@firestone-hs/simulate-bgs-battle 1.1.587 → 1.1.588

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.
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, GameTag, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { updateTaunt } from '../keywords/taunt';\r\nimport { pickMultipleRandomDifferent, pickRandom } from '../services/utils';\r\nimport { isValidDeathrattleEnchantment } from '../simulate-bgs-battle';\r\nimport { grantRandomStats, hasCorrectTribe, isDead, isFish, isGolden } from '../utils';\r\nimport { dealDamageToMinion, dealDamageToRandomEnemy, getNeighbours } from './attack';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { groupLeapfroggerDeathrattles } from './remembered-deathrattle';\r\nimport { SharedState } from './shared-state';\r\nimport { modifyStats } from './stats';\r\n\r\nconst DEATHRATTLES_REQUIRE_MEMORY = [CardIds.StitchedSalvager_BG31_999, CardIds.StitchedSalvager_BG31_999_G];\r\n\r\nexport const computeDeathrattleMultiplier = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsharedState: SharedState,\r\n): number => {\r\n\tconst rivendare =\r\n\t\t!!board.find(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.BaronRivendare_BG_FP1_031 ||\r\n\t\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518,\r\n\t\t) || boardHero.secrets?.some((e) => e.cardId === CardIds.TitusTribute_BG28_843);\r\n\tconst goldenRivendare = board.find(\r\n\t\t(entity) =>\r\n\t\t\tentity.cardId === CardIds.BaronRivendare_TB_BaconUps_055 ||\r\n\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518_G,\r\n\t);\r\n\tconst titus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354).length;\r\n\tconst goldenTitus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354_G).length;\r\n\tconst deathlyPhylacteries = boardHero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.DeathlyPhylactery_BG30_MagicItem_700 && t.scriptDataNum1 > 0,\r\n\t).length;\r\n\tconst tombs =\r\n\t\tboardHero.questRewardEntities?.filter((entity) => entity.cardId === CardIds.TurbulentTombs)?.length ?? 0;\r\n\tconst echoesOfArgus = sharedState.anomalies.includes(CardIds.EchoesOfArgus_BG27_Anomaly_802) ? 1 : 0;\r\n\tconst scourgeMultiplier = deadEntity.additionalCards?.includes(CardIds.ScourgeTroll) ? 2 : 1;\r\n\r\n\tconst multiplier =\r\n\t\tscourgeMultiplier *\r\n\t\t((goldenRivendare ? 3 : rivendare ? 2 : 1) +\r\n\t\t\tdeathlyPhylacteries +\r\n\t\t\ttitus +\r\n\t\t\t2 * goldenTitus +\r\n\t\t\ttombs +\r\n\t\t\techoesOfArgus);\r\n\treturn multiplier;\r\n};\r\n\r\nexport const applyLightningInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst targets = pickMultipleRandomDifferent(otherBoard, 5);\r\n\t\tfor (const target of targets) {\r\n\t\t\tdealDamageToMinion(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyWaterInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity, // Can be null when trinket is used\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst validBoard = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\t\tconst target: BoardEntity = validBoard[validBoard.length - 1];\r\n\t\tif (!!target) {\r\n\t\t\tupdateTaunt(target, true, boardWithDeadEntity, boardWithDeadEntityHero, otherHero, gameState);\r\n\t\t\tmodifyStats(target, sourceEntity, 0, 3, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyFireInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead)[0];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\ttarget,\r\n\t\t\t\tsourceEntity,\r\n\t\t\t\ttarget.attack,\r\n\t\t\t\t0,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyEarthInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst minionsGrantedDeathrattle: BoardEntity[] = pickMultipleRandomDifferent(boardWithDeadEntity, 4);\r\n\t\tminionsGrantedDeathrattle.forEach((minion) => {\r\n\t\t\tminion.enchantments.push({\r\n\t\t\t\tcardId: CardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\toriginEntityId: deadEntity?.entityId,\r\n\t\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, minion, boardWithDeadEntity, null, null);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyLeapFroggerEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier: number,\r\n): void => {\r\n\tmultiplier = multiplier ?? deadEntity.deathrattleRepeats ?? 1;\r\n\t// console.debug('applying leapfrogger effect', deadEntity.entityId, multiplier);\r\n\tconst buffed = grantRandomStats(\r\n\t\tdeadEntity,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tRace.BEAST,\r\n\t\tfalse,\r\n\t\tgameState,\r\n\t);\r\n\tif (buffed) {\r\n\t\tbuffed.enchantments = buffed.enchantments ?? [];\r\n\t\tbuffed.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge\r\n\t\t\t\t: CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyRecurringNightmareDeathrattleEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst target = pickRandom(\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) =>\r\n\t\t\t\thasCorrectTribe(e, boardWithDeadEntityHero, Race.UNDEAD, gameState.anomalies, gameState.allCards),\r\n\t\t\t)\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055 &&\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t),\r\n\t);\r\n\tif (target) {\r\n\t\ttarget.enchantments = target.enchantments ?? [];\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge\r\n\t\t\t\t: CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t\tgameState.spectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity, null, null);\r\n\t}\r\n};\r\n\r\n// Some minions like Icesnarl can revive themselves when killing a minion, so it needs to be handled before\r\n// we actually make the minion die\r\nexport const handleWheneverMinionsKillEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thandleWheneverMinionsKillEffectForBoard(board, hero, otherBoard, otherHero, gameState);\r\n\t// It's called once for each board already, so don't duplicate it here\r\n\t// handleWheneverMinionsKillEffectForBoard(otherBoard, otherHero, board, hero, gameState);\r\n};\r\n\r\nconst handleWheneverMinionsKillEffectForBoard = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\tconst futureDeadEntity = board[i];\r\n\t\t\tconst killer = futureDeadEntity.lastAffectedByEntity;\r\n\t\t\tif (!killer) {\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\r\n\t\t\t// Killed an enemy minion\r\n\t\t\tif (killer.friendly !== futureDeadEntity.friendly) {\r\n\t\t\t\tfor (const heroPower of otherHero.heroPowers) {\r\n\t\t\t\t\t// Can't be used to resurrect a dead minion\r\n\t\t\t\t\t// https://replays.firestoneapp.com/?reviewId=d1fffee8-0bc3-40f5-9a59-85eef8367095&turn=11&action=4\r\n\t\t\t\t\tif (heroPower.cardId === CardIds.Rokara_GloryOfCombat && !isDead(killer)) {\r\n\t\t\t\t\t\tmodifyStats(killer, otherHero, 1, 0, otherBoard, otherHero, gameState);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\t// Icesnarl the Mighty\r\n\t\t\t\totherBoard\r\n\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy ||\r\n\t\t\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G,\r\n\t\t\t\t\t)\r\n\t\t\t\t\t.forEach((icesnarl) => {\r\n\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t\t\t0,\r\n\t\t\t\t\t\t\ticesnarl.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G ? 2 : 1,\r\n\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\thero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleAfterMinionKillsEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Moved to \"whenever kills\", as these can revive the minion that kills\r\n\t// const killer = deadEntity.lastAffectedByEntity;\r\n\t// if (!killer) {\r\n\t// \treturn;\r\n\t// }\r\n\t// // Killed an enemy minion\r\n\t// if (killer.friendly !== deadEntity.friendly) {\r\n\t// }\r\n};\r\n\r\nexport const applyWheneverMinionDiesEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.BEAST, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.DEMON, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplySoulJugglerEffect(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MECH, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MURLOC, gameState.anomalies, gameState.allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.ELEMENTAL, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyMossOfTheSchlossEffect(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\tif (deadEntity.taunt) {\r\n\t\tapplyBristlemaneScrapsmithEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tapplyQirajiHarbringerEffect(boardWithDeadEntity, boardWithDeadEntityHero, deadEntityIndexFromRight, gameState);\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008_G\r\n\t) {\r\n\t\tapplyEternalKnightEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\t// Putricide-only\r\n\tboardWithDeadEntity\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FlesheatingGhoulLegacy_BG26_tt_004))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyStats(e, null, 1, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t});\r\n\r\n\tapplyRotHideGnollEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\r\n\t// Overkill\r\n\tif (\r\n\t\tdeadEntity.health < 0 &&\r\n\t\tgameState.sharedState.currentAttackerEntityId != null &&\r\n\t\tgameState.sharedState.currentAttackerEntityId === deadEntity.lastAffectedByEntity?.entityId\r\n\t) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_BGS_032) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_TB_BaconUps_103) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental && deadEntity.lastAffectedByEntity.attacking) {\r\n\t\t// \t// } else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental) {\r\n\t\t// \t// console.log('applying WildfireElemental effect', stringifySimple(boardWithDeadEntity, allCards));\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \t// Prevent propagation of the effect\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \t// console.log('neighbours', stringifySimple(neighbours, allCards));\r\n\t\t// \tif (neighbours.length > 0) {\r\n\t\t// \t\tconst randomTarget = neighbours[Math.floor(Math.random() * neighbours.length)];\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\trandomTarget,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t);\r\n\t\t// \t}\r\n\t\t// } else if (\r\n\t\t// \tdeadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds &&\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking\r\n\t\t// ) {\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \tneighbours.forEach((neighbour) =>\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\tneighbour,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t),\r\n\t\t// \t);\r\n\t\t// }\r\n\t\telse if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TRL_232) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TRL_232t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TB_BaconUps_051) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TB_BaconUps_051t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_BGS_080) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tRace.PIRATE,\r\n\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t),\r\n\t\t\t\t)\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t2,\r\n\t\t\t\t\t2,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_TB_BaconUps_142) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tRace.PIRATE,\r\n\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t),\r\n\t\t\t\t)\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\n/** @deprecated */\r\nexport const dealDamageToAllMinions = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamageDealt: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tdealDamageToMinion(board1[i], board1, board1Hero, damageSource, damageDealt, board2, board2Hero, gameState);\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tdealDamageToMinion(board2[i], board2, board2Hero, damageSource, damageDealt, board1, board1Hero, gameState);\r\n\t}\r\n};\r\n\r\nconst applySoulJugglerEffect = (\r\n\tboardWithJugglers: BoardEntity[],\r\n\tboardWithJugglersHero: BgsPlayerEntity,\r\n\tboardToAttack: BoardEntity[],\r\n\tboardToAttackHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (boardWithJugglers.length === 0 && boardToAttack.length === 0) {\r\n\t\treturn;\r\n\t\t// return [boardWithJugglers, boardToAttack];\r\n\t}\r\n\tconst jugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_BGS_002);\r\n\tfor (const juggler of jugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\tconst goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_TB_BaconUps_075);\r\n\tfor (const juggler of goldenJugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\t// processMinionDeath(\r\n\t// \tboardWithJugglers,\r\n\t// \tboardWithJugglersHero,\r\n\t// \tboardToAttack,\r\n\t// \tboardToAttackHero,\r\n\t// \tallCards,\r\n\t// \tcardsData,\r\n\t// \tsharedState,\r\n\t// \tspectator,\r\n\t// );\r\n};\r\n\r\nconst applyScavengingHyenaEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// const copy = [...board];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.ScavengingHyenaLegacy_BG_EX1_531) {\r\n\t\t\tmodifyStats(board[i], null, 2, 1, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaLegacy_TB_BaconUps_043) {\r\n\t\t\tmodifyStats(board[i], null, 4, 2, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyEternalKnightEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008_G\r\n\t\t) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.EternalKnight_BG25_008_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], null, multiplier * 1, multiplier * 1, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyRotHideGnollEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.RotHideGnoll_BG25_013 || board[i].cardId === CardIds.RotHideGnoll_BG25_013_G) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.RotHideGnoll_BG25_013_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], null, multiplier * 1, 0, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyBristlemaneScrapsmithEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardPlayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707 ||\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707_G\r\n\t\t) {\r\n\t\t\tconst cardsToAdd = Array(CardIds.BristlemaneScrapsmith_BG24_707_G ? 2 : 1).fill(CardIds.BloodGem);\r\n\t\t\taddCardsInHand(boardPlayerEntity, board, cardsToAdd, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, boardPlayerEntity, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyMossOfTheSchlossEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tboard\r\n\t\t.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MossOfTheSchloss_BG30_111 || e.cardId === CardIds.MossOfTheSchloss_BG30_111_G,\r\n\t\t)\r\n\t\t.filter((e) => e.abiityChargesLeft > 0)\r\n\t\t.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, null, deadEntity.maxAttack, deadEntity.maxHealth, board, hero, gameState);\r\n\t\t\tentity.abiityChargesLeft--;\r\n\t\t\tgameState.spectator.registerPowerTarget(entity, entity, board, null, null);\r\n\t\t});\r\n};\r\n\r\nconst applyJunkbotEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.Junkbot_GVG_106) {\r\n\t\t\tmodifyStats(board[i], board[i], 2, 2, board, hero, gameState);\r\n\t\t} else if (board[i].cardId === CardIds.Junkbot_TB_BaconUps_046) {\r\n\t\t\tmodifyStats(board[i], board[i], 4, 4, board, hero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyQirajiHarbringerEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_BGS_112);\r\n\tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_TB_BaconUps_303);\r\n\r\n\t// TODO: if reactivated, properly apply buffs one by one, instead of all together\r\n\tif (qiraji.length + goldenQiraji.length > 0) {\r\n\t\tconst neighbours = getNeighbours(board, null, deadEntityIndexFromRight);\r\n\t\tconst buff = 2 * qiraji.length + 4 * goldenQiraji.length;\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, null, buff, buff, board, hero, gameState);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyMonstrosity = (\r\n\tmonstrosity: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tboardWithDeadEntities: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tmodifyStats(monstrosity, null, deadEntity.attack, 0, boardWithDeadEntities, boardWithDeadEntityHero, gameState);\r\n\t\tif (monstrosity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\tmonstrosity,\r\n\t\t\t\tnull,\r\n\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t0,\r\n\t\t\t\tboardWithDeadEntities,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const rememberDeathrattles = (\r\n\tfish: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tallCards: AllCardsService,\r\n\tsharedState: SharedState,\r\n): void => {\r\n\tif (!deadEntities?.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\t// Some infinite loops going on?\r\n\tif (fish.rememberedDeathrattles?.length > 100) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tallCards.getCard(entity.cardId).mechanics?.includes(GameTag[GameTag.DEATHRATTLE]) &&\r\n\t\t\t\t// Fish are handled via remembered deathrattles\r\n\t\t\t\t!isFish(entity),\r\n\t\t)\r\n\t\t.filter((e) => !DEATHRATTLES_REQUIRE_MEMORY.includes(e.cardId as CardIds) || e.memory)\r\n\t\t.map((entity) => ({\r\n\t\t\tcardId: entity.cardId,\r\n\t\t\trepeats: 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t\tmemory: entity.memory,\r\n\t\t}));\r\n\tconst validEnchantments = deadEntities\r\n\t\t.filter((entity) => entity.enchantments?.length)\r\n\t\t.map((entity) => entity.enchantments)\r\n\t\t.reduce((a, b) => a.concat(b), [])\r\n\t\t.flatMap((enchantment) => ({\r\n\t\t\tcardId: enchantment.cardId,\r\n\t\t\trepeats: enchantment.repeats ?? 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t}))\r\n\t\t.filter((enchantment) => isValidDeathrattleEnchantment(enchantment.cardId));\r\n\t// Multiple fish\r\n\tconst deadEntityRememberedDeathrattles =\r\n\t\tdeadEntities\r\n\t\t\t.filter((e) => !!e.rememberedDeathrattles?.length)\r\n\t\t\t// If the fish has reborn, it will inherit its own Deathrattles, and we don't want that\r\n\t\t\t.filter((e) => e.entityId !== fish.rebornFromEntityId)\r\n\t\t\t.filter((e) => !DEATHRATTLES_REQUIRE_MEMORY.includes(e.cardId as CardIds) || e.memory)\r\n\t\t\t.flatMap((e) => e.rememberedDeathrattles) ?? [];\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments, ...deadEntityRememberedDeathrattles];\r\n\r\n\tif (newDeathrattles.length > 0) {\r\n\t\t// Order is important - the DR are triggered in the order d the minions have died\r\n\t\tif (isGolden(fish.cardId, allCards)) {\r\n\t\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\t\tconst doubleDr = newDeathrattles.reduce((res, current) => res.concat([current, current]), []);\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...doubleDr];\r\n\t\t} else {\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...newDeathrattles];\r\n\t\t}\r\n\r\n\t\tif (newDeathrattles.some((d) => d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000))) {\r\n\t\t\t// Not sure exactly why, but if a leapfrogger dies first, then a manasaber,\r\n\t\t\t// when the fish dies, the manasaber's effect (spawning tokens) is triggered first\r\n\t\t\t// https://replays.firestoneapp.com/?reviewId=521733fb-8ba1-4663-9a87-3da58e8a09c8&turn=21&action=3\r\n\t\t\t// HACK: So I will hardcode a rule for now to put leapfrogger effects last\r\n\t\t\tconst leapfroggerDeathrattles = groupLeapfroggerDeathrattles(fish.rememberedDeathrattles);\r\n\t\t\tfish.rememberedDeathrattles = [\r\n\t\t\t\t...fish.rememberedDeathrattles.filter((d) => !d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000)),\r\n\t\t\t\t...leapfroggerDeathrattles,\r\n\t\t\t];\r\n\t\t}\r\n\t}\r\n\t// console.debug(\r\n\t// \t'remembered',\r\n\t// \tfish.cardId,\r\n\t// \tfish.entityId,\r\n\t// \tfish.rememberedDeathrattles.map((d) => ({\r\n\t// \t\tcardId: d.cardId,\r\n\t// \t\tname: allCards.getCard(d.cardId)?.name,\r\n\t// \t\t// repeats: d.repeats,\r\n\t// \t\t// timing: d.timing,\r\n\t// \t})),\r\n\t// );\r\n};\r\n\r\nconst removeOldMurkEyeAttack = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst murkeyes = boardWithDeadEntity.filter(\r\n\t\t(entity) => entity.cardId === CardIds.OldMurkEyeLegacy || entity.cardId === CardIds.OldMurkEyeVanilla,\r\n\t);\r\n\tconst goldenMurkeyes = boardWithDeadEntity.filter((entity) => entity.cardId === CardIds.OldMurkEye);\r\n\tmurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, null, -1, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n\tgoldenMurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, null, -2, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, GameTag, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { updateTaunt } from '../keywords/taunt';\r\nimport { pickMultipleRandomDifferent, pickRandom } from '../services/utils';\r\nimport { isValidDeathrattleEnchantment } from '../simulate-bgs-battle';\r\nimport { grantRandomStats, hasCorrectTribe, isDead, isFish, isGolden } from '../utils';\r\nimport { dealDamageToMinion, dealDamageToRandomEnemy, getNeighbours } from './attack';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { groupLeapfroggerDeathrattles } from './remembered-deathrattle';\r\nimport { SharedState } from './shared-state';\r\nimport { modifyStats } from './stats';\r\n\r\nconst DEATHRATTLES_REQUIRE_MEMORY = [CardIds.StitchedSalvager_BG31_999, CardIds.StitchedSalvager_BG31_999_G];\r\n\r\nexport const computeDeathrattleMultiplier = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsharedState: SharedState,\r\n): number => {\r\n\tconst rivendare =\r\n\t\t!!board.find(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.BaronRivendare_BG_FP1_031 ||\r\n\t\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518,\r\n\t\t) || boardHero.secrets?.some((e) => e.cardId === CardIds.TitusTribute_BG28_843);\r\n\tconst goldenRivendare = board.find(\r\n\t\t(entity) =>\r\n\t\t\tentity.cardId === CardIds.BaronRivendare_TB_BaconUps_055 ||\r\n\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518_G,\r\n\t);\r\n\tconst titus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354).length;\r\n\tconst goldenTitus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354_G).length;\r\n\tconst deathlyPhylacteries = boardHero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.DeathlyPhylactery_BG30_MagicItem_700 && t.scriptDataNum1 > 0,\r\n\t).length;\r\n\tconst tombs =\r\n\t\tboardHero.questRewardEntities?.filter((entity) => entity.cardId === CardIds.TurbulentTombs)?.length ?? 0;\r\n\tconst echoesOfArgus = sharedState.anomalies.includes(CardIds.EchoesOfArgus_BG27_Anomaly_802) ? 1 : 0;\r\n\tconst scourgeMultiplier = deadEntity.additionalCards?.includes(CardIds.ScourgeTroll) ? 2 : 1;\r\n\r\n\tconst multiplier =\r\n\t\tscourgeMultiplier *\r\n\t\t((goldenRivendare ? 3 : rivendare ? 2 : 1) +\r\n\t\t\tdeathlyPhylacteries +\r\n\t\t\ttitus +\r\n\t\t\t2 * goldenTitus +\r\n\t\t\ttombs +\r\n\t\t\techoesOfArgus);\r\n\treturn multiplier;\r\n};\r\n\r\nexport const applyLightningInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst targets = pickMultipleRandomDifferent(otherBoard, 5);\r\n\t\tfor (const target of targets) {\r\n\t\t\tdealDamageToMinion(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyWaterInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity, // Can be null when trinket is used\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst validBoard = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\t\tconst target: BoardEntity = validBoard[validBoard.length - 1];\r\n\t\tif (!!target) {\r\n\t\t\tupdateTaunt(target, true, boardWithDeadEntity, boardWithDeadEntityHero, otherHero, gameState);\r\n\t\t\tmodifyStats(target, sourceEntity, 0, 3, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyFireInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead)[0];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\ttarget,\r\n\t\t\t\tsourceEntity,\r\n\t\t\t\ttarget.attack,\r\n\t\t\t\t0,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyEarthInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst minionsGrantedDeathrattle: BoardEntity[] = pickMultipleRandomDifferent(boardWithDeadEntity, 4);\r\n\t\tminionsGrantedDeathrattle.forEach((minion) => {\r\n\t\t\tminion.enchantments.push({\r\n\t\t\t\tcardId: CardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\toriginEntityId: deadEntity?.entityId,\r\n\t\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, minion, boardWithDeadEntity, null, null);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyLeapFroggerEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier: number,\r\n): void => {\r\n\tmultiplier = multiplier ?? deadEntity.deathrattleRepeats ?? 1;\r\n\t// console.debug('applying leapfrogger effect', deadEntity.entityId, multiplier);\r\n\tconst buffed = grantRandomStats(\r\n\t\tdeadEntity,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tRace.BEAST,\r\n\t\tfalse,\r\n\t\tgameState,\r\n\t);\r\n\tif (buffed) {\r\n\t\tbuffed.enchantments = buffed.enchantments ?? [];\r\n\t\tbuffed.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge\r\n\t\t\t\t: CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyRecurringNightmareDeathrattleEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst target = pickRandom(\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) =>\r\n\t\t\t\thasCorrectTribe(e, boardWithDeadEntityHero, Race.UNDEAD, gameState.anomalies, gameState.allCards),\r\n\t\t\t)\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055 &&\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t),\r\n\t);\r\n\tif (target) {\r\n\t\ttarget.enchantments = target.enchantments ?? [];\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge\r\n\t\t\t\t: CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t\tgameState.spectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity, null, null);\r\n\t}\r\n};\r\n\r\n// Some minions like Icesnarl can revive themselves when killing a minion, so it needs to be handled before\r\n// we actually make the minion die\r\nexport const handleWheneverMinionsKillEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thandleWheneverMinionsKillEffectForBoard(board, hero, otherBoard, otherHero, gameState);\r\n\t// It's called once for each board already, so don't duplicate it here\r\n\t// handleWheneverMinionsKillEffectForBoard(otherBoard, otherHero, board, hero, gameState);\r\n};\r\n\r\nconst handleWheneverMinionsKillEffectForBoard = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\tconst futureDeadEntity = board[i];\r\n\t\t\tconst killer = futureDeadEntity.lastAffectedByEntity;\r\n\t\t\tif (!killer) {\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\r\n\t\t\t// Killed an enemy minion\r\n\t\t\tif (killer.friendly !== futureDeadEntity.friendly) {\r\n\t\t\t\tfor (const heroPower of otherHero.heroPowers) {\r\n\t\t\t\t\t// Can't be used to resurrect a dead minion\r\n\t\t\t\t\t// https://replays.firestoneapp.com/?reviewId=d1fffee8-0bc3-40f5-9a59-85eef8367095&turn=11&action=4\r\n\t\t\t\t\tif (heroPower.cardId === CardIds.Rokara_GloryOfCombat && !isDead(killer)) {\r\n\t\t\t\t\t\tmodifyStats(killer, otherHero, 1, 0, otherBoard, otherHero, gameState);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\t// Icesnarl the Mighty\r\n\t\t\t\totherBoard\r\n\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy ||\r\n\t\t\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G,\r\n\t\t\t\t\t)\r\n\t\t\t\t\t.forEach((icesnarl) => {\r\n\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t\t\t0,\r\n\t\t\t\t\t\t\ticesnarl.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G ? 2 : 1,\r\n\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\thero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleAfterMinionKillsEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Moved to \"whenever kills\", as these can revive the minion that kills\r\n\t// const killer = deadEntity.lastAffectedByEntity;\r\n\t// if (!killer) {\r\n\t// \treturn;\r\n\t// }\r\n\t// // Killed an enemy minion\r\n\t// if (killer.friendly !== deadEntity.friendly) {\r\n\t// }\r\n};\r\n\r\nexport const applyWheneverMinionDiesEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.BEAST, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.DEMON, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplySoulJugglerEffect(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MECH, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MURLOC, gameState.anomalies, gameState.allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.ELEMENTAL, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyMossOfTheSchlossEffect(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\tif (deadEntity.taunt) {\r\n\t\tapplyBristlemaneScrapsmithEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tapplyQirajiHarbringerEffect(boardWithDeadEntity, boardWithDeadEntityHero, deadEntityIndexFromRight, gameState);\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008_G\r\n\t) {\r\n\t\tapplyEternalKnightEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\t// Putricide-only\r\n\tboardWithDeadEntity\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FlesheatingGhoulLegacy_BG26_tt_004))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyStats(e, null, 1, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t});\r\n\r\n\tapplyRotHideGnollEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\r\n\t// Overkill\r\n\tif (\r\n\t\tdeadEntity.health < 0 &&\r\n\t\tgameState.sharedState.currentAttackerEntityId != null &&\r\n\t\tgameState.sharedState.currentAttackerEntityId === deadEntity.lastAffectedByEntity?.entityId\r\n\t) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_BGS_032) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_TB_BaconUps_103) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental && deadEntity.lastAffectedByEntity.attacking) {\r\n\t\t// \t// } else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental) {\r\n\t\t// \t// console.log('applying WildfireElemental effect', stringifySimple(boardWithDeadEntity, allCards));\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \t// Prevent propagation of the effect\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \t// console.log('neighbours', stringifySimple(neighbours, allCards));\r\n\t\t// \tif (neighbours.length > 0) {\r\n\t\t// \t\tconst randomTarget = neighbours[Math.floor(Math.random() * neighbours.length)];\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\trandomTarget,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t);\r\n\t\t// \t}\r\n\t\t// } else if (\r\n\t\t// \tdeadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds &&\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking\r\n\t\t// ) {\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \tneighbours.forEach((neighbour) =>\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\tneighbour,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t),\r\n\t\t// \t);\r\n\t\t// }\r\n\t\telse if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TRL_232) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TRL_232t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TB_BaconUps_051) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TB_BaconUps_051t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_BGS_080) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tRace.PIRATE,\r\n\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t),\r\n\t\t\t\t)\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t2,\r\n\t\t\t\t\t2,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_TB_BaconUps_142) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tRace.PIRATE,\r\n\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t),\r\n\t\t\t\t)\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\n/** @deprecated */\r\nexport const dealDamageToAllMinions = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamageDealt: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tdealDamageToMinion(board1[i], board1, board1Hero, damageSource, damageDealt, board2, board2Hero, gameState);\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tdealDamageToMinion(board2[i], board2, board2Hero, damageSource, damageDealt, board1, board1Hero, gameState);\r\n\t}\r\n};\r\n\r\nconst applySoulJugglerEffect = (\r\n\tboardWithJugglers: BoardEntity[],\r\n\tboardWithJugglersHero: BgsPlayerEntity,\r\n\tboardToAttack: BoardEntity[],\r\n\tboardToAttackHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (boardWithJugglers.length === 0 && boardToAttack.length === 0) {\r\n\t\treturn;\r\n\t\t// return [boardWithJugglers, boardToAttack];\r\n\t}\r\n\tconst jugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_BGS_002);\r\n\tfor (const juggler of jugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\tconst goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_TB_BaconUps_075);\r\n\tfor (const juggler of goldenJugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\t// processMinionDeath(\r\n\t// \tboardWithJugglers,\r\n\t// \tboardWithJugglersHero,\r\n\t// \tboardToAttack,\r\n\t// \tboardToAttackHero,\r\n\t// \tallCards,\r\n\t// \tcardsData,\r\n\t// \tsharedState,\r\n\t// \tspectator,\r\n\t// );\r\n};\r\n\r\nconst applyScavengingHyenaEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// const copy = [...board];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.ScavengingHyenaLegacy_BG_EX1_531) {\r\n\t\t\tmodifyStats(board[i], null, 2, 1, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaLegacy_TB_BaconUps_043) {\r\n\t\t\tmodifyStats(board[i], null, 4, 2, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyEternalKnightEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008_G\r\n\t\t) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.EternalKnight_BG25_008_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], null, multiplier * 1, multiplier * 1, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyRotHideGnollEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.RotHideGnoll_BG25_013 || board[i].cardId === CardIds.RotHideGnoll_BG25_013_G) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.RotHideGnoll_BG25_013_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], null, multiplier * 1, 0, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyBristlemaneScrapsmithEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardPlayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707 ||\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707_G\r\n\t\t) {\r\n\t\t\tconst cardsToAdd = Array(CardIds.BristlemaneScrapsmith_BG24_707_G ? 2 : 1).fill(CardIds.BloodGem);\r\n\t\t\taddCardsInHand(boardPlayerEntity, board, cardsToAdd, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, boardPlayerEntity, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyMossOfTheSchlossEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tboard\r\n\t\t.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MossOfTheSchloss_BG30_111 || e.cardId === CardIds.MossOfTheSchloss_BG30_111_G,\r\n\t\t)\r\n\t\t.filter((e) => e.abiityChargesLeft > 0)\r\n\t\t.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, null, deadEntity.maxAttack, deadEntity.maxHealth, board, hero, gameState);\r\n\t\t\tentity.abiityChargesLeft--;\r\n\t\t\tgameState.spectator.registerPowerTarget(entity, entity, board, null, null);\r\n\t\t});\r\n};\r\n\r\nconst applyJunkbotEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.Junkbot_GVG_106) {\r\n\t\t\tmodifyStats(board[i], board[i], 2, 2, board, hero, gameState);\r\n\t\t} else if (board[i].cardId === CardIds.Junkbot_TB_BaconUps_046) {\r\n\t\t\tmodifyStats(board[i], board[i], 4, 4, board, hero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyQirajiHarbringerEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_BGS_112);\r\n\tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_TB_BaconUps_303);\r\n\r\n\t// TODO: if reactivated, properly apply buffs one by one, instead of all together\r\n\tif (qiraji.length + goldenQiraji.length > 0) {\r\n\t\tconst neighbours = getNeighbours(board, null, deadEntityIndexFromRight);\r\n\t\tconst buff = 2 * qiraji.length + 4 * goldenQiraji.length;\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, null, buff, buff, board, hero, gameState);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyMonstrosity = (\r\n\tmonstrosity: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tboardWithDeadEntities: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tmodifyStats(monstrosity, null, deadEntity.attack, 0, boardWithDeadEntities, boardWithDeadEntityHero, gameState);\r\n\t\tif (monstrosity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\tmonstrosity,\r\n\t\t\t\tnull,\r\n\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t0,\r\n\t\t\t\tboardWithDeadEntities,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const rememberDeathrattles = (\r\n\tfish: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tallCards: AllCardsService,\r\n\tsharedState: SharedState,\r\n): void => {\r\n\tif (!deadEntities?.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\t// Some infinite loops going on?\r\n\tif (fish.rememberedDeathrattles?.length > 100) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tallCards.getCard(entity.cardId).mechanics?.includes(GameTag[GameTag.DEATHRATTLE]) &&\r\n\t\t\t\t// Fish are handled via remembered deathrattles\r\n\t\t\t\t!isFish(entity),\r\n\t\t)\r\n\t\t.filter((e) => !DEATHRATTLES_REQUIRE_MEMORY.includes(e.cardId as CardIds) || e.memory)\r\n\t\t.map((entity) => ({\r\n\t\t\tcardId: entity.cardId,\r\n\t\t\trepeats: 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t\tmemory: entity.memory,\r\n\t\t\tscriptDataNum1: entity.scriptDataNum1,\r\n\t\t\tscriptDataNum2: entity.scriptDataNum2,\r\n\t\t}));\r\n\tconst validEnchantments = deadEntities\r\n\t\t.filter((entity) => entity.enchantments?.length)\r\n\t\t.map((entity) => entity.enchantments)\r\n\t\t.reduce((a, b) => a.concat(b), [])\r\n\t\t.flatMap((enchantment) => ({\r\n\t\t\tcardId: enchantment.cardId,\r\n\t\t\trepeats: enchantment.repeats ?? 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t}))\r\n\t\t.filter((enchantment) => isValidDeathrattleEnchantment(enchantment.cardId));\r\n\t// Multiple fish\r\n\tconst deadEntityRememberedDeathrattles =\r\n\t\tdeadEntities\r\n\t\t\t.filter((e) => !!e.rememberedDeathrattles?.length)\r\n\t\t\t// If the fish has reborn, it will inherit its own Deathrattles, and we don't want that\r\n\t\t\t.filter((e) => e.entityId !== fish.rebornFromEntityId)\r\n\t\t\t.filter((e) => !DEATHRATTLES_REQUIRE_MEMORY.includes(e.cardId as CardIds) || e.memory)\r\n\t\t\t.flatMap((e) => e.rememberedDeathrattles) ?? [];\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments, ...deadEntityRememberedDeathrattles];\r\n\r\n\tif (newDeathrattles.length > 0) {\r\n\t\t// Order is important - the DR are triggered in the order d the minions have died\r\n\t\tif (isGolden(fish.cardId, allCards)) {\r\n\t\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\t\tconst doubleDr = newDeathrattles.reduce((res, current) => res.concat([current, current]), []);\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...doubleDr];\r\n\t\t} else {\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...newDeathrattles];\r\n\t\t}\r\n\r\n\t\tif (newDeathrattles.some((d) => d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000))) {\r\n\t\t\t// Not sure exactly why, but if a leapfrogger dies first, then a manasaber,\r\n\t\t\t// when the fish dies, the manasaber's effect (spawning tokens) is triggered first\r\n\t\t\t// https://replays.firestoneapp.com/?reviewId=521733fb-8ba1-4663-9a87-3da58e8a09c8&turn=21&action=3\r\n\t\t\t// HACK: So I will hardcode a rule for now to put leapfrogger effects last\r\n\t\t\tconst leapfroggerDeathrattles = groupLeapfroggerDeathrattles(fish.rememberedDeathrattles);\r\n\t\t\tfish.rememberedDeathrattles = [\r\n\t\t\t\t...fish.rememberedDeathrattles.filter((d) => !d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000)),\r\n\t\t\t\t...leapfroggerDeathrattles,\r\n\t\t\t];\r\n\t\t}\r\n\t}\r\n\t// console.debug(\r\n\t// \t'remembered',\r\n\t// \tfish.cardId,\r\n\t// \tfish.entityId,\r\n\t// \tfish.rememberedDeathrattles.map((d) => ({\r\n\t// \t\tcardId: d.cardId,\r\n\t// \t\tname: allCards.getCard(d.cardId)?.name,\r\n\t// \t\t// repeats: d.repeats,\r\n\t// \t\t// timing: d.timing,\r\n\t// \t})),\r\n\t// );\r\n};\r\n\r\nconst removeOldMurkEyeAttack = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst murkeyes = boardWithDeadEntity.filter(\r\n\t\t(entity) => entity.cardId === CardIds.OldMurkEyeLegacy || entity.cardId === CardIds.OldMurkEyeVanilla,\r\n\t);\r\n\tconst goldenMurkeyes = boardWithDeadEntity.filter((entity) => entity.cardId === CardIds.OldMurkEye);\r\n\tmurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, null, -1, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n\tgoldenMurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, null, -2, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n};\r\n"]}
@@ -103,16 +103,8 @@ const processDeathrattles = (deathrattleInput, processAvenge = true) => {
103
103
  for (let i = 0; i < 2; i++) {
104
104
  const deadEntities = playerDeadEntities[i];
105
105
  if (deadEntities.length >= 0) {
106
- for (let j = 0; j < deadEntities.length; j++) {
107
- const deadEntity = deadEntities[j];
108
- const deadEntityAttack = deadEntity.attack;
109
- const indexFromRight = playerDeadEntityIndexesFromRight[i][j];
110
- const modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);
111
- const deadEntityPlayerState = playerStates[i];
112
- const otherPlayerState = playerStates[1 - i];
113
- const spawns = (0, exports.processDeathrattleForMinion)(deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, deathrattleInput.gameState, processAvenge);
114
- entitiesFromDeathrattles.push(...spawns);
115
- }
106
+ const spawns = processDeathrattleForMinions(deadEntities, playerDeadEntityIndexesFromRight[i], playerStates[i], playerStates[1 - i], deathrattleInput, processAvenge);
107
+ entitiesFromDeathrattles.push(...spawns);
116
108
  }
117
109
  }
118
110
  return entitiesFromDeathrattles;
@@ -167,26 +159,53 @@ const processFeathermaneForMinion = (deadEntity, indexFromRight, deadEntities, d
167
159
  (0, spawns_1.performEntitySpawns)(allSpawns, deadEntityPlayerState.board, deadEntityPlayerState.player, deadEntity, indexFromRight, otherPlayerState.board, otherPlayerState.player, gameState);
168
160
  return allSpawns;
169
161
  };
162
+ const processDeathrattleForMinions = (deadEntities, playerDeadEntityIndexesFromRight, deadEntityPlayerState, otherPlayerState, input, processAvenge = true) => {
163
+ const entitiesFromDeathrattles = [];
164
+ for (let j = 0; j < deadEntities.length; j++) {
165
+ const deadEntity = deadEntities[j];
166
+ const indexFromRight = playerDeadEntityIndexesFromRight[j];
167
+ const drEntities = handleNaturalDeathrattle(deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, input.gameState);
168
+ const enchEntities = handleEnchantmentsDeathrattle(deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, input.gameState);
169
+ entitiesFromDeathrattles.push(...drEntities, ...enchEntities);
170
+ }
171
+ let avengeEntities = [];
172
+ if (processAvenge) {
173
+ for (let j = 0; j < deadEntities.length; j++) {
174
+ const deadEntity = deadEntities[j];
175
+ const indexFromRight = playerDeadEntityIndexesFromRight[j];
176
+ avengeEntities = (0, avenge_1.applyAvengeEffects)(deadEntity, indexFromRight, deadEntityPlayerState.board, deadEntityPlayerState.player, otherPlayerState.board, otherPlayerState.player, input.gameState, entitiesFromDeathrattles);
177
+ }
178
+ }
179
+ const allAfterDeathEntities = [];
180
+ for (let j = 0; j < deadEntities.length; j++) {
181
+ const deadEntity = deadEntities[j];
182
+ const indexFromRight = playerDeadEntityIndexesFromRight[j];
183
+ const afterDeathEntities = (0, death_effects_1.applyAfterDeathEffects)(deadEntity, indexFromRight, deadEntityPlayerState.board, deadEntityPlayerState.player, otherPlayerState.board, otherPlayerState.player, input.gameState);
184
+ allAfterDeathEntities.push(...afterDeathEntities);
185
+ }
186
+ return [...entitiesFromDeathrattles, ...avengeEntities, ...allAfterDeathEntities];
187
+ };
170
188
  const processDeathrattleForMinion = (deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState, processAvenge = true) => {
171
189
  const drEntities = handleNaturalDeathrattle(deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState);
172
190
  const enchEntities = handleEnchantmentsDeathrattle(deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState);
191
+ let avengeEntities = [];
173
192
  if (processAvenge) {
174
- (0, avenge_1.applyAvengeEffects)(deadEntity, indexFromRight, deadEntityPlayerState.board, deadEntityPlayerState.player, otherPlayerState.board, otherPlayerState.player, gameState, [...drEntities, ...enchEntities]);
193
+ avengeEntities = (0, avenge_1.applyAvengeEffects)(deadEntity, indexFromRight, deadEntityPlayerState.board, deadEntityPlayerState.player, otherPlayerState.board, otherPlayerState.player, gameState, [...drEntities, ...enchEntities]);
175
194
  }
176
195
  const afterDeathEntities = (0, death_effects_1.applyAfterDeathEffects)(deadEntity, indexFromRight, deadEntityPlayerState.board, deadEntityPlayerState.player, otherPlayerState.board, otherPlayerState.player, gameState);
177
- return [...drEntities, ...enchEntities, ...afterDeathEntities];
196
+ return [...drEntities, ...enchEntities, ...avengeEntities, ...afterDeathEntities];
178
197
  };
179
198
  exports.processDeathrattleForMinion = processDeathrattleForMinion;
180
199
  const handleNaturalDeathrattle = (deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState) => {
181
200
  var _a, _b;
182
201
  const modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);
183
- const allSpawns = [];
184
- const spawnsToSpawn = [];
185
202
  for (const dr of (_a = deadEntity.rememberedDeathrattles) !== null && _a !== void 0 ? _a : []) {
186
203
  const entityToProcess = {
187
204
  ...deadEntity,
188
205
  rememberedDeathrattles: undefined,
189
206
  deathrattleRepeats: (_b = dr.repeats) !== null && _b !== void 0 ? _b : 1,
207
+ scriptDataNum1: dr.scriptDataNum1,
208
+ scriptDataNum2: dr.scriptDataNum2,
190
209
  cardId: dr.cardId,
191
210
  pendingAttackBuffs: [],
192
211
  enchantments: [],
@@ -197,13 +216,9 @@ const handleNaturalDeathrattle = (deadEntity, indexFromRight, deadEntities, dead
197
216
  : { ...dr.memory },
198
217
  };
199
218
  const spawns = handleNaturalDeathrattle(entityToProcess, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState);
200
- allSpawns.push(...spawns);
201
219
  }
202
220
  const entitiesFromNativeDeathrattle = (0, deathrattle_spawns_1.spawnEntitiesFromDeathrattle)(deadEntity, modifiedIndexFromRight, deadEntityPlayerState.board, deadEntityPlayerState.player, otherPlayerState.board, otherPlayerState.player, deadEntities, gameState);
203
- allSpawns.push(...entitiesFromNativeDeathrattle);
204
- spawnsToSpawn.push(...entitiesFromNativeDeathrattle);
205
- const actualSpawns = (0, spawns_1.performEntitySpawns)(spawnsToSpawn, deadEntityPlayerState.board, deadEntityPlayerState.player, deadEntity, modifiedIndexFromRight, otherPlayerState.board, otherPlayerState.player, gameState);
206
- return actualSpawns;
221
+ return entitiesFromNativeDeathrattle;
207
222
  };
208
223
  const handleEnchantmentsDeathrattle = (deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState, skipSpawns = false) => {
209
224
  var _a, _b;
@@ -1 +1 @@
1
- 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{ CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasCorrectTribe } from '../utils';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyAfterDeathEffects } from './death-effects';\r\nimport { applyWheneverMinionDiesEffect, handleAfterMinionKillsEffect } from './deathrattle-effects';\r\nimport { spawnEntities, spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleRebornForEntity } from './reborn';\r\nimport { performEntitySpawns } from './spawns';\r\n\r\n// FIXME:\r\n// From Mitchell on Discord:\r\n// - Minions die left to right\r\n// - When a minion dies, it procs natural deathrattle, added deathrattles, and then all avenges progress\r\n// by 1 (and trigger as necessary)\r\n// - Then next minion\r\n// - After ALL deathrattles and avenges are done, Reborn triggers\r\n// - (Ideally after all of that I would want Feathermane to trigger, but that is not what it does right now.\r\n// Right now it triggers at deathrattle speed rather than after Reborn speed)\r\nexport const orchestrateMinionDeathEffects = (\r\n\tdeathrattleInput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n\tprocessReborn = true,\r\n) => {\r\n\t// Icesnarl / Rokara here?\r\n\thandleAfterMinionsKillEffects(deathrattleInput);\r\n\r\n\t// Not sure about this\r\n\thandleWheneverMinionsDieEffects(deathrattleInput);\r\n\r\n\tconst playerBoardBefore = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardBefore = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\r\n\tconst entitiesFromDeathrattles = processDeathrattles(deathrattleInput, processAvenge);\r\n\r\n\t// Hack to try and fix how reborn indices are handled when there are spawns during the deathrattle phase\r\n\t// Ideally, this should probably be rewritten completely to keep the dead entities in the board itself\r\n\t// so we can use that as a source for the spawn index. However this is a big rewrite with lots of\r\n\t// potential side-effects\r\n\tconst playerBoardAfter = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardAfter = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\tconst opponentIndexOfSpawnedEntities = opponentBoardAfter\r\n\t\t.filter((entity) => !opponentBoardBefore.includes(entity))\r\n\t\t.map((entity) => opponentBoardAfter.length - opponentBoardAfter.indexOf(entity) - 1);\r\n\tconst playerIndexOfSpawnedEntities = playerBoardAfter\r\n\t\t.filter((entity) => !playerBoardBefore.includes(entity))\r\n\t\t.map((entity) => playerBoardAfter.length - playerBoardAfter.indexOf(entity) - 1);\r\n\tdeathrattleInput.opponentDeadEntityIndexesFromRight = deathrattleInput.opponentDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\topponentIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\tdeathrattleInput.playerDeadEntityIndexesFromRight = deathrattleInput.playerDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\tplayerIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\r\n\tif (processReborn) {\r\n\t\tprocessReborns(deathrattleInput);\r\n\t}\r\n\r\n\tconst entitiesFromFeathermanes = processFeathermaneEffects(deathrattleInput);\r\n\thandlePostDeathrattleEffects(deathrattleInput, [...entitiesFromDeathrattles, ...entitiesFromFeathermanes]);\r\n};\r\n\r\nconst handleAfterMinionsKillEffects = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\thandleAfterMinionKillsEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleWheneverMinionsDieEffects = (deathrattleInput: DeathrattleInput) => {\r\n\t// Wildfire Element is applied first, before the DR spawns\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tapplyWheneverMinionDiesEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst processDeathrattles = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\t// Deathrattles are handled left to right\r\n\t// Then for each minion, natural deathrattles are processed first, then enchantments\r\n\t// http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=1\r\n\t// http://replays.firestoneapp.com/?reviewId=f32e734a-d5a2-4fa4-ad10-94019969cdd7&turn=6&action=22\r\n\t// http://replays.firestoneapp.com/?reviewId=ea9503c9-2795-49f0-866b-9ea856cec7df&turn=11&action=3\r\n\t// http://replays.firestoneapp.com/?reviewId=1ff37e17-704c-4a73-8c78-377c52b6cb42&turn=13&action=1 is a trap: the enchantment is on the first\r\n\t// minion, but the DR is on the second one.\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst deadEntityAttack = deadEntity.attack;\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processDeathrattleForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneEffects = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processFeathermaneForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst maxSpawns = 7 - deadEntityPlayerState.board.length;\r\n\tconst allSpawns = [];\r\n\r\n\t// Feathermane\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tconst feathermanes =\r\n\t\t\tdeadEntityPlayerState.player.hand\r\n\t\t\t\t?.filter((e) => !e.locked)\r\n\t\t\t\t.filter(\r\n\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014 ||\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014_G,\r\n\t\t\t\t) ?? [];\r\n\t\tfor (const feathermaneSpawn of feathermanes) {\r\n\t\t\tif (allSpawns.length >= maxSpawns) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\tfeathermaneSpawn.locked = true;\r\n\t\t\tconst spawns = spawnEntities(\r\n\t\t\t\tfeathermaneSpawn.cardId,\r\n\t\t\t\t1,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tgameState,\r\n\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t\tfalse,\r\n\t\t\t\ttrue,\r\n\t\t\t\t{ ...feathermaneSpawn } as BoardEntity,\r\n\t\t\t);\r\n\r\n\t\t\t// So that it can be flagged as \"unspawned\" if it is not spawned in the end\r\n\t\t\tfor (const spawn of spawns) {\r\n\t\t\t\tspawn.onCanceledSummon = () => (feathermaneSpawn.locked = false);\r\n\t\t\t\t// spawn.backRef = feathermaneSpawn;\r\n\t\t\t}\r\n\t\t\tallSpawns.push(...spawns);\r\n\t\t}\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tallSpawns,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn allSpawns;\r\n};\r\n\r\nexport const processDeathrattleForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst drEntities = handleNaturalDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\t// Avenge trigger before reborn\r\n\t// http://replays.firestoneapp.com/?reviewId=5bb20eb8-e0ca-47ab-adc7-13134716d568&turn=7&action=6\r\n\tif (processAvenge) {\r\n\t\tapplyAvengeEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t\t[...drEntities, ...enchEntities],\r\n\t\t);\r\n\t}\r\n\r\n\t// TODO: Feathermane should be applied after the Reborn effects have all been processed\r\n\t// Secrets should be processed here (\"at Avenge speed\")\r\n\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn [...drEntities, ...enchEntities, ...afterDeathEntities];\r\n};\r\n\r\nconst handleNaturalDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n): readonly BoardEntity[] => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst allSpawns = [];\r\n\tconst spawnsToSpawn = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tdeathrattleRepeats: dr.repeats ?? 1,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t\tenchantments: [],\r\n\t\t\tmemory:\r\n\t\t\t\tdr.memory == null\r\n\t\t\t\t\t? null\r\n\t\t\t\t\t: Array.isArray(dr.memory)\r\n\t\t\t\t\t? dr.memory.map((mem) => ({ ...mem }))\r\n\t\t\t\t\t: { ...dr.memory },\r\n\t\t};\r\n\t\tconst spawns = handleNaturalDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\t// The spawns have already been processed in the \"handleNaturalDeathrattle\" method\r\n\t\t// spawnsToSpawn.push(...spawns);\r\n\t\tallSpawns.push(...spawns);\r\n\t}\r\n\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tdeadEntities,\r\n\t\tgameState,\r\n\t);\r\n\tallSpawns.push(...entitiesFromNativeDeathrattle);\r\n\tspawnsToSpawn.push(...entitiesFromNativeDeathrattle);\r\n\t// Some candidate entities are not spawned, and so are ignored in further processing\r\n\tconst actualSpawns = performEntitySpawns(\r\n\t\tspawnsToSpawn,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\t// TODO: revisit this once Leapfroggers are in the game again\r\n\t// handleDeathrattleEffects(\r\n\t// \tdeadEntityPlayerState.board,\r\n\t// \tdeadEntityPlayerState.player,\r\n\t// \tdeadEntity,\r\n\t// \tmodifiedIndexFromRight,\r\n\t// \totherPlayerState.board,\r\n\t// \totherPlayerState.player,\r\n\t// \tgameState,\r\n\t// );\r\n\r\n\treturn actualSpawns;\r\n};\r\n\r\nconst handleEnchantmentsDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tskipSpawns = false,\r\n) => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst result = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\t// So that cards that rely on the tavern tier use the base entity, and not the enchantment / remembered card\r\n\t\t\ttavernTier: gameState.cardsData.getTavernLevel(deadEntity.cardId),\r\n\t\t\tenchantments: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: dr.cardId,\r\n\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\trepeats: dr.repeats ?? 1,\r\n\t\t\t\t\ttiming: dr.timing,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t};\r\n\t\tconst spawns = handleEnchantmentsDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t\t// We skip spawns, otherwise it will be added twice\r\n\t\t\ttrue,\r\n\t\t);\r\n\t\tresult.push(...spawns);\r\n\t}\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\tresult.push(...entitiesFromEnchantments);\r\n\tif (!skipSpawns) {\r\n\t\tperformEntitySpawns(\r\n\t\t\tresult,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\tdeadEntity,\r\n\t\t\tmodifiedIndexFromRight,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\treturn result;\r\n};\r\n\r\nconst processReborns = (deathrattleInput: DeathrattleInput) => {\r\n\t// const entitiesFromReborn: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\thandleRebornForEntity(\r\n\t\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\totherPlayerState.board,\r\n\t\t\t\t\totherPlayerState.player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handlePostDeathrattleEffects = (deathrattleInput: DeathrattleInput, entitiesFromDeathrattles: BoardEntity[]) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Process from right to left, so that we can set the hasAttacked attribute properly\r\n\t\t\t// If two minions die at the same time, both of which having attacked, but the third in line having not,\r\n\t\t\t// processing them from left to right means the first (leftmost) one will check its right neighbor, which\r\n\t\t\t// is the minion that hasn't attacked\r\n\t\t\tfor (let j = deadEntities.length - 1; j >= 0; j--) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\thandlePostDeathrattleEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t\t\tdeadEntityPlayerState.player.friendly,\r\n\t\t\t\t\tdeathrattleInput,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\torchestrateMinionDeathEffects(deathrattleInput, false, false);\r\n};\r\n\r\nconst handlePostDeathrattleEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tspawnedEntities: BoardEntity[],\r\n\tisPlayer: boolean,\r\n\tdeathrattleInput: DeathrattleInput,\r\n) => {\r\n\t// This doesn't work if the entity that was to the right died.\r\n\tconst entityRightToSpawns =\r\n\t\tindexFromRight === 0 ? null : deadEntityPlayerState.board[deadEntityPlayerState.board.length - indexFromRight];\r\n\t// To handle minions attack tokens\r\n\t// See http://replays.firestoneapp.com/?reviewId=0583d6a4-6ed0-4b20-894e-4ceb560894fe&turn=6&action=11\r\n\t// When a minion dies, the spawn are either elligible to attack next turn or not\r\n\t// If the minion right to the spawned minion has already attacked, then the spawned\r\n\t// minion cannot attack\r\n\tspawnedEntities.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? 0;\r\n\t});\r\n\r\n\tif (\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113) ||\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113_ALT)\r\n\t) {\r\n\t\tconst ogDeadEntity = gameState.sharedState.deaths.find((entity) => entity.entityId === deadEntity.entityId);\r\n\t\tif (ogDeadEntity) {\r\n\t\t\togDeadEntity.attack += 4;\r\n\t\t\togDeadEntity.health += 4;\r\n\t\t}\r\n\t}\r\n\r\n\t// ISSUE: when we do this, we change the minion's stats before processing deathrattle effects, which can mess\r\n\t// up the simulation in some cases (like Nightbane, Ignited)\r\n\t// FIX: we do it in postDeathrattleEfects, not when removing minions from the board\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.UNDEAD, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.UndeadAttackBonus > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.UndeadAttackBonus,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\ninterface DeathrattleInput {\r\n\tgameState: FullGameState;\r\n\tplayerDeadEntities: BoardEntity[];\r\n\tplayerDeadEntityIndexesFromRight: number[];\r\n\topponentDeadEntities: BoardEntity[];\r\n\topponentDeadEntityIndexesFromRight: number[];\r\n}\r\n"]}
1
+ 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{ CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasCorrectTribe } from '../utils';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyAfterDeathEffects } from './death-effects';\r\nimport { applyWheneverMinionDiesEffect, handleAfterMinionKillsEffect } from './deathrattle-effects';\r\nimport { spawnEntities, spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleRebornForEntity } from './reborn';\r\nimport { performEntitySpawns } from './spawns';\r\n\r\n// FIXME:\r\n// From Mitchell on Discord:\r\n// - Minions die left to right\r\n// - When a minion dies, it procs natural deathrattle, added deathrattles, and then all avenges progress\r\n// by 1 (and trigger as necessary)\r\n// - Then next minion\r\n// - After ALL deathrattles and avenges are done, Reborn triggers\r\n// - (Ideally after all of that I would want Feathermane to trigger, but that is not what it does right now.\r\n// Right now it triggers at deathrattle speed rather than after Reborn speed)\r\nexport const orchestrateMinionDeathEffects = (\r\n\tdeathrattleInput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n\tprocessReborn = true,\r\n) => {\r\n\t// Icesnarl / Rokara here?\r\n\thandleAfterMinionsKillEffects(deathrattleInput);\r\n\r\n\t// Not sure about this\r\n\thandleWheneverMinionsDieEffects(deathrattleInput);\r\n\r\n\tconst playerBoardBefore = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardBefore = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\r\n\tconst entitiesFromDeathrattles = processDeathrattles(deathrattleInput, processAvenge);\r\n\r\n\t// Hack to try and fix how reborn indices are handled when there are spawns during the deathrattle phase\r\n\t// Ideally, this should probably be rewritten completely to keep the dead entities in the board itself\r\n\t// so we can use that as a source for the spawn index. However this is a big rewrite with lots of\r\n\t// potential side-effects\r\n\tconst playerBoardAfter = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardAfter = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\tconst opponentIndexOfSpawnedEntities = opponentBoardAfter\r\n\t\t.filter((entity) => !opponentBoardBefore.includes(entity))\r\n\t\t.map((entity) => opponentBoardAfter.length - opponentBoardAfter.indexOf(entity) - 1);\r\n\tconst playerIndexOfSpawnedEntities = playerBoardAfter\r\n\t\t.filter((entity) => !playerBoardBefore.includes(entity))\r\n\t\t.map((entity) => playerBoardAfter.length - playerBoardAfter.indexOf(entity) - 1);\r\n\tdeathrattleInput.opponentDeadEntityIndexesFromRight = deathrattleInput.opponentDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\topponentIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\tdeathrattleInput.playerDeadEntityIndexesFromRight = deathrattleInput.playerDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\tplayerIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\r\n\tif (processReborn) {\r\n\t\tprocessReborns(deathrattleInput);\r\n\t}\r\n\r\n\tconst entitiesFromFeathermanes = processFeathermaneEffects(deathrattleInput);\r\n\thandlePostDeathrattleEffects(deathrattleInput, [...entitiesFromDeathrattles, ...entitiesFromFeathermanes]);\r\n};\r\n\r\nconst handleAfterMinionsKillEffects = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\thandleAfterMinionKillsEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleWheneverMinionsDieEffects = (deathrattleInput: DeathrattleInput) => {\r\n\t// Wildfire Element is applied first, before the DR spawns\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tapplyWheneverMinionDiesEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst processDeathrattles = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\t// Deathrattles are handled left to right\r\n\t// Then for each minion, natural deathrattles are processed first, then enchantments\r\n\t// http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=1\r\n\t// http://replays.firestoneapp.com/?reviewId=f32e734a-d5a2-4fa4-ad10-94019969cdd7&turn=6&action=22\r\n\t// http://replays.firestoneapp.com/?reviewId=ea9503c9-2795-49f0-866b-9ea856cec7df&turn=11&action=3\r\n\t// http://replays.firestoneapp.com/?reviewId=1ff37e17-704c-4a73-8c78-377c52b6cb42&turn=13&action=1 is a trap: the enchantment is on the first\r\n\t// minion, but the DR is on the second one.\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\t// Issue: we should process all deathrattles first, then all avenge. If multiple minions die at the same time,\r\n\t\t// the current implementation processes the first minion completely (DR + avenge), then the second one\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tconst spawns = processDeathrattleForMinions(\r\n\t\t\t\tdeadEntities,\r\n\t\t\t\tplayerDeadEntityIndexesFromRight[i],\r\n\t\t\t\tplayerStates[i],\r\n\t\t\t\tplayerStates[1 - i],\r\n\t\t\t\tdeathrattleInput,\r\n\t\t\t\tprocessAvenge,\r\n\t\t\t);\r\n\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t// for (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t// \tconst deadEntity = deadEntities[j];\r\n\t\t\t// \tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t// \tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t// \tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t// \tconst spawns = processDeathrattleForMinion(\r\n\t\t\t// \t\tdeadEntity,\r\n\t\t\t// \t\tindexFromRight,\r\n\t\t\t// \t\tdeadEntities,\r\n\t\t\t// \t\tdeadEntityPlayerState,\r\n\t\t\t// \t\totherPlayerState,\r\n\t\t\t// \t\tdeathrattleInput.gameState,\r\n\t\t\t// \t\tprocessAvenge,\r\n\t\t\t// \t);\r\n\t\t\t// \tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t// }\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneEffects = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processFeathermaneForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst maxSpawns = 7 - deadEntityPlayerState.board.length;\r\n\tconst allSpawns = [];\r\n\r\n\t// Feathermane\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tconst feathermanes =\r\n\t\t\tdeadEntityPlayerState.player.hand\r\n\t\t\t\t?.filter((e) => !e.locked)\r\n\t\t\t\t.filter(\r\n\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014 ||\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014_G,\r\n\t\t\t\t) ?? [];\r\n\t\tfor (const feathermaneSpawn of feathermanes) {\r\n\t\t\tif (allSpawns.length >= maxSpawns) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\tfeathermaneSpawn.locked = true;\r\n\t\t\tconst spawns = spawnEntities(\r\n\t\t\t\tfeathermaneSpawn.cardId,\r\n\t\t\t\t1,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tgameState,\r\n\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t\tfalse,\r\n\t\t\t\ttrue,\r\n\t\t\t\t{ ...feathermaneSpawn } as BoardEntity,\r\n\t\t\t);\r\n\r\n\t\t\t// So that it can be flagged as \"unspawned\" if it is not spawned in the end\r\n\t\t\tfor (const spawn of spawns) {\r\n\t\t\t\tspawn.onCanceledSummon = () => (feathermaneSpawn.locked = false);\r\n\t\t\t\t// spawn.backRef = feathermaneSpawn;\r\n\t\t\t}\r\n\t\t\tallSpawns.push(...spawns);\r\n\t\t}\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tallSpawns,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn allSpawns;\r\n};\r\n\r\nconst processDeathrattleForMinions = (\r\n\tdeadEntities: BoardEntity[],\r\n\tplayerDeadEntityIndexesFromRight: number[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tinput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\r\n\t// Natural deathrattles & enchantments\r\n\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\tconst deadEntity = deadEntities[j];\r\n\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\tconst drEntities = handleNaturalDeathrattle(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\t\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\r\n\t\tentitiesFromDeathrattles.push(...drEntities, ...enchEntities);\r\n\t}\r\n\r\n\t// Avenge\r\n\tlet avengeEntities = [];\r\n\tif (processAvenge) {\r\n\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\t\tavengeEntities = applyAvengeEffects(\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\tindexFromRight,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tinput.gameState,\r\n\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tconst allAfterDeathEntities = [];\r\n\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\tconst deadEntity = deadEntities[j];\r\n\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\t\tallAfterDeathEntities.push(...afterDeathEntities);\r\n\t}\r\n\r\n\treturn [...entitiesFromDeathrattles, ...avengeEntities, ...allAfterDeathEntities];\r\n};\r\n\r\nexport const processDeathrattleForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst drEntities = handleNaturalDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\t// Avenge trigger before reborn\r\n\t// http://replays.firestoneapp.com/?reviewId=5bb20eb8-e0ca-47ab-adc7-13134716d568&turn=7&action=6\r\n\tlet avengeEntities = [];\r\n\tif (processAvenge) {\r\n\t\tavengeEntities = applyAvengeEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t\t[...drEntities, ...enchEntities],\r\n\t\t);\r\n\t}\r\n\r\n\t// TODO: Feathermane should be applied after the Reborn effects have all been processed\r\n\t// Secrets should be processed here (\"at Avenge speed\")\r\n\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn [...drEntities, ...enchEntities, ...avengeEntities, ...afterDeathEntities];\r\n};\r\n\r\nconst handleNaturalDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n): readonly BoardEntity[] => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\t// const allSpawns = [];\r\n\t// const spawnsToSpawn = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tdeathrattleRepeats: dr.repeats ?? 1,\r\n\t\t\tscriptDataNum1: dr.scriptDataNum1,\r\n\t\t\tscriptDataNum2: dr.scriptDataNum2,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t\tenchantments: [],\r\n\t\t\tmemory:\r\n\t\t\t\tdr.memory == null\r\n\t\t\t\t\t? null\r\n\t\t\t\t\t: Array.isArray(dr.memory)\r\n\t\t\t\t\t? dr.memory.map((mem) => ({ ...mem }))\r\n\t\t\t\t\t: { ...dr.memory },\r\n\t\t};\r\n\t\tconst spawns = handleNaturalDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\t// The spawns have already been processed in the \"handleNaturalDeathrattle\" method\r\n\t\t// spawnsToSpawn.push(...spawns);\r\n\t\t// allSpawns.push(...spawns);\r\n\t}\r\n\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tdeadEntities,\r\n\t\tgameState,\r\n\t);\r\n\t// allSpawns.push(...entitiesFromNativeDeathrattle);\r\n\t// spawnsToSpawn.push(...entitiesFromNativeDeathrattle);\r\n\t// Some candidate entities are not spawned, and so are ignored in further processing\r\n\t// const actualSpawns = performEntitySpawns(\r\n\t// \tspawnsToSpawn,\r\n\t// \tdeadEntityPlayerState.board,\r\n\t// \tdeadEntityPlayerState.player,\r\n\t// \tdeadEntity,\r\n\t// \tmodifiedIndexFromRight,\r\n\t// \totherPlayerState.board,\r\n\t// \totherPlayerState.player,\r\n\t// \tgameState,\r\n\t// );\r\n\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\t// TODO: revisit this once Leapfroggers are in the game again\r\n\t// handleDeathrattleEffects(\r\n\t// \tdeadEntityPlayerState.board,\r\n\t// \tdeadEntityPlayerState.player,\r\n\t// \tdeadEntity,\r\n\t// \tmodifiedIndexFromRight,\r\n\t// \totherPlayerState.board,\r\n\t// \totherPlayerState.player,\r\n\t// \tgameState,\r\n\t// );\r\n\r\n\treturn entitiesFromNativeDeathrattle;\r\n};\r\n\r\nconst handleEnchantmentsDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tskipSpawns = false,\r\n) => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst result = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\t// So that cards that rely on the tavern tier use the base entity, and not the enchantment / remembered card\r\n\t\t\ttavernTier: gameState.cardsData.getTavernLevel(deadEntity.cardId),\r\n\t\t\tenchantments: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: dr.cardId,\r\n\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\trepeats: dr.repeats ?? 1,\r\n\t\t\t\t\ttiming: dr.timing,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t};\r\n\t\tconst spawns = handleEnchantmentsDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t\t// We skip spawns, otherwise it will be added twice\r\n\t\t\ttrue,\r\n\t\t);\r\n\t\tresult.push(...spawns);\r\n\t}\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\tresult.push(...entitiesFromEnchantments);\r\n\tif (!skipSpawns) {\r\n\t\tperformEntitySpawns(\r\n\t\t\tresult,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\tdeadEntity,\r\n\t\t\tmodifiedIndexFromRight,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\treturn result;\r\n};\r\n\r\nconst processReborns = (deathrattleInput: DeathrattleInput) => {\r\n\t// const entitiesFromReborn: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\thandleRebornForEntity(\r\n\t\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\totherPlayerState.board,\r\n\t\t\t\t\totherPlayerState.player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handlePostDeathrattleEffects = (deathrattleInput: DeathrattleInput, entitiesFromDeathrattles: BoardEntity[]) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Process from right to left, so that we can set the hasAttacked attribute properly\r\n\t\t\t// If two minions die at the same time, both of which having attacked, but the third in line having not,\r\n\t\t\t// processing them from left to right means the first (leftmost) one will check its right neighbor, which\r\n\t\t\t// is the minion that hasn't attacked\r\n\t\t\tfor (let j = deadEntities.length - 1; j >= 0; j--) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\thandlePostDeathrattleEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t\t\tdeadEntityPlayerState.player.friendly,\r\n\t\t\t\t\tdeathrattleInput,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\torchestrateMinionDeathEffects(deathrattleInput, false, false);\r\n};\r\n\r\nconst handlePostDeathrattleEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tspawnedEntities: BoardEntity[],\r\n\tisPlayer: boolean,\r\n\tdeathrattleInput: DeathrattleInput,\r\n) => {\r\n\t// This doesn't work if the entity that was to the right died.\r\n\tconst entityRightToSpawns =\r\n\t\tindexFromRight === 0 ? null : deadEntityPlayerState.board[deadEntityPlayerState.board.length - indexFromRight];\r\n\t// To handle minions attack tokens\r\n\t// See http://replays.firestoneapp.com/?reviewId=0583d6a4-6ed0-4b20-894e-4ceb560894fe&turn=6&action=11\r\n\t// When a minion dies, the spawn are either elligible to attack next turn or not\r\n\t// If the minion right to the spawned minion has already attacked, then the spawned\r\n\t// minion cannot attack\r\n\tspawnedEntities.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? 0;\r\n\t});\r\n\r\n\tif (\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113) ||\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113_ALT)\r\n\t) {\r\n\t\tconst ogDeadEntity = gameState.sharedState.deaths.find((entity) => entity.entityId === deadEntity.entityId);\r\n\t\tif (ogDeadEntity) {\r\n\t\t\togDeadEntity.attack += 4;\r\n\t\t\togDeadEntity.health += 4;\r\n\t\t}\r\n\t}\r\n\r\n\t// ISSUE: when we do this, we change the minion's stats before processing deathrattle effects, which can mess\r\n\t// up the simulation in some cases (like Nightbane, Ignited)\r\n\t// FIX: we do it in postDeathrattleEfects, not when removing minions from the board\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.UNDEAD, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.UndeadAttackBonus > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.UndeadAttackBonus,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\ninterface DeathrattleInput {\r\n\tgameState: FullGameState;\r\n\tplayerDeadEntities: BoardEntity[];\r\n\tplayerDeadEntityIndexesFromRight: number[];\r\n\topponentDeadEntities: BoardEntity[];\r\n\topponentDeadEntityIndexesFromRight: number[];\r\n}\r\n"]}