAK,CAAC,SAAS,CAAC,WAAW;YACxC,WAAW,EAAE,KAAK,CAAC,SAAS,CAAC,WAAW;YACxC,SAAS,EAAE,KAAK,CAAC,SAAS,CAAC,SAAS;YACpC,SAAS,EAAE;gBACV,MAAM,EAAE;oBACP,MAAM,EAAE,KAAK,CAAC,WAAW,CAAC,MAAM;oBAChC,KAAK,EAAE,KAAK,CAAC,WAAW,CAAC,KAAK;oBAC9B,QAAQ,EAAE,KAAK,CAAC,mBAAmB;iBACnC;gBACD,QAAQ,EAAE;oBACT,MAAM,EAAE,KAAK,CAAC,aAAa,CAAC,MAAM;oBAClC,KAAK,EAAE,KAAK,CAAC,aAAa,CAAC,KAAK;oBAChC,QAAQ,EAAE,KAAK,CAAC,qBAAqB;iBACrC;gBACD,aAAa,EAAE;oBACd,MAAM,EAAE,UAAU,CAAC,WAAW,CAAC,MAAM;oBACrC,KAAK,EAAE,UAAU,CAAC,WAAW,CAAC,KAAK;oBACnC,QAAQ,EAAE,UAAU,CAAC,mBAAmB;iBACxC;gBACD,eAAe,EAAE;oBAChB,MAAM,EAAE,UAAU,CAAC,aAAa,CAAC,MAAM;oBACvC,KAAK,EAAE,UAAU,CAAC,aAAa,CAAC,KAAK;oBACrC,QAAQ,EAAE,UAAU,CAAC,qBAAqB;iBAC1C;aACD;SACD,CAAC;QACF,MAAM,SAAS,GAAG,IAAI,qBAAS,CAAC,SAAS,CAAC,CAAC;QAC3C,MAAM,YAAY,GAAG,SAAS,CAAC,oBAAoB,CAAC,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;QAC9G,IAAI,IAAI,CAAC,GAAG,EAAE,GAAG,KAAK,GAAG,qBAAqB,EAAE;YAE/C,OAAO,CAAC,IAAI,CAAC,2BAA2B,EAAE,CAAC,EAAE,iBAAiB,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,KAAK,EAAE,IAAI,CAAC,CAAC;YAC1F,MAAM;SACN;QACD,IAAI,CAAC,YAAY,EAAE;YAClB,SAAS;SACT;QACD,IAAI,YAAY,CAAC,MAAM,KAAK,KAAK,EAAE;YAClC,gBAAgB,CAAC,GAAG,EAAE,CAAC;YACvB,gBAAgB,CAAC,SAAS,IAAI,YAAY,CAAC,WAAW,CAAC;YACvD,IAAI,YAAY,CAAC,WAAW,IAAI,WAAW,CAAC,aAAa,CAAC,MAAM,CAAC,MAAM,EAAE;gBACxE,gBAAgB,CAAC,SAAS,EAAE,CAAC;aAC7B;SACD;aAAM,IAAI,YAAY,CAAC,MAAM,KAAK,MAAM,EAAE;YAC1C,gBAAgB,CAAC,IAAI,EAAE,CAAC;YACxB,gBAAgB,CAAC,UAAU,IAAI,YAAY,CAAC,WAAW,CAAC;YACxD,QAAQ,CAAC,YAAY,CAAC,WAAW,CAAC,GAAG,CAAC,MAAA,QAAQ,CAAC,YAAY,CAAC,WAAW,CAAC,mCAAI,CAAC,CAAC,GAAG,CAAC,CAAC;YACnF,IACC,WAAW,CAAC,WAAW,CAAC,MAAM,CAAC,MAAM;gBACrC,YAAY,CAAC,WAAW,IAAI,WAAW,CAAC,WAAW,CAAC,MAAM,CAAC,MAAM,EAChE;gBACD,gBAAgB,CAAC,UAAU,EAAE,CAAC;aAC9B;SACD;aAAM,IAAI,YAAY,CAAC,MAAM,KAAK,MAAM,EAAE;YAC1C,gBAAgB,CAAC,IAAI,EAAE,CAAC;SACxB;QACD,SAAS,CAAC,kBAAkB,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;QAGlD,IAAI,CAAC,CAAC,iBAAiB,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,iBAAiB,KAAK,CAAC,EAAE;YAChE,sBAAsB,CAAC,gBAAgB,EAAE,UAAU,CAAC,CAAC;YACrD,MAAM,gBAAgB,CAAC;SACvB;KACD;IACD,sBAAsB,CAAC,gBAAgB,EAAE,UAAU,CAAC,CAAC;IACrD,CAAC,CAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,YAAY,CAAA,IAAI,OAAO,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;IACpE,SAAS,CAAC,KAAK,EAAE,CAAC;IAClB,gBAAgB,CAAC,cAAc,GAAG,SAAS,CAAC,mBAAmB,CAAC,WAAW,CAAC,SAAS,CAAC,CAAC;IAEvF,OAAO,gBAAgB,CAAC;AACzB,CAAC,CAAC;AAjHW,QAAA,cAAc,kBAiHzB;AAEF,MAAM,sBAAsB,GAAG,CAAC,gBAAkC,EAAE,KAAoB,EAAE,EAAE;IAC3F,MAAM,YAAY,GAAG,gBAAgB,CAAC,GAAG,GAAG,gBAAgB,CAAC,IAAI,GAAG,gBAAgB,CAAC,IAAI,CAAC;IAC1F,gBAAgB,CAAC,UAAU,GAAG,aAAa,CAC1C,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,gBAAgB,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,EAAE,EACnE,gBAAgB,CAAC,GAAG,EACpB,YAAY,CACZ,CAAC;IACF,gBAAgB,CAAC,gBAAgB,GAAG,aAAa,CAChD,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,gBAAgB,CAAC,SAAS,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,EAAE,EACzE,gBAAgB,CAAC,SAAS,EAC1B,YAAY,CACZ,CAAC;IACF,gBAAgB,CAAC,WAAW,GAAG,aAAa,CAC3C,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,EAAE,EACpE,gBAAgB,CAAC,IAAI,EACrB,YAAY,CACZ,CAAC;IACF,gBAAgB,CAAC,iBAAiB,GAAG,aAAa,CACjD,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,gBAAgB,CAAC,UAAU,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,EAAE,EAC1E,gBAAgB,CAAC,UAAU,EAC3B,YAAY,CACZ,CAAC;IACF,gBAAgB,CAAC,WAAW,GAAG,aAAa,CAC3C,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,GAAG,gBAAgB,CAAC,WAAW,GAAG,gBAAgB,CAAC,UAAU,CAAC,EAC7E,gBAAgB,CAAC,IAAI,EACrB,YAAY,CACZ,CAAC;IAIF,gBAAgB,CAAC,gBAAgB,GAAG,gBAAgB,CAAC,GAAG,CAAC,CAAC,CAAC,gBAAgB,CAAC,SAAS,GAAG,gBAAgB,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACjH,gBAAgB,CAAC,iBAAiB,GAAG,gBAAgB,CAAC,IAAI;QACzD,CAAC,CAAC,gBAAgB,CAAC,UAAU,GAAG,gBAAgB,CAAC,IAAI;QACrD,CAAC,CAAC,CAAC,CAAC;IACL,IACC,gBAAgB,CAAC,gBAAgB,GAAG,CAAC;QACrC,gBAAgB,CAAC,gBAAgB,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,CAAC,UAAU,EACtE;QACD,OAAO,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;KACzC;IACD,IACC,gBAAgB,CAAC,iBAAiB,GAAG,CAAC;QACtC,gBAAgB,CAAC,iBAAiB,GAAG,KAAK,CAAC,aAAa,CAAC,MAAM,CAAC,UAAU,EACzE;QACD,OAAO,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;KAC1C;AACF,CAAC,CAAC;AAEF,MAAM,aAAa,GAAG,CAAC,YAAoB,EAAE,YAAoB,EAAE,UAAkB,EAAU,EAAE;IAChG,IAAI,YAAY,KAAK,CAAC,IAAI,YAAY,KAAK,CAAC,EAAE;QAC7C,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,YAAY,KAAK,GAAG,IAAI,YAAY,KAAK,UAAU,EAAE;QACxD,OAAO,IAAI,CAAC;KACZ;IACD,OAAO,YAAY,CAAC;AACrB,CAAC,CAAC;AAGF,MAAM,8BAA8B,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBtC,CAAC;AACF,MAAM,uCAAuC,GAAG,EAAE,CAAC;AAC5C,MAAM,6BAA6B,GAAG,CAAC,MAAc,EAAW,EAAE;IACxE,IAAI,8BAA8B,CAAC,QAAQ,CAAC,MAAiB,CAAC,EAAE;QAC/D,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,uCAAuC,CAAC,MAAM,KAAK,CAAC,EAAE;QACzD,KAAK,MAAM,QAAQ,IAAI,MAAM,CAAC,MAAM,CAAC,6BAAY,CAAC,EAAE;YACnD,IAAI,IAAA,gDAA+B,EAAC,QAAQ,CAAC,IAAI,IAAA,+CAA8B,EAAC,QAAQ,CAAC,EAAE;gBAC1F,uCAAuC,CAAC,IAAI,CAAC,GAAG,QAAQ,CAAC,OAAO,CAAC,CAAC;aAClE;SACD;KACD;IACD,OAAO,uCAAuC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;AACjE,CAAC,CAAC;AAZW,QAAA,6BAA6B,iCAYxC","sourcesContent":["/* 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"]}
|
|
1
|
+
{"version":3,"file":"simulate-bgs-battle.js","sourceRoot":"","sources":["../src/simulate-bgs-battle.ts"],"names":[],"mappings":";;;AACA,iEAAwE;AAExE,2DAAyG;AACzG,mDAA+C;AAC/C,gEAA2D;AAC3D,+CAA4C;AAC5C,yDAAqD;AAGrD,4DAAwD;AACxD,sDAAmD;AACnD,gEAA6D;AAE7D,IAAI,WAAW,GAAG,IAAI,gCAAe,EAAE,CAAC;AAEjC,MAAM,WAAW,GAAG,CAAC,KAAsB,EAAE,EAAE;IACrD,WAAW,GAAG,KAAK,CAAC;AACrB,CAAC,CAAC;AAFW,QAAA,WAAW,eAEtB;AAKF,kBAAe,KAAK,EAAE,KAAK,EAAgB,EAAE;;IAC5C,IAAI,CAAC,CAAA,MAAA,KAAK,CAAC,IAAI,0CAAE,MAAM,CAAA,EAAE;QACxB,OAAO,CAAC,IAAI,CAAC,oBAAoB,EAAE,KAAK,CAAC,CAAC;QAC1C,OAAO;KACP;IAED,MAAM,WAAW,GAAkB,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;IAC1D,MAAM,KAAK,GAAG,WAAW,CAAC;IAC1B,MAAM,KAAK,CAAC,iBAAiB,EAAE,CAAC;IAChC,MAAM,SAAS,GAAG,IAAI,sBAAS,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;IAC9C,SAAS,CAAC,YAAY,CACrB,MAAA,MAAA,WAAW,CAAC,SAAS,0CAAE,WAAW,mCAAI,MAAA,WAAW,CAAC,OAAO,0CAAE,WAAW,EACtE,MAAA,MAAA,WAAW,CAAC,SAAS,0CAAE,SAAS,mCAAI,EAAE,CACtC,CAAC;IACF,MAAM,cAAc,GAAG,IAAA,sBAAc,EAAC,WAAW,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;IAGrE,IAAI,MAAM,GAAG,cAAc,CAAC,IAAI,EAAE,CAAC;IACnC,OAAO,CAAC,MAAM,CAAC,IAAI,EAAE;QACpB,MAAM,GAAG,cAAc,CAAC,IAAI,EAAE,CAAC;KAC/B;IAED,MAAM,gBAAgB,GAAG,MAAM,CAAC,KAAK,CAAC;IAGtC,MAAM,QAAQ,GAAG;QAChB,UAAU,EAAE,GAAG;QACf,eAAe,EAAE,KAAK;QACtB,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,gBAAgB,CAAC;KACtC,CAAC;IACF,OAAO,QAAQ,CAAC;AACjB,CAAC,CAAC;AAEK,MAAM,cAAc,GAAG,QAAQ,CAAC,EACtC,WAA0B,EAC1B,KAAsB,EACtB,SAAoB;;IAEpB,IAAI,CAAC,CAAA,MAAA,KAAK,aAAL,KAAK,uBAAL,KAAK,CAAE,QAAQ,EAAE,0CAAE,MAAM,CAAA,EAAE;QAC/B,OAAO,CAAC,KAAK,CAAC,yEAAyE,EAAE,KAAK,CAAC,CAAC;QAChG,OAAO,IAAI,CAAC;KACZ;IAED,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC;IACzB,MAAM,qBAAqB,GAAG,CAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,qBAAqB,KAAI,IAAI,CAAC;IACjF,MAAM,mBAAmB,GAAG,CAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,mBAAmB,KAAI,IAAI,CAAC;IAC7E,MAAM,iBAAiB,GAAG,MAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,mBAAmB,mCAAI,GAAG,CAAC;IAC1E,MAAM,gBAAgB,GAAG,MAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,gBAAgB,mCAAI,GAAG,CAAC;IACtE,MAAM,qBAAqB,GAAG,MAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,qBAAqB,mCAAI,IAAI,CAAC;IACjF,MAAM,gBAAgB,GAAqB;QAC1C,SAAS,EAAE,CAAC;QACZ,GAAG,EAAE,CAAC;QACN,IAAI,EAAE,CAAC;QACP,IAAI,EAAE,CAAC;QACP,UAAU,EAAE,CAAC;QACb,UAAU,EAAE,EAAE;QACd,cAAc,EAAE,IAAI;QACpB,WAAW,EAAE,EAAE;QACf,eAAe,EAAE,IAAI;QACrB,gBAAgB,EAAE,SAAS;QAC3B,UAAU,EAAE,SAAS;QACrB,WAAW,EAAE,SAAS;QACtB,WAAW,EAAE,SAAS;QACtB,iBAAiB,EAAE,SAAS;QAC5B,gBAAgB,EAAE,SAAS;QAC3B,iBAAiB,EAAE,SAAS;KAC5B,CAAC;IAEF,MAAM,SAAS,GAAG,IAAI,qBAAS,CAAC,qBAAqB,CAAC,CAAC;IACvD,MAAM,UAAU,GAAG,IAAA,kCAAe,EAAC,WAAW,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;IAClE,CAAC,CAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,YAAY,CAAA,IAAI,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IACjE,MAAM,QAAQ,GAAG,EAAE,CAAC;IACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,EAAE,CAAC,EAAE,EAAE;QAC7C,MAAM,KAAK,GAAkB,IAAA,yBAAW,EAAC,UAAU,CAAC,CAAC;QACrD,MAAM,UAAU,GAAkB,IAAA,yBAAW,EAAC,UAAU,CAAC,CAAC;QAC1D,MAAM,SAAS,GAAkB;YAChC,QAAQ,EAAE,KAAK;YACf,SAAS,EAAE,SAAS;YACpB,SAAS,EAAE,SAAS;YACpB,WAAW,EAAE,IAAI,0BAAW,EAAE;YAC9B,WAAW,EAAE,KAAK,CAAC,SAAS,CAAC,WAAW;YACxC,WAAW,EAAE,KAAK,CAAC,SAAS,CAAC,WAAW;YACxC,SAAS,EAAE,KAAK,CAAC,SAAS,CAAC,SAAS;YACpC,SAAS,EAAE;gBACV,MAAM,EAAE;oBACP,MAAM,EAAE,KAAK,CAAC,WAAW,CAAC,MAAM;oBAChC,KAAK,EAAE,KAAK,CAAC,WAAW,CAAC,KAAK;oBAC9B,QAAQ,EAAE,KAAK,CAAC,mBAAmB;iBACnC;gBACD,QAAQ,EAAE;oBACT,MAAM,EAAE,KAAK,CAAC,aAAa,CAAC,MAAM;oBAClC,KAAK,EAAE,KAAK,CAAC,aAAa,CAAC,KAAK;oBAChC,QAAQ,EAAE,KAAK,CAAC,qBAAqB;iBACrC;gBACD,aAAa,EAAE;oBACd,MAAM,EAAE,UAAU,CAAC,WAAW,CAAC,MAAM;oBACrC,KAAK,EAAE,UAAU,CAAC,WAAW,CAAC,KAAK;oBACnC,QAAQ,EAAE,UAAU,CAAC,mBAAmB;iBACxC;gBACD,eAAe,EAAE;oBAChB,MAAM,EAAE,UAAU,CAAC,aAAa,CAAC,MAAM;oBACvC,KAAK,EAAE,UAAU,CAAC,aAAa,CAAC,KAAK;oBACrC,QAAQ,EAAE,UAAU,CAAC,qBAAqB;iBAC1C;aACD;SACD,CAAC;QACF,MAAM,SAAS,GAAG,IAAI,qBAAS,CAAC,SAAS,CAAC,CAAC;QAC3C,MAAM,YAAY,GAAG,SAAS,CAAC,oBAAoB,CAAC,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;QAC9G,IAAI,IAAI,CAAC,GAAG,EAAE,GAAG,KAAK,GAAG,qBAAqB,EAAE;YAE/C,OAAO,CAAC,IAAI,CAAC,2BAA2B,EAAE,CAAC,EAAE,iBAAiB,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,KAAK,EAAE,IAAI,CAAC,CAAC;YAC1F,MAAM;SACN;QACD,IAAI,CAAC,YAAY,EAAE;YAClB,SAAS;SACT;QACD,IAAI,YAAY,CAAC,MAAM,KAAK,KAAK,EAAE;YAClC,gBAAgB,CAAC,GAAG,EAAE,CAAC;YACvB,gBAAgB,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YAC3D,IAAI,YAAY,CAAC,WAAW,IAAI,WAAW,CAAC,aAAa,CAAC,MAAM,CAAC,MAAM,EAAE;gBACxE,gBAAgB,CAAC,SAAS,EAAE,CAAC;aAC7B;SACD;aAAM,IAAI,YAAY,CAAC,MAAM,KAAK,MAAM,EAAE;YAC1C,gBAAgB,CAAC,IAAI,EAAE,CAAC;YACxB,gBAAgB,CAAC,WAAW,CAAC,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;YAC5D,QAAQ,CAAC,YAAY,CAAC,WAAW,CAAC,GAAG,CAAC,MAAA,QAAQ,CAAC,YAAY,CAAC,WAAW,CAAC,mCAAI,CAAC,CAAC,GAAG,CAAC,CAAC;YACnF,IACC,WAAW,CAAC,WAAW,CAAC,MAAM,CAAC,MAAM;gBACrC,YAAY,CAAC,WAAW,IAAI,WAAW,CAAC,WAAW,CAAC,MAAM,CAAC,MAAM,EAChE;gBACD,gBAAgB,CAAC,UAAU,EAAE,CAAC;aAC9B;SACD;aAAM,IAAI,YAAY,CAAC,MAAM,KAAK,MAAM,EAAE;YAC1C,gBAAgB,CAAC,IAAI,EAAE,CAAC;SACxB;QACD,SAAS,CAAC,kBAAkB,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;QAGlD,IAAI,CAAC,CAAC,iBAAiB,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,iBAAiB,KAAK,CAAC,EAAE;YAChE,sBAAsB,CAAC,gBAAgB,EAAE,UAAU,EAAE,gBAAgB,CAAC,CAAC;YACvE,MAAM,gBAAgB,CAAC;SACvB;KACD;IACD,sBAAsB,CAAC,gBAAgB,EAAE,UAAU,EAAE,gBAAgB,CAAC,CAAC;IACvE,CAAC,CAAA,MAAA,WAAW,CAAC,OAAO,0CAAE,YAAY,CAAA,IAAI,OAAO,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;IACpE,SAAS,CAAC,KAAK,EAAE,CAAC;IAClB,gBAAgB,CAAC,cAAc,GAAG,SAAS,CAAC,mBAAmB,CAAC,WAAW,CAAC,SAAS,CAAC,CAAC;IAEvF,gBAAgB,CAAC,UAAU,GAAG,EAAE,CAAC;IACjC,gBAAgB,CAAC,WAAW,GAAG,EAAE,CAAC;IAElC,OAAO,gBAAgB,CAAC;AACzB,CAAC,CAAC;AAvHW,QAAA,cAAc,kBAuHzB;AAEF,MAAM,sBAAsB,GAAG,CAAC,gBAAkC,EAAE,KAAoB,EAAE,gBAAwB,EAAE,EAAE;IACrH,MAAM,YAAY,GAAG,gBAAgB,CAAC,GAAG,GAAG,gBAAgB,CAAC,IAAI,GAAG,gBAAgB,CAAC,IAAI,CAAC;IAC1F,gBAAgB,CAAC,UAAU,GAAG,aAAa,CAC1C,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,gBAAgB,CAAC,GAAG,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,EAAE,EACnE,gBAAgB,CAAC,GAAG,EACpB,YAAY,CACZ,CAAC;IACF,gBAAgB,CAAC,gBAAgB,GAAG,aAAa,CAChD,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,gBAAgB,CAAC,SAAS,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,EAAE,EACzE,gBAAgB,CAAC,SAAS,EAC1B,YAAY,CACZ,CAAC;IACF,gBAAgB,CAAC,WAAW,GAAG,aAAa,CAC3C,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,EAAE,EACpE,gBAAgB,CAAC,IAAI,EACrB,YAAY,CACZ,CAAC;IACF,gBAAgB,CAAC,iBAAiB,GAAG,aAAa,CACjD,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,gBAAgB,CAAC,UAAU,CAAC,CAAC,GAAG,YAAY,CAAC,GAAG,EAAE,EAC1E,gBAAgB,CAAC,UAAU,EAC3B,YAAY,CACZ,CAAC;IACF,gBAAgB,CAAC,WAAW,GAAG,aAAa,CAC3C,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,GAAG,gBAAgB,CAAC,WAAW,GAAG,gBAAgB,CAAC,UAAU,CAAC,EAC7E,gBAAgB,CAAC,IAAI,EACrB,YAAY,CACZ,CAAC;IAIF,MAAM,cAAc,GAAG,gBAAgB,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;IAC9E,MAAM,eAAe,GAAG,gBAAgB,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;IAChF,MAAM,cAAc,GAAG,oBAAoB,CAAC,gBAAgB,CAAC,UAAU,EAAE,gBAAgB,CAAC,CAAC;IAC3F,MAAM,eAAe,GAAG,oBAAoB,CAAC,gBAAgB,CAAC,WAAW,EAAE,gBAAgB,CAAC,CAAC;IAC7F,gBAAgB,CAAC,gBAAgB,GAAG,gBAAgB,CAAC,GAAG,CAAC,CAAC,CAAC,cAAc,GAAG,gBAAgB,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACrG,gBAAgB,CAAC,iBAAiB,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,eAAe,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;IACzG,gBAAgB,CAAC,cAAc,GAAG,gBAAgB,CAAC,GAAG,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC;IAC/E,gBAAgB,CAAC,eAAe,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC;IAElF,IACC,gBAAgB,CAAC,gBAAgB,GAAG,CAAC;QACrC,gBAAgB,CAAC,gBAAgB,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,CAAC,UAAU,EACtE;QACD,OAAO,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;KACzC;IACD,IACC,gBAAgB,CAAC,iBAAiB,GAAG,CAAC;QACtC,gBAAgB,CAAC,iBAAiB,GAAG,KAAK,CAAC,aAAa,CAAC,MAAM,CAAC,UAAU,EACzE;QACD,OAAO,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;KAC1C;AACF,CAAC,CAAC;AAEF,MAAM,oBAAoB,GAAG,CAAC,WAAqB,EAAE,gBAAwB,EAAgC,EAAE;IAC9G,IAAI,WAAW,CAAC,MAAM,KAAK,CAAC,EAAE;QAC7B,OAAO,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;KAC1B;IAGD,MAAM,YAAY,GAAG,CAAC,GAAG,WAAW,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;IAG5D,MAAM,UAAU,GAAG,CAAC,GAAa,EAAE,CAAS,EAAE,EAAE;QAC/C,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,CAAC;QACzC,OAAO,GAAG,CAAC,KAAK,CAAC,CAAC;IACnB,CAAC,CAAC;IAEF,MAAM,SAAS,GAAG,UAAU,CAAC,YAAY,EAAE,gBAAgB,GAAG,CAAC,CAAC,CAAC;IACjE,MAAM,SAAS,GAAG,UAAU,CAAC,YAAY,EAAE,CAAC,GAAG,gBAAgB,GAAG,CAAC,CAAC,CAAC;IAErE,OAAO,EAAE,GAAG,EAAE,SAAS,EAAE,GAAG,EAAE,SAAS,EAAE,CAAC;AAC3C,CAAC,CAAC;AAEF,MAAM,aAAa,GAAG,CAAC,YAAoB,EAAE,YAAoB,EAAE,UAAkB,EAAU,EAAE;IAChG,IAAI,YAAY,KAAK,CAAC,IAAI,YAAY,KAAK,CAAC,EAAE;QAC7C,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,YAAY,KAAK,GAAG,IAAI,YAAY,KAAK,UAAU,EAAE;QACxD,OAAO,IAAI,CAAC;KACZ;IACD,OAAO,YAAY,CAAC;AACrB,CAAC,CAAC;AAGF,MAAM,8BAA8B,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAuBtC,CAAC;AACF,MAAM,uCAAuC,GAAG,EAAE,CAAC;AAC5C,MAAM,6BAA6B,GAAG,CAAC,MAAc,EAAW,EAAE;IACxE,IAAI,8BAA8B,CAAC,QAAQ,CAAC,MAAiB,CAAC,EAAE;QAC/D,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,uCAAuC,CAAC,MAAM,KAAK,CAAC,EAAE;QACzD,KAAK,MAAM,QAAQ,IAAI,MAAM,CAAC,MAAM,CAAC,6BAAY,CAAC,EAAE;YACnD,IAAI,IAAA,gDAA+B,EAAC,QAAQ,CAAC,IAAI,IAAA,+CAA8B,EAAC,QAAQ,CAAC,EAAE;gBAC1F,uCAAuC,CAAC,IAAI,CAAC,GAAG,QAAQ,CAAC,OAAO,CAAC,CAAC;aAClE;SACD;KACD;IACD,OAAO,uCAAuC,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;AACjE,CAAC,CAAC;AAZW,QAAA,6BAA6B,iCAYxC","sourcesContent":["/* 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"]}
|
|
@@ -5,8 +5,16 @@ export interface SimulationResult {
|
|
|
5
5
|
tied: number;
|
|
6
6
|
lost: number;
|
|
7
7
|
lostLethal: number;
|
|
8
|
-
|
|
9
|
-
|
|
8
|
+
damageWons: number[];
|
|
9
|
+
damageWonRange: {
|
|
10
|
+
min: number;
|
|
11
|
+
max: number;
|
|
12
|
+
};
|
|
13
|
+
damageLosts: number[];
|
|
14
|
+
damageLostRange: {
|
|
15
|
+
min: number;
|
|
16
|
+
max: number;
|
|
17
|
+
};
|
|
10
18
|
wonLethalPercent: number;
|
|
11
19
|
wonPercent: number;
|
|
12
20
|
tiedPercent: number;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"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\
|
|
1
|
+
{"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"]}
|