@firestone-hs/simulate-bgs-battle 1.1.587 → 1.1.589
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/board-entity.d.ts +3 -0
- package/dist/board-entity.js.map +1 -1
- package/dist/cards/impl/minion/battlecruiser.js +2 -4
- package/dist/cards/impl/minion/battlecruiser.js.map +1 -1
- package/dist/cards/impl/minion/glowgullet-warlord.js +4 -1
- package/dist/cards/impl/minion/glowgullet-warlord.js.map +1 -1
- package/dist/cards/impl/minion/stitched-salvager.js +1 -1
- package/dist/cards/impl/minion/stitched-salvager.js.map +1 -1
- package/dist/cards/impl/trinket/battle-horn.js +2 -2
- package/dist/cards/impl/trinket/battle-horn.js.map +1 -1
- package/dist/cards/impl/trinket/beetle-band.js +2 -3
- package/dist/cards/impl/trinket/beetle-band.js.map +1 -1
- package/dist/simulation/after-attack.d.ts +1 -0
- package/dist/simulation/after-attack.js +30 -26
- package/dist/simulation/after-attack.js.map +1 -1
- package/dist/simulation/attack.js +2 -1
- package/dist/simulation/attack.js.map +1 -1
- package/dist/simulation/avenge.d.ts +1 -1
- package/dist/simulation/avenge.js +1 -0
- package/dist/simulation/avenge.js.map +1 -1
- package/dist/simulation/deathrattle-effects.js +2 -0
- package/dist/simulation/deathrattle-effects.js.map +1 -1
- package/dist/simulation/deathrattle-orchestration.js +34 -19
- package/dist/simulation/deathrattle-orchestration.js.map +1 -1
- package/dist/simulation/deathrattle-spawns.js +7 -2
- package/dist/simulation/deathrattle-spawns.js.map +1 -1
- package/dist/simulation/spawns.js +2 -0
- package/dist/simulation/spawns.js.map +1 -1
- package/dist/simulation/summon-when-space.js +2 -0
- package/dist/simulation/summon-when-space.js.map +1 -1
- package/dist/simulation/utils/golden.js +2 -2
- package/dist/simulation/utils/golden.js.map +1 -1
- package/package.json +1 -1
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasOnAfterDeath, hasOnDeath } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { debugState } from '../debug-state';\r\nimport { updateDivineShield } from '../keywords/divine-shield';\r\nimport { updateVenomous } from '../keywords/venomous';\r\nimport { groupByFunction, pickRandom } from '../services/utils';\r\nimport { addImpliedMechanics, hasCorrectTribe, isFish } from '../utils';\r\nimport { applyAfterAttackEffects } from './after-attack';\r\nimport { onEntityDamaged } from './damage-effects';\r\nimport { applyMonstrosity, rememberDeathrattles } from './deathrattle-effects';\r\nimport { orchestrateMinionDeathEffects } from './deathrattle-orchestration';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { makeMinionsDie } from './minion-death';\r\nimport { onMinionKill } from './minion-kill';\r\nimport { applyOnAttackEffects } from './on-attack';\r\nimport { applyOnBeingAttackedBuffs } from './on-being-attacked';\r\nimport { performEntitySpawns } from './spawns';\r\nimport { applyAfterStatsUpdate } from './stats';\r\nimport { handleSummonsWhenSpace } from './summon-when-space';\r\nimport { canAttack } from './utils/entity-utils';\r\n\r\n// Only use it to simulate actual attack. To simulate damage, or something similar, use bumpInto\r\nexport const simulateAttack = (\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): BoardEntity => {\r\n\t// console.debug(\r\n\t// \t'\\nsimulating attack',\r\n\t// \tstringifySimple(attackingBoard, gameState.allCards),\r\n\t// \t'\\n',\r\n\t// \tstringifySimple(defendingBoard, gameState.allCards),\r\n\t// );\r\n\tif (attackingBoard.length === 0 || defendingBoard.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst attackingEntity = getAttackingEntity(attackingBoard, gameState.allCards);\r\n\tif (attackingEntity) {\r\n\t\tgameState.sharedState.currentAttackerEntityId = attackingEntity.entityId;\r\n\t\t// Get the left entities now, otherwise things might break if the attacker dies and/or other\r\n\t\t// entities pop\r\n\t\tconst attackingEntityIndex = attackingBoard.indexOf(attackingEntity);\r\n\t\tconst attackingEntitiesToTheLeft = attackingBoard.slice(0, attackingEntityIndex);\r\n\t\tconst isAttackingImmediately = attackingEntity.attackImmediately;\r\n\t\t// In case of Broodmother spawn, it spawns where the dead minion was, and has no influence on the\r\n\t\t// attack order\r\n\t\t// Situation this is trying to resolve by putting this right at the top of the loop:\r\n\t\t// - One scallywag attacks into another one, both die\r\n\t\t// - The first one attacks. To its left is a Harmless Bonehead with 1 HP. The scallywag attacks, and both scallys die\r\n\t\t// - The *other* sky pirate attacks first, and kills the bonehead. Two minions are spawned\r\n\t\t// - The first sy pirate attacks\r\n\t\t// - The initial loop is resolved. If this is at the end, the Harmless Bonehead is already dead, and not flagged\r\n\t\t// While having this right away, we immediately flag all minions to the left\r\n\t\tif (!isAttackingImmediately) {\r\n\t\t\t// Make sure they won't be able to attack until everyone has attacked\r\n\t\t\t// See http://replays.firestoneapp.com/?reviewId=a1b3066d-e806-44c1-ab4b-7ef9dbf9b5b9&turn=5&action=4\r\n\t\t\tattackingEntitiesToTheLeft.forEach((entity) => (entity.hasAttacked = 2));\r\n\t\t}\r\n\r\n\t\tconst numberOfAttacks = attackingEntity.windfury ? 2 : 1;\r\n\t\tfor (let i = 0; i < numberOfAttacks; i++) {\r\n\t\t\t// We refresh the entity in case of windfury\r\n\t\t\tif (attackingBoard.length === 0 || defendingBoard.length === 0) {\r\n\t\t\t\t// We still want to flag the entity as having attacked, so that it doesn't attack again\r\n\t\t\t\t// after teammate switch in Duos\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\t// Check that didn't die\r\n\t\t\tif (attackingBoard.find((entity) => entity.entityId === attackingEntity.entityId)) {\r\n\t\t\t\tconst defendingEntity: BoardEntity = getDefendingEntity(defendingBoard, attackingEntity);\r\n\t\t\t\t// Can happen with a single defender that has stealth\r\n\t\t\t\tif (defendingEntity) {\r\n\t\t\t\t\tdoFullAttack(\r\n\t\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\t\tdefendingEntity,\r\n\t\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t} else {\r\n\t\t\t\t\t// Solves the edge case of Sky Pirate vs a stealth board\r\n\t\t\t\t\tattackingEntity.attackImmediately = false;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\tgameState.sharedState.currentAttackerEntityId = null;\r\n\t\tattackingEntity.hasAttacked = 1;\r\n\t}\r\n\treturn attackingEntity;\r\n};\r\n\r\nexport const doFullAttack = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst isAttackingImmediately = attackingEntity.attackImmediately;\r\n\tgameState.spectator.registerAttack(\r\n\t\tattackingEntity,\r\n\t\tdefendingEntity,\r\n\t\tattackingBoard,\r\n\t\tdefendingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingBoardHero,\r\n\t);\r\n\t// http://replays.firestoneapp.com/?reviewId=50576a9f-2e6a-4600-87ba-6e737ca9853e&turn=21&action=4\r\n\t// Looks like onBeingAttacked effects apply before onAttack effects\r\n\tapplyOnBeingAttackedBuffs(\r\n\t\tattackingEntity,\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingEntity,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tgameState,\r\n\t);\r\n\tconst { damageDoneByAttacker: damageDoneByAttacker1, damageDoneByDefender: damageDoneByDefender1 } =\r\n\t\tapplyOnAttackEffects(\r\n\t\t\tattackingEntity,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingEntity,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\tconst { damageDoneByAttacker: damageDoneByAttacker2, damageDoneByDefender: damageDoneByDefender2 } = performAttack(\r\n\t\tattackingEntity,\r\n\t\tdefendingEntity,\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tgameState,\r\n\t);\r\n\tconst damageDoneByAttacker = damageDoneByAttacker1 + damageDoneByAttacker2;\r\n\tconst damageDoneByDefender = damageDoneByDefender1 + damageDoneByDefender2;\r\n\r\n\tprocessMinionDeath(\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tgameState,\r\n\t\tisAttackingImmediately,\r\n\t);\r\n\r\n\t// Process this after the minions die and deathrattles are triggered/spawned\r\n\t// https://replays.firestoneapp.com/?reviewId=dd4e9dbe-abca-434a-ab94-04777cbedefe&turn=29&action=3\r\n\t// BUT: the attacking entity's afterAttack (like Macaw) needs to be processed\r\n\tapplyAfterAttackEffects(\r\n\t\tattackingEntity,\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingEntity,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tdamageDoneByAttacker,\r\n\t\tdamageDoneByDefender,\r\n\t\tgameState,\r\n\t);\r\n\tapplyAfterStatsUpdate(gameState);\r\n\tattackingEntity.immuneWhenAttackCharges = Math.max(0, (attackingEntity.immuneWhenAttackCharges ?? 0) - 1);\r\n\tif (\r\n\t\tdefendingEntity.health > 0 &&\r\n\t\t!defendingEntity.definitelyDead &&\r\n\t\t(defendingEntity.cardId === CardIds.YoHoOgre_BGS_060 ||\r\n\t\t\tdefendingEntity.cardId === CardIds.YoHoOgre_TB_BaconUps_150)\r\n\t) {\r\n\t\tdefendingEntity.attackImmediately = true;\r\n\t\tif (defendingEntity.attackImmediately) {\r\n\t\t\tsimulateAttack(defendingBoard, defendingBoardHero, attackingBoard, attackingBoardHero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst performAttack = (\r\n\tattackingEntity: BoardEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): { damageDoneByAttacker: number; damageDoneByDefender: number } => {\r\n\tlet damageDoneByAttacker = 0;\r\n\tlet damageDoneByDefender = 0;\r\n\r\n\tif (hasCorrectTribe(attackingEntity, attackingBoardHero, Race.DRAGON, gameState.anomalies, gameState.allCards)) {\r\n\t\tconst prestors = attackingBoard\r\n\t\t\t.filter((e) => e.entityId !== attackingEntity.entityId)\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId === CardIds.PrestorsPyrospawn_BG21_012 ||\r\n\t\t\t\t\te.cardId === CardIds.PrestorsPyrospawn_BG21_012_G,\r\n\t\t\t);\r\n\t\tprestors.forEach((prestor) => {\r\n\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\tprestor,\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t);\r\n\t\t\tdamageDoneByAttacker += dealDamageToMinion(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tprestor,\r\n\t\t\t\tprestor.cardId === CardIds.PrestorsPyrospawn_BG21_012_G ? 6 : 3,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t});\r\n\t}\r\n\tif (\r\n\t\tattackingEntity.cardId === CardIds.Atramedes_BG23_362 ||\r\n\t\tattackingEntity.cardId === CardIds.Atramedes_BG23_362_G\r\n\t) {\r\n\t\tconst targets = [defendingEntity, ...getNeighbours(defendingBoard, defendingEntity)];\r\n\t\tconst multiplier = attackingEntity.cardId === CardIds.Atramedes_BG23_362_G ? 2 : 1;\r\n\r\n\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\ttargets.forEach((target) => {\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t);\r\n\t\t\t\tdamageDoneByAttacker += dealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\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} else if ([CardIds.BabyKrush_BG22_001, CardIds.BabyKrush_BG22_001_G].includes(attackingEntity.cardId as CardIds)) {\r\n\t\tconst spawns = spawnEntities(\r\n\t\t\tattackingEntity.cardId === CardIds.BabyKrush_BG22_001_G\r\n\t\t\t\t? CardIds.BabyKrush_BG22_001_G\r\n\t\t\t\t: CardIds.BabyKrush_DevilsaurToken,\r\n\t\t\t1,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tgameState,\r\n\t\t\ttrue,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t\tif (spawns.length > 0) {\r\n\t\t\tconst sourceIndex = attackingBoard.indexOf(attackingEntity);\r\n\t\t\tconst actualSpawns = performEntitySpawns(\r\n\t\t\t\tspawns,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tsourceIndex,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t\tfor (const actualSpawn of actualSpawns) {\r\n\t\t\t\tif (defendingEntity.health > 0 && !defendingEntity.definitelyDead) {\r\n\t\t\t\t\tperformAttack(\r\n\t\t\t\t\t\tactualSpawn,\r\n\t\t\t\t\t\tdefendingEntity,\r\n\t\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t// For Prestor\r\n\tconst defenderAliveBeforeAttack = defendingEntity.health > 0 && !defendingEntity.definitelyDead;\r\n\t// Because of Bristleback Knight, which changes its divine shield status during bumpEntities\r\n\tconst attackerHadDivineShield = attackingEntity.divineShield;\r\n\tconst defenderHadDivineShield = defendingEntity.divineShield;\r\n\t// For cleave\r\n\t// We do that now so that we don't include entities that spawn on entity damaged\r\n\tconst defenderNeighbours: readonly BoardEntity[] = getNeighbours(defendingBoard, defendingEntity);\r\n\tif (defenderAliveBeforeAttack) {\r\n\t\tif (!attackingEntity.immuneWhenAttackCharges) {\r\n\t\t\t// TODO: this bumpEntities approach doesn't work well, as it leads to code duplication\r\n\t\t\tdamageDoneByDefender += bumpEntities(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t\tdamageDoneByAttacker += bumpEntities(\r\n\t\t\tdefendingEntity,\r\n\t\t\tattackingEntity,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tif (defendingEntity.attack > 0 && attackerHadDivineShield && !attackingEntity.immuneWhenAttackCharges) {\r\n\t\t\tupdateDivineShield(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tfalse,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t\tif (attackingEntity.attack > 0 && defenderHadDivineShield) {\r\n\t\t\tupdateDivineShield(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tfalse,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t\t// Do it after the damage has been done, so that entities that update on DS lose / gain (CyborgDrake) don't\r\n\t\t// cause wrong results to happen\r\n\t\t// This whole logic is a MEEEEESSSSSSSSSSSSSSS\r\n\t\tif (damageDoneByDefender > 0) {\r\n\t\t\tonEntityDamaged(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tdamageDoneByDefender,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t\tif (damageDoneByAttacker > 0) {\r\n\t\t\tonEntityDamaged(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdamageDoneByAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\r\n\t\tif (defendingEntity.health <= 0 || defendingEntity.definitelyDead) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKill(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tdefenderNeighbours,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t}\r\n\t\tif (attackingEntity.health <= 0 || attackingEntity.definitelyDead) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKill(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefenderNeighbours,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t}\r\n\t}\r\n\t// Cleave\r\n\tif (attackingEntity.cleave) {\r\n\t\tfor (const neighbour of defenderNeighbours) {\r\n\t\t\tconst thisAttackDamage = bumpEntities(\r\n\t\t\t\tneighbour,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t\tdamageDoneByAttacker += thisAttackDamage;\r\n\t\t\t// Do it after the damage has been done, so that entities that update on DS lose / gain (CyborgDrake) don't\r\n\t\t\t// cause wrong results to happen\r\n\t\t\tif (attackingEntity.attack > 0 && neighbour.divineShield) {\r\n\t\t\t\tupdateDivineShield(neighbour, defendingBoard, defendingBoardHero, attackingBoardHero, false, gameState);\r\n\t\t\t}\r\n\t\t\tif (thisAttackDamage > 0) {\r\n\t\t\t\tonEntityDamaged(\r\n\t\t\t\t\tneighbour,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tthisAttackDamage,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t\tif (neighbour.health <= 0 || neighbour.definitelyDead) {\r\n\t\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKill(\r\n\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\tneighbour,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\tdefenderNeighbours,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tattackingEntity.attackImmediately = false;\r\n\tif (attackingEntity.enchantments.some((e) => e.cardId === CardIds.VolatileVenom_VolatileEnchantment)) {\r\n\t\tattackingEntity.definitelyDead = true;\r\n\t}\r\n\treturn { damageDoneByAttacker, damageDoneByDefender };\r\n};\r\n\r\n// TODO: Could it be possible to store the index of the entity that last attacked? Probably not, because minion\r\n// spawns would mess this up? Could we update the indexes as each entity spawns / dies?\r\nconst getAttackingEntity = (attackingBoard: BoardEntity[], allCards: AllCardsService): BoardEntity => {\r\n\tlet validAttackers = attackingBoard.filter((entity) => canAttack(entity));\r\n\tif (validAttackers.length === 0) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tif (validAttackers.some((entity) => entity.attackImmediately)) {\r\n\t\tvalidAttackers = validAttackers.filter((entity) => entity.attackImmediately);\r\n\t} else if (validAttackers.every((e) => e.hasAttacked)) {\r\n\t\tattackingBoard.forEach((e) => (e.hasAttacked = 0));\r\n\t} else {\r\n\t\tvalidAttackers = validAttackers.filter((entity) => !entity.hasAttacked);\r\n\t}\r\n\tconst attacker = validAttackers[0];\r\n\treturn attacker;\r\n};\r\n\r\nexport const findNearestEnemies = (\r\n\tattackingBoard: BoardEntity[],\r\n\tentity: BoardEntity,\r\n\tentityIndexFromRight: number,\r\n\tdefendingBoard: BoardEntity[],\r\n\tnumberOfTargets: number,\r\n\tallCards: AllCardsService,\r\n): BoardEntity[] => {\r\n\tconst result = [];\r\n\tif (defendingBoard.length > 0) {\r\n\t\t// console.debug('defending board', numberOfTargets, stringifySimple(defendingBoard, allCards));\r\n\t\tconst attackerIndex = attackingBoard.length - entityIndexFromRight - 1;\r\n\t\tconst targetIndex = attackerIndex - (attackingBoard.length - defendingBoard.length) / 2;\r\n\t\t// console.debug('indexes', attackerIndex, entityIndexFromRight, targetIndex, attackingBoard.length);\r\n\r\n\t\tfor (let i = 0; i < numberOfTargets; i++) {\r\n\t\t\tconst possibleTargets = defendingBoard\r\n\t\t\t\t.filter((e) => !e.definitelyDead && e.health > 0)\r\n\t\t\t\t.filter((e) => !result.includes(e));\r\n\t\t\t// console.debug('possibleTargets', stringifySimple(possibleTargets, allCards));\r\n\t\t\tif (!possibleTargets.length) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\tconst targetGroups = groupByFunction((e: BoardEntity) => Math.abs(defendingBoard.indexOf(e) - targetIndex))(\r\n\t\t\t\tpossibleTargets,\r\n\t\t\t);\r\n\t\t\tconst distances = Object.keys(targetGroups)\r\n\t\t\t\t.map((k) => +k)\r\n\t\t\t\t.sort();\r\n\t\t\tconst nearestDistance = distances[0];\r\n\t\t\tif (nearestDistance != null) {\r\n\t\t\t\t// console.debug(\r\n\t\t\t\t// \t'targetGroups[nearestDistance]',\r\n\t\t\t\t// \tnearestDistance,\r\n\t\t\t\t// \tstringifySimple(targetGroups[nearestDistance], allCards),\r\n\t\t\t\t// );\r\n\t\t\t\tconst target = pickRandom(targetGroups[nearestDistance]);\r\n\t\t\t\tresult.push(target);\r\n\t\t\t}\r\n\t\t\t// console.debug('\\n');\r\n\t\t}\r\n\t}\r\n\treturn result.filter((e) => !!e);\r\n};\r\n\r\nexport const getNeighbours = (\r\n\tboard: BoardEntity[],\r\n\tentity: BoardEntity,\r\n\tdeadEntityIndexFromRight?: number,\r\n): readonly BoardEntity[] => {\r\n\tconst neighbours = [];\r\n\t// When triggering DR with Hawkstrider, the entity is still on the board\r\n\tif (deadEntityIndexFromRight != null && !board.includes(entity)) {\r\n\t\tconst leftNeighbourIndex = board.length - 1 - deadEntityIndexFromRight;\r\n\t\tconst leftNeighbour = board[leftNeighbourIndex];\r\n\t\tif (leftNeighbour) {\r\n\t\t\tneighbours.push(leftNeighbour);\r\n\t\t}\r\n\r\n\t\t// If the deadEntityIndexFromRight === 0 (right-most minion), no neighbour will be found\r\n\t\tconst rightNeighbourIndex = board.length - 1 - (deadEntityIndexFromRight - 1);\r\n\t\tconst rightNeighbour = board[rightNeighbourIndex];\r\n\t\tif (rightNeighbour) {\r\n\t\t\tneighbours.push(rightNeighbour);\r\n\t\t}\r\n\t} else {\r\n\t\tconst index = board.map((e) => e.entityId).indexOf(entity.entityId);\r\n\t\tif (index - 1 >= 0) {\r\n\t\t\tneighbours.push(board[index - 1]);\r\n\t\t}\r\n\t\t// neighbours.push(entity);\r\n\t\tif (index + 1 < board.length) {\r\n\t\t\tneighbours.push(board[index + 1]);\r\n\t\t}\r\n\t}\r\n\treturn neighbours;\r\n};\r\n\r\nexport const getLeftNeighbour = (\r\n\tboard: BoardEntity[],\r\n\tentity: BoardEntity,\r\n\tdeadEntityIndexFromRight?: number,\r\n): BoardEntity => {\r\n\t// When triggering DR with Hawkstrider, the entity is still on the board\r\n\tif (deadEntityIndexFromRight != null && !board.includes(entity)) {\r\n\t\tconst leftNeighbourIndex = board.length - 1 - deadEntityIndexFromRight;\r\n\t\tconst leftNeighbour = board[leftNeighbourIndex];\r\n\t\tif (leftNeighbour) {\r\n\t\t\treturn leftNeighbour;\r\n\t\t}\r\n\t} else {\r\n\t\tconst index = board.map((e) => e.entityId).indexOf(entity.entityId);\r\n\t\tif (index - 1 >= 0) {\r\n\t\t\treturn board[index - 1];\r\n\t\t}\r\n\t}\r\n\treturn null;\r\n};\r\n\r\nexport const dealDamageToRandomEnemy = (\r\n\tboardToBeDamaged: BoardEntity[],\r\n\tboardToBeDamagedHero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamage: number,\r\n\tboardWithAttackOrigin: BoardEntity[],\r\n\tboardWithAttackOriginHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (boardToBeDamaged.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tconst validTargets = boardToBeDamaged.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst defendingEntity: BoardEntity = pickRandom(validTargets);\r\n\tif (defendingEntity) {\r\n\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\tdamageSource,\r\n\t\t\tdefendingEntity,\r\n\t\t\tboardToBeDamaged,\r\n\t\t\tboardToBeDamagedHero,\r\n\t\t\tboardWithAttackOriginHero,\r\n\t\t);\r\n\t\tdealDamageToMinion(\r\n\t\t\tdefendingEntity,\r\n\t\t\tboardToBeDamaged,\r\n\t\t\tboardToBeDamagedHero,\r\n\t\t\tdamageSource,\r\n\t\t\tdamage,\r\n\t\t\tboardWithAttackOrigin,\r\n\t\t\tboardWithAttackOriginHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n};\r\n\r\nexport const dealDamageToMinion = (\r\n\ttarget: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamage: number,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): number => {\r\n\t// console.log('dealing damage to', damage, stringifySimpleCard(defendingEntity, allCards));\r\n\tif (!target) {\r\n\t\treturn 0;\r\n\t}\r\n\r\n\tconst isDeadBeforeDamage = target.definitelyDead || target.health <= 0;\r\n\tconst spawns = [];\r\n\t// Why do we use a fakeAttacker? Is that for the \"attacking\" prop?\r\n\t// That prop is only used for Overkill, and even in that case it looks like it would work\r\n\t// without it\r\n\tconst fakeAttacker = {\r\n\t\t...(damageSource || {}),\r\n\t\tentityId: -1,\r\n\t\tattack: damage,\r\n\t\t// attacking: true,\r\n\t} as BoardEntity;\r\n\tconst actualDamageDone = bumpEntities(target, fakeAttacker, board, hero, otherBoard, otherHero, gameState);\r\n\r\n\t// Do it after the damage has been done, so that entities that update on DS lose / gain (CyborgDrake) don't\r\n\t// cause wrong results to happen\r\n\t// TODO: why isn't it done in bumpEntities?\r\n\t// Because of how \"bump\" works: we do it first for the attacker, then the defender, and we only want to update\r\n\t// the divine shield once both bumps are done\r\n\t// The problem is with the Frenzy: bumpEntities can trigger the frenzy, and which can act on the divine shield\r\n\tif (fakeAttacker.attack > 0 && target.divineShield) {\r\n\t\tupdateDivineShield(target, board, hero, otherHero, false, gameState);\r\n\t}\r\n\r\n\tif (actualDamageDone > 0) {\r\n\t\t// TODO: handle entities that have been spawned here to adjust the dead entity index from parent stack\r\n\t\tconst newSpawns = onEntityDamaged(target, board, hero, otherBoard, otherHero, actualDamageDone, gameState);\r\n\t}\r\n\tif (!isDeadBeforeDamage && actualDamageDone > 0) {\r\n\t\ttarget.lastAffectedByEntity = damageSource;\r\n\r\n\t\tif (target.health <= 0 || target.definitelyDead) {\r\n\t\t\tonMinionKill(damageSource, target, otherBoard, otherHero, board, hero, [], gameState);\r\n\t\t}\r\n\t}\r\n\tconst defendingEntityIndex = board.map((entity) => entity.entityId).indexOf(target.entityId);\r\n\tboard[defendingEntityIndex] = target;\r\n\treturn actualDamageDone;\r\n};\r\n\r\nexport const getDefendingEntity = (\r\n\tdefendingBoard: BoardEntity[],\r\n\tattackingEntity: BoardEntity,\r\n\tignoreTaunts = false,\r\n): BoardEntity => {\r\n\tif (debugState.active) {\r\n\t\tfor (const forcedFaceOff of debugState.forcedFaceOff) {\r\n\t\t\tif (debugState.isCorrectEntity(forcedFaceOff.attacker, attackingEntity))\r\n\t\t\t\tif (attackingEntity.entityId === forcedFaceOff.attacker.entityId) {\r\n\t\t\t\t\tlet def = null;\r\n\t\t\t\t\tif (!!(def = defendingBoard.find((e) => debugState.isCorrectEntity(forcedFaceOff.defender, e)))) {\r\n\t\t\t\t\t\t// Remove the face-off\r\n\t\t\t\t\t\tdebugState.forcedFaceOff = debugState.forcedFaceOff.filter((f) => f != forcedFaceOff);\r\n\t\t\t\t\t\treturn def;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t}\r\n\t}\r\n\t// if (attackingEntity.entityId === 4946) {\r\n\t// \tlet def = null;\r\n\t// \tif (!!(def = defendingBoard.find((e) => e.entityId === 7170))) {\r\n\t// \t\treturn def;\r\n\t// \t}\r\n\t// }\r\n\r\n\tlet possibleDefenders: readonly BoardEntity[];\r\n\tif (\r\n\t\tattackingEntity.cardId === CardIds.ZappSlywick_BGS_022 ||\r\n\t\tattackingEntity.cardId === CardIds.ZappSlywick_TB_BaconUps_091\r\n\t) {\r\n\t\tconst minAttack = Math.min(...defendingBoard.map((entity) => entity.attack));\r\n\t\tpossibleDefenders = defendingBoard.filter((entity) => entity.attack === minAttack);\r\n\t} else if (\r\n\t\tattackingEntity.cardId === CardIds.WorgenVigilante_BG26_921 ||\r\n\t\tattackingEntity.cardId === CardIds.WorgenVigilante_BG26_921_G\r\n\t) {\r\n\t\tpossibleDefenders = defendingBoard\r\n\t\t\t.filter(\r\n\t\t\t\t(entity) =>\r\n\t\t\t\t\tentity.health <= attackingEntity.attack || attackingEntity.venomous || attackingEntity.poisonous,\r\n\t\t\t)\r\n\t\t\t.filter((e) => !e.divineShield);\r\n\t\tif (!possibleDefenders.length) {\r\n\t\t\tpossibleDefenders = defendingBoard;\r\n\t\t}\r\n\t} else {\r\n\t\tpossibleDefenders = defendingBoard.filter((e) => !e.stealth);\r\n\t\tif (!ignoreTaunts) {\r\n\t\t\tconst taunts = possibleDefenders.filter((entity) => entity.taunt);\r\n\t\t\tpossibleDefenders = taunts.length > 0 ? taunts : possibleDefenders;\r\n\t\t}\r\n\t}\r\n\r\n\tlet chosenDefender = pickRandom(possibleDefenders);\r\n\tif (chosenDefender?.taunt) {\r\n\t\tconst elistras = defendingBoard.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.ElistraTheImmortal_BGS_205 ||\r\n\t\t\t\tentity.cardId === CardIds.ElistraTheImmortal_TB_BaconUps_306,\r\n\t\t);\r\n\t\tif (elistras.length > 0) {\r\n\t\t\tchosenDefender = elistras[Math.floor(Math.random() * elistras.length)];\r\n\t\t}\r\n\t}\r\n\treturn chosenDefender;\r\n};\r\n\r\nexport const bumpEntities = (\r\n\tentity: BoardEntity,\r\n\tbumpInto: BoardEntity,\r\n\tentityBoard: BoardEntity[],\r\n\tentityBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tapplyVenomous = true,\r\n): number => {\r\n\t// No attack has no impact\r\n\tconst debug = bumpInto.cardId === 'BG26_888';\r\n\tif (bumpInto.attack === 0) {\r\n\t\treturn 0;\r\n\t}\r\n\r\n\t// Matador effect has priority\r\n\tif (\r\n\t\tentity.abiityChargesLeft > 0 &&\r\n\t\t(entity.cardId === CardIds.MadMatador_BG28_404 || entity.cardId === CardIds.MadMatador_BG28_404_G)\r\n\t) {\r\n\t\tentity.abiityChargesLeft--;\r\n\t\tconst newTarget = pickRandom(otherBoard);\r\n\t\tif (newTarget) {\r\n\t\t\tgameState.spectator.registerPowerTarget(entity, newTarget, otherBoard, entityBoardHero, otherHero);\r\n\t\t\t// TODO: here the MadMatador is the source of the damage, not the initial attacker\r\n\t\t\t// Not sure exactly what the impact would be, as there is no counter\r\n\t\t\tconst newSource = {\r\n\t\t\t\t...entity,\r\n\t\t\t\tattack: bumpInto.attack,\r\n\t\t\t\t// attacking: true,\r\n\t\t\t} as BoardEntity;\r\n\t\t\tconst defenderHadDivineShield = newTarget.divineShield;\r\n\t\t\tconst damageDone = bumpEntities(\r\n\t\t\t\tnewTarget,\r\n\t\t\t\tnewSource,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherHero,\r\n\t\t\t\tentityBoard,\r\n\t\t\t\tentityBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\tif (newSource.attack > 0 && defenderHadDivineShield) {\r\n\t\t\t\tupdateDivineShield(newTarget, otherBoard, otherHero, entityBoardHero, false, gameState);\r\n\t\t\t}\r\n\t\t\tif (damageDone > 0) {\r\n\t\t\t\tonEntityDamaged(newTarget, otherBoard, otherHero, entityBoard, entityBoardHero, damageDone, gameState);\r\n\t\t\t}\r\n\t\t\treturn damageDone;\r\n\t\t}\r\n\t}\r\n\r\n\tif (entity.divineShield) {\r\n\t\tgameState.spectator.registerDamageDealt(bumpInto, entity, 0, entityBoard);\r\n\t\treturn 0;\r\n\t}\r\n\r\n\tconst damageDealt = (entity.damageMultiplier || 1) * bumpInto.attack;\r\n\tentity.health = entity.health - damageDealt;\r\n\t// FIXME: This will likely be incorrect in terms of timings, e.g. if the entity ends up\r\n\t// surviving following a buff like Spawn.\r\n\tgameState.spectator.registerDamageDealt(bumpInto, entity, damageDealt, entityBoard);\r\n\r\n\tif (entity.cardId === CardIds.Bubblette_BG_TID_713 && bumpInto.attack === 1) {\r\n\t\tentity.definitelyDead = true;\r\n\t} else if (entity.cardId === CardIds.Bubblette_BG_TID_713_G && bumpInto.attack === 2) {\r\n\t\tentity.definitelyDead = true;\r\n\t}\r\n\t// Do it last, so that other effects are still processed\r\n\tif (bumpInto.poisonous) {\r\n\t\t// So that further buffs don't revive it\r\n\t\t// And we don't just set the health to avoid applying overkill effects\r\n\t\tentity.definitelyDead = true;\r\n\t}\r\n\tif (bumpInto.venomous && applyVenomous) {\r\n\t\t// So that further buffs don't revive it\r\n\t\t// And we don't just set the health to avoid applying overkill effects\r\n\t\tentity.definitelyDead = true;\r\n\t\tupdateVenomous(bumpInto, false, otherBoard, otherHero, entityBoardHero, gameState);\r\n\t}\r\n\t// Ideally we should do the Reckoning stuff here. However, at this point we only have half the damage\r\n\t// information, so it is possible that the entity deals more than 3 (which should trigger Reckoning)\r\n\t// but dies during the exchange (and Reckoning doesn't trigger then)\r\n\r\n\tentity.lastAffectedByEntity = bumpInto;\r\n\t// if (entity.frenzyChargesLeft > 0 && entity.health > 0 && !entity.definitelyDead) {\r\n\t// \tapplyFrenzy(entity, entityBoard, entityBoardHero, gameState);\r\n\t// \tentity.frenzyChargesLeft--;\r\n\t// }\r\n\r\n\t// We spawn them here, because it says \"whenever\", and so happens right away\r\n\t// FIXME: there could be a bug here, if a Cleave attacks several IGB at the same time. The current\r\n\t// implementation could spawn minions above the max board size. Fringe case though, so leaving it\r\n\t// like this for now\r\n\t// const entitySpawns = getWheneverEntitySpawns(\r\n\t// \tentity,\r\n\t// \tentityBoard,\r\n\t// \tentityBoardHero,\r\n\t// \totherBoard,\r\n\t// \totherHero,\r\n\t// \tgameState.allCards,\r\n\t// \tgameState.cardsData,\r\n\t// \tgameState.sharedState,\r\n\t// \tgameState.spectator,\r\n\t// );\r\n\t// if (!!entitySpawns?.length) {\r\n\t// \t// Spawn to the right\r\n\t// \tconst index = entityBoard.map((e) => e.entityId).indexOf(entity.entityId) + 1;\r\n\t// \taddMinionsToBoard(entityBoard, entityBoardHero, otherHero, index, entitySpawns, gameState);\r\n\t// \tgameState.spectator.registerMinionsSpawn(entity, entityBoard, entitySpawns);\r\n\t// }\r\n\treturn bumpInto.attack;\r\n};\r\n\r\n// const getWheneverEntitySpawns = (\r\n// \tentity: BoardEntity,\r\n// \tentityBoard: BoardEntity[],\r\n// \tentityBoardHero: BgsPlayerEntity,\r\n// \totherBoard: BoardEntity[],\r\n// \totherHero: BgsPlayerEntity,\r\n// \tallCards: AllCardsService,\r\n// \tcardsData: CardsData,\r\n// \tsharedState: SharedState,\r\n// \tspectator: Spectator,\r\n// ): readonly BoardEntity[] => {\r\n// \tif (entityBoard.length === 7) {\r\n// \t\treturn null;\r\n// \t}\r\n\r\n// \tif (entity.cardId === CardIds.ImpGangBoss_BRM_006) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tCardIds.ImpGangBoss_ImpToken_BRM_006t,\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t);\r\n// \t} else if (entity.cardId === CardIds.ImpGangBoss_TB_BaconUps_030) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tCardIds.ImpGangBoss_ImpToken_TB_BaconUps_030t,\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t);\r\n// \t} else if (entity.cardId === CardIds.ImpMama_BGS_044) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tcardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)],\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t).map((entity) => ({ ...entity, taunt: true }));\r\n// \t} else if (entity.cardId === CardIds.ImpMama_TB_BaconUps_116) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tcardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)],\r\n// \t\t\t2,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t).map((entity) => ({ ...entity, taunt: true }));\r\n// \t} else if (entity.cardId === CardIds.SecurityRover_BOT_218) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tCardIds.SecurityRover_GuardBotToken_BOT_218t,\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t);\r\n// \t} else if (entity.cardId === CardIds.SecurityRover_TB_BaconUps_041) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tCardIds.SecurityRover_GuardBotToken_TB_BaconUps_041t,\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t);\r\n// \t}\r\n// \treturn null;\r\n// };\r\n\r\nexport const processMinionDeath = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\t// When we're in an \"attack immediately\" phase, we wait until we're out of the phase to summon minions\r\n\tskipSummonWhenSpace = false,\r\n): void => {\r\n\t// const debug = board1.some((e) => e.health <= 0) || board2.some((e) => e.health <= 0);\r\n\t// debug && console.debug('\\nprocessing minions death');\r\n\t// debug && console.debug(stringifySimple(board1, gameState.allCards));\r\n\t// debug && console.debug(stringifySimple(board2, gameState.allCards));\r\n\tconst [deadMinionIndexesFromLeft1, deadMinionIndexesFromRights1, deadEntities1] = makeMinionsDie(\r\n\t\tboard1,\r\n\t\tboard1Hero,\r\n\t\tboard2,\r\n\t\tboard2Hero,\r\n\t\tgameState,\r\n\t);\r\n\tconst [deadMinionIndexesFromLeft2, deadMinionIndexesFromRights2, deadEntities2] = makeMinionsDie(\r\n\t\tboard2,\r\n\t\tboard2Hero,\r\n\t\tboard1,\r\n\t\tboard1Hero,\r\n\t\tgameState,\r\n\t);\r\n\t// debug && console.debug('after processing minions death');\r\n\t// debug && console.debug(stringifySimple(board1, gameState.allCards));\r\n\t// debug && console.debug(stringifySimple(board2, gameState.allCards));\r\n\t// debug && console.debug(deadMinionIndexesFromRights1);\r\n\t// debug && console.debug(deadMinionIndexesFromRights2);\r\n\t// console.debug('dead entities', stringifySimple(deadEntities1, allCards), stringifySimple(deadEntities2, allCards));\r\n\t// No death to process, we can return\r\n\tif (deadEntities1.length === 0 && deadEntities2.length === 0) {\r\n\t\treturn;\r\n\t\t// return [board1, board2];\r\n\t}\r\n\r\n\t// Remember them right away, so that subsequent deaths do not break the order\r\n\t// TODO: move this to the deathrattle-orchestration?\r\n\t// If the fish dies (from Scallywag for instance), it doesn't remember the deathrattle\r\n\t// console.debug(\r\n\t// \t'\\n\\ndeadEntities',\r\n\t// \tstringifySimple(deadEntities1, gameState.allCards),\r\n\t// \tstringifySimple(deadEntities2, gameState.allCards),\r\n\t// );\r\n\tboard1\r\n\t\t.filter((entity) => isFish(entity))\r\n\t\t.forEach((entity) =>\r\n\t\t\trememberDeathrattles(entity, deadEntities1, gameState.cardsData, gameState.allCards, gameState.sharedState),\r\n\t\t);\r\n\tboard2\r\n\t\t.filter((entity) => isFish(entity))\r\n\t\t.forEach((entity) =>\r\n\t\t\trememberDeathrattles(entity, deadEntities2, gameState.cardsData, gameState.allCards, gameState.sharedState),\r\n\t\t);\r\n\r\n\tgameState.spectator.registerDeadEntities(\r\n\t\tdeadMinionIndexesFromRights1,\r\n\t\tdeadEntities1,\r\n\t\tboard1,\r\n\t\tdeadMinionIndexesFromRights2,\r\n\t\tdeadEntities2,\r\n\t\tboard2,\r\n\t);\r\n\tgameState.sharedState.deaths.push(\r\n\t\t...deadEntities1.map((e, index) =>\r\n\t\t\taddImpliedMechanics(\r\n\t\t\t\t{\r\n\t\t\t\t\t...e,\r\n\t\t\t\t\thealth: e.maxHealth,\r\n\t\t\t\t\tdefinitelyDead: false,\r\n\t\t\t\t\tindexFromLeftAtTimeOfDeath: deadMinionIndexesFromLeft1[index],\r\n\t\t\t\t},\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t),\r\n\t\t),\r\n\t);\r\n\tgameState.sharedState.deaths.push(\r\n\t\t...deadEntities2.map((e, index) =>\r\n\t\t\taddImpliedMechanics(\r\n\t\t\t\t{\r\n\t\t\t\t\t...e,\r\n\t\t\t\t\thealth: e.maxHealth,\r\n\t\t\t\t\tdefinitelyDead: false,\r\n\t\t\t\t\tindexFromLeftAtTimeOfDeath: deadMinionIndexesFromLeft2[index],\r\n\t\t\t\t},\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t),\r\n\t\t),\r\n\t);\r\n\r\n\tfor (const deadEntity of deadEntities1) {\r\n\t\tconst onDeathImpl = cardMappings[deadEntity.cardId];\r\n\t\tif (hasOnDeath(onDeathImpl)) {\r\n\t\t\tonDeathImpl.onDeath(deadEntity, {\r\n\t\t\t\thero: board1Hero,\r\n\t\t\t\tboard: board1,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\tfor (const deadEntity of deadEntities2) {\r\n\t\tconst onDeathImpl = cardMappings[deadEntity.cardId];\r\n\t\tif (hasOnDeath(onDeathImpl)) {\r\n\t\t\tonDeathImpl.onDeath(deadEntity, {\r\n\t\t\t\thero: board2Hero,\r\n\t\t\t\tboard: board2,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tboard1Hero.globalInfo.EternalKnightsDeadThisGame =\r\n\t\tboard1Hero.globalInfo.EternalKnightsDeadThisGame +\r\n\t\tdeadEntities1.filter(\r\n\t\t\t(e) => e.cardId === CardIds.EternalKnight_BG25_008 || e.cardId === CardIds.EternalKnight_BG25_008_G,\r\n\t\t).length;\r\n\tboard2Hero.globalInfo.EternalKnightsDeadThisGame =\r\n\t\tboard2Hero.globalInfo.EternalKnightsDeadThisGame +\r\n\t\tdeadEntities2.filter(\r\n\t\t\t(e) => e.cardId === CardIds.EternalKnight_BG25_008 || e.cardId === CardIds.EternalKnight_BG25_008_G,\r\n\t\t).length;\r\n\r\n\torchestrateMinionDeathEffects({\r\n\t\tgameState: gameState,\r\n\t\tplayerDeadEntities: board1Hero.friendly ? deadEntities1 : deadEntities2,\r\n\t\tplayerDeadEntityIndexesFromRight: board1Hero.friendly\r\n\t\t\t? deadMinionIndexesFromRights1\r\n\t\t\t: deadMinionIndexesFromRights2,\r\n\t\topponentDeadEntities: board1Hero.friendly ? deadEntities2 : deadEntities1,\r\n\t\topponentDeadEntityIndexesFromRight: board1Hero.friendly\r\n\t\t\t? deadMinionIndexesFromRights2\r\n\t\t\t: deadMinionIndexesFromRights1,\r\n\t});\r\n\r\n\tboard1\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy ||\r\n\t\t\t\tentity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G,\r\n\t\t)\r\n\t\t.forEach((entity) => applyMonstrosity(entity, deadEntities1, board1, board1Hero, gameState));\r\n\tboard2\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy ||\r\n\t\t\t\tentity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G,\r\n\t\t)\r\n\t\t.forEach((entity) => applyMonstrosity(entity, deadEntities2, board2, board2Hero, gameState));\r\n\r\n\t// Make sure we only return when there are no more deaths to process\r\n\t// Make sure to do this right before the end of the process\r\n\t// FIXME: this will propagate the killer between rounds, which is incorrect. For instance,\r\n\t// if a dragon kills a Ghoul, then the Ghoul's deathrattle kills a Kaboom, the killer should\r\n\t// now be the ghoul. Then if the Kaboom kills someone, the killer should again change. You could\r\n\t// also have multiple killers, which is not taken into account here.\r\n\t// The current assumption is that it's a suffienctly fringe case to not matter too much\r\n\tprocessMinionDeath(board1, board1Hero, board2, board2Hero, gameState);\r\n\r\n\t// Not sure about the timing here, but I have bothered Mitchell quite a lot already recently :)\r\n\tif (!skipSummonWhenSpace) {\r\n\t\thandleSummonsWhenSpace(board1, board1Hero, board2, board2Hero, gameState);\r\n\t}\r\n\r\n\t// Apply \"after minion death\" effects\r\n\thandleAfterMinionsDeaths(board1, deadEntities1, board1Hero, board2, deadEntities2, board2Hero, gameState);\r\n};\r\n\r\nconst handleAfterMinionsDeaths = (\r\n\tboard1: BoardEntity[],\r\n\tdeadEntities1: BoardEntity[],\r\n\theroEntity1: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tdeadEntities2: BoardEntity[],\r\n\theroEntity2: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst random = Math.random() > 0.5;\r\n\thandleAfterMinionsDeathsForBoard(\r\n\t\trandom ? board1 : board2,\r\n\t\trandom ? deadEntities1 : deadEntities2,\r\n\t\trandom ? heroEntity1 : heroEntity2,\r\n\t\trandom ? board2 : board1,\r\n\t\trandom ? deadEntities2 : deadEntities1,\r\n\t\trandom ? heroEntity2 : heroEntity1,\r\n\t\tgameState,\r\n\t);\r\n\thandleAfterMinionsDeathsForBoard(\r\n\t\t!random ? board1 : board2,\r\n\t\t!random ? deadEntities1 : deadEntities2,\r\n\t\t!random ? heroEntity1 : heroEntity2,\r\n\t\t!random ? board2 : board1,\r\n\t\t!random ? deadEntities2 : deadEntities1,\r\n\t\t!random ? heroEntity2 : heroEntity1,\r\n\t\tgameState,\r\n\t);\r\n};\r\n\r\nconst handleAfterMinionsDeathsForBoard = (\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyDeadEntities: BoardEntity[],\r\n\tfriendlyHeroEntity: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherDeadEntities: BoardEntity[],\r\n\totherHeroEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst candidateEntities = [];\r\n\r\n\tfor (const trinket of friendlyHeroEntity.trinkets ?? []) {\r\n\t\tconst onAfterDeathImpl = cardMappings[trinket.cardId];\r\n\t\tif (hasOnAfterDeath(onAfterDeathImpl)) {\r\n\t\t\tonAfterDeathImpl.onAfterDeath(trinket, {\r\n\t\t\t\thero: friendlyHeroEntity,\r\n\t\t\t\tboard: friendlyBoard,\r\n\t\t\t\totherHero: otherHeroEntity,\r\n\t\t\t\totherBoard: otherBoard,\r\n\t\t\t\tdeadEntities: friendlyDeadEntities,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\tfor (const entity of friendlyBoard) {\r\n\t\tconst onAfterDeathImpl = cardMappings[entity.cardId];\r\n\t\tif (hasOnAfterDeath(onAfterDeathImpl)) {\r\n\t\t\tonAfterDeathImpl.onAfterDeath(entity, {\r\n\t\t\t\thero: friendlyHeroEntity,\r\n\t\t\t\tboard: friendlyBoard,\r\n\t\t\t\totherHero: otherHeroEntity,\r\n\t\t\t\totherBoard: otherBoard,\r\n\t\t\t\tdeadEntities: friendlyDeadEntities,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tlet secretTriggered = null;\r\n\tif (\r\n\t\t(secretTriggered = friendlyHeroEntity.secrets?.find(\r\n\t\t\t(secret) => !secret.triggered && secret?.cardId === CardIds.MagicBlackSoulstone,\r\n\t\t)) != null\r\n\t) {\r\n\t\tif (friendlyBoard.length === 0) {\r\n\t\t\tsecretTriggered.triggered = true;\r\n\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\tconst toSummon = pickRandom(gameState.cardsData.demonSpawns);\r\n\t\t\t\tcandidateEntities.push(\r\n\t\t\t\t\t...spawnEntities(\r\n\t\t\t\t\t\ttoSummon,\r\n\t\t\t\t\t\t1,\r\n\t\t\t\t\t\tfriendlyBoard,\r\n\t\t\t\t\t\tfriendlyHeroEntity,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherHeroEntity,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\tfriendlyHeroEntity.friendly,\r\n\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t),\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\tperformEntitySpawns(\r\n\t\tcandidateEntities,\r\n\t\tfriendlyBoard,\r\n\t\tfriendlyHeroEntity,\r\n\t\tsecretTriggered,\r\n\t\t0,\r\n\t\totherBoard,\r\n\t\totherHeroEntity,\r\n\t\tgameState,\r\n\t);\r\n};\r\n\r\nexport interface OnDeathInput {\r\n\treadonly hero: BgsPlayerEntity;\r\n\treadonly board: BoardEntity[];\r\n\treadonly gameState: FullGameState;\r\n}\r\nexport interface OnAfterDeathInput {\r\n\treadonly hero: BgsPlayerEntity;\r\n\treadonly board: BoardEntity[];\r\n\treadonly otherHero: BgsPlayerEntity;\r\n\treadonly otherBoard: BoardEntity[];\r\n\treadonly deadEntities: BoardEntity[];\r\n\treadonly gameState: FullGameState;\r\n}\r\nexport interface OnMinionKilledInput {\r\n\treadonly minionKilled: BoardEntity;\r\n\treadonly attackingHero: BgsPlayerEntity;\r\n\treadonly attackingBoard: BoardEntity[];\r\n\treadonly defendingHero: BgsPlayerEntity;\r\n\treadonly defendingBoard: BoardEntity[];\r\n\treadonly defenderNeighbours: readonly BoardEntity[];\r\n\treadonly gameState: FullGameState;\r\n\treadonly playerIsFriendly: boolean;\r\n}\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasOnAfterDeath, hasOnDeath } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { debugState } from '../debug-state';\r\nimport { updateDivineShield } from '../keywords/divine-shield';\r\nimport { updateVenomous } from '../keywords/venomous';\r\nimport { groupByFunction, pickRandom } from '../services/utils';\r\nimport { addImpliedMechanics, hasCorrectTribe, isFish } from '../utils';\r\nimport { applyAfterAttackEffects, applyAfterAttackTrinkets } from './after-attack';\r\nimport { onEntityDamaged } from './damage-effects';\r\nimport { applyMonstrosity, rememberDeathrattles } from './deathrattle-effects';\r\nimport { orchestrateMinionDeathEffects } from './deathrattle-orchestration';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { makeMinionsDie } from './minion-death';\r\nimport { onMinionKill } from './minion-kill';\r\nimport { applyOnAttackEffects } from './on-attack';\r\nimport { applyOnBeingAttackedBuffs } from './on-being-attacked';\r\nimport { performEntitySpawns } from './spawns';\r\nimport { applyAfterStatsUpdate } from './stats';\r\nimport { handleSummonsWhenSpace } from './summon-when-space';\r\nimport { canAttack } from './utils/entity-utils';\r\n\r\n// Only use it to simulate actual attack. To simulate damage, or something similar, use bumpInto\r\nexport const simulateAttack = (\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): BoardEntity => {\r\n\t// console.debug(\r\n\t// \t'\\nsimulating attack',\r\n\t// \tstringifySimple(attackingBoard, gameState.allCards),\r\n\t// \t'\\n',\r\n\t// \tstringifySimple(defendingBoard, gameState.allCards),\r\n\t// );\r\n\tif (attackingBoard.length === 0 || defendingBoard.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst attackingEntity = getAttackingEntity(attackingBoard, gameState.allCards);\r\n\tif (attackingEntity) {\r\n\t\tgameState.sharedState.currentAttackerEntityId = attackingEntity.entityId;\r\n\t\t// Get the left entities now, otherwise things might break if the attacker dies and/or other\r\n\t\t// entities pop\r\n\t\tconst attackingEntityIndex = attackingBoard.indexOf(attackingEntity);\r\n\t\tconst attackingEntitiesToTheLeft = attackingBoard.slice(0, attackingEntityIndex);\r\n\t\tconst isAttackingImmediately = attackingEntity.attackImmediately;\r\n\t\t// In case of Broodmother spawn, it spawns where the dead minion was, and has no influence on the\r\n\t\t// attack order\r\n\t\t// Situation this is trying to resolve by putting this right at the top of the loop:\r\n\t\t// - One scallywag attacks into another one, both die\r\n\t\t// - The first one attacks. To its left is a Harmless Bonehead with 1 HP. The scallywag attacks, and both scallys die\r\n\t\t// - The *other* sky pirate attacks first, and kills the bonehead. Two minions are spawned\r\n\t\t// - The first sy pirate attacks\r\n\t\t// - The initial loop is resolved. If this is at the end, the Harmless Bonehead is already dead, and not flagged\r\n\t\t// While having this right away, we immediately flag all minions to the left\r\n\t\tif (!isAttackingImmediately) {\r\n\t\t\t// Make sure they won't be able to attack until everyone has attacked\r\n\t\t\t// See http://replays.firestoneapp.com/?reviewId=a1b3066d-e806-44c1-ab4b-7ef9dbf9b5b9&turn=5&action=4\r\n\t\t\tattackingEntitiesToTheLeft.forEach((entity) => (entity.hasAttacked = 2));\r\n\t\t}\r\n\r\n\t\tconst numberOfAttacks = attackingEntity.windfury ? 2 : 1;\r\n\t\tfor (let i = 0; i < numberOfAttacks; i++) {\r\n\t\t\t// We refresh the entity in case of windfury\r\n\t\t\tif (attackingBoard.length === 0 || defendingBoard.length === 0) {\r\n\t\t\t\t// We still want to flag the entity as having attacked, so that it doesn't attack again\r\n\t\t\t\t// after teammate switch in Duos\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\t// Check that didn't die\r\n\t\t\tif (attackingBoard.find((entity) => entity.entityId === attackingEntity.entityId)) {\r\n\t\t\t\tconst defendingEntity: BoardEntity = getDefendingEntity(defendingBoard, attackingEntity);\r\n\t\t\t\t// Can happen with a single defender that has stealth\r\n\t\t\t\tif (defendingEntity) {\r\n\t\t\t\t\tdoFullAttack(\r\n\t\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\t\tdefendingEntity,\r\n\t\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t} else {\r\n\t\t\t\t\t// Solves the edge case of Sky Pirate vs a stealth board\r\n\t\t\t\t\tattackingEntity.attackImmediately = false;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\tgameState.sharedState.currentAttackerEntityId = null;\r\n\t\tattackingEntity.hasAttacked = 1;\r\n\t}\r\n\treturn attackingEntity;\r\n};\r\n\r\nexport const doFullAttack = (\r\n\tattackingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst isAttackingImmediately = attackingEntity.attackImmediately;\r\n\tgameState.spectator.registerAttack(\r\n\t\tattackingEntity,\r\n\t\tdefendingEntity,\r\n\t\tattackingBoard,\r\n\t\tdefendingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingBoardHero,\r\n\t);\r\n\t// http://replays.firestoneapp.com/?reviewId=50576a9f-2e6a-4600-87ba-6e737ca9853e&turn=21&action=4\r\n\t// Looks like onBeingAttacked effects apply before onAttack effects\r\n\tapplyOnBeingAttackedBuffs(\r\n\t\tattackingEntity,\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingEntity,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tgameState,\r\n\t);\r\n\tconst { damageDoneByAttacker: damageDoneByAttacker1, damageDoneByDefender: damageDoneByDefender1 } =\r\n\t\tapplyOnAttackEffects(\r\n\t\t\tattackingEntity,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingEntity,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\tconst { damageDoneByAttacker: damageDoneByAttacker2, damageDoneByDefender: damageDoneByDefender2 } = performAttack(\r\n\t\tattackingEntity,\r\n\t\tdefendingEntity,\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tgameState,\r\n\t);\r\n\tconst damageDoneByAttacker = damageDoneByAttacker1 + damageDoneByAttacker2;\r\n\tconst damageDoneByDefender = damageDoneByDefender1 + damageDoneByDefender2;\r\n\r\n\t// Process this after the minions die and deathrattles are triggered/spawned\r\n\t// https://replays.firestoneapp.com/?reviewId=dd4e9dbe-abca-434a-ab94-04777cbedefe&turn=29&action=3\r\n\t// BUT: the attacking entity's afterAttack (like Macaw) needs to be processed\r\n\t// To recap:\r\n\t// - Jar o'Gems procs after the deathrattles have spawned\r\n\t// - When Monstrous Macaw procs a deathrattle, it is still on board, thus limiting the spawn room\r\n\t// So not sure what the exact timings are. It could be:\r\n\t// 1. Trigger minion's after attack\r\n\t// 2. Make minions die\r\n\t// 3. Process trinkets after attack\r\n\t// I have asked on Discord - for now I will consider a \"minion after attack\" phase and a \"trinket after attack\" phase.\r\n\t// I'm not sure about the secrets / trinkets, they will need to be adapted\r\n\tapplyAfterAttackEffects(\r\n\t\tattackingEntity,\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingEntity,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tdamageDoneByAttacker,\r\n\t\tdamageDoneByDefender,\r\n\t\tgameState,\r\n\t);\r\n\r\n\tprocessMinionDeath(\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tgameState,\r\n\t\tisAttackingImmediately,\r\n\t);\r\n\r\n\tapplyAfterAttackTrinkets(\r\n\t\tattackingEntity,\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tdefendingEntity,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tdamageDoneByAttacker,\r\n\t\tdamageDoneByDefender,\r\n\t\tgameState,\r\n\t);\r\n\tapplyAfterStatsUpdate(gameState);\r\n\tattackingEntity.immuneWhenAttackCharges = Math.max(0, (attackingEntity.immuneWhenAttackCharges ?? 0) - 1);\r\n\tif (\r\n\t\tdefendingEntity.health > 0 &&\r\n\t\t!defendingEntity.definitelyDead &&\r\n\t\t(defendingEntity.cardId === CardIds.YoHoOgre_BGS_060 ||\r\n\t\t\tdefendingEntity.cardId === CardIds.YoHoOgre_TB_BaconUps_150)\r\n\t) {\r\n\t\tdefendingEntity.attackImmediately = true;\r\n\t\tif (defendingEntity.attackImmediately) {\r\n\t\t\tsimulateAttack(defendingBoard, defendingBoardHero, attackingBoard, attackingBoardHero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst performAttack = (\r\n\tattackingEntity: BoardEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): { damageDoneByAttacker: number; damageDoneByDefender: number } => {\r\n\tlet damageDoneByAttacker = 0;\r\n\tlet damageDoneByDefender = 0;\r\n\r\n\tif (hasCorrectTribe(attackingEntity, attackingBoardHero, Race.DRAGON, gameState.anomalies, gameState.allCards)) {\r\n\t\tconst prestors = attackingBoard\r\n\t\t\t.filter((e) => e.entityId !== attackingEntity.entityId)\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId === CardIds.PrestorsPyrospawn_BG21_012 ||\r\n\t\t\t\t\te.cardId === CardIds.PrestorsPyrospawn_BG21_012_G,\r\n\t\t\t);\r\n\t\tprestors.forEach((prestor) => {\r\n\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\tprestor,\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t);\r\n\t\t\tdamageDoneByAttacker += dealDamageToMinion(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tprestor,\r\n\t\t\t\tprestor.cardId === CardIds.PrestorsPyrospawn_BG21_012_G ? 6 : 3,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t});\r\n\t}\r\n\tif (\r\n\t\tattackingEntity.cardId === CardIds.Atramedes_BG23_362 ||\r\n\t\tattackingEntity.cardId === CardIds.Atramedes_BG23_362_G\r\n\t) {\r\n\t\tconst targets = [defendingEntity, ...getNeighbours(defendingBoard, defendingEntity)];\r\n\t\tconst multiplier = attackingEntity.cardId === CardIds.Atramedes_BG23_362_G ? 2 : 1;\r\n\r\n\t\tfor (let i = 0; i < multiplier; i++) {\r\n\t\t\ttargets.forEach((target) => {\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t);\r\n\t\t\t\tdamageDoneByAttacker += dealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\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} else if ([CardIds.BabyKrush_BG22_001, CardIds.BabyKrush_BG22_001_G].includes(attackingEntity.cardId as CardIds)) {\r\n\t\tconst spawns = spawnEntities(\r\n\t\t\tattackingEntity.cardId === CardIds.BabyKrush_BG22_001_G\r\n\t\t\t\t? CardIds.BabyKrush_BG22_001_G\r\n\t\t\t\t: CardIds.BabyKrush_DevilsaurToken,\r\n\t\t\t1,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tgameState,\r\n\t\t\ttrue,\r\n\t\t\ttrue,\r\n\t\t);\r\n\t\tif (spawns.length > 0) {\r\n\t\t\tconst sourceIndex = attackingBoard.indexOf(attackingEntity);\r\n\t\t\tconst actualSpawns = performEntitySpawns(\r\n\t\t\t\tspawns,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tsourceIndex,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t\tfor (const actualSpawn of actualSpawns) {\r\n\t\t\t\tif (defendingEntity.health > 0 && !defendingEntity.definitelyDead) {\r\n\t\t\t\t\tperformAttack(\r\n\t\t\t\t\t\tactualSpawn,\r\n\t\t\t\t\t\tdefendingEntity,\r\n\t\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t// For Prestor\r\n\tconst defenderAliveBeforeAttack = defendingEntity.health > 0 && !defendingEntity.definitelyDead;\r\n\t// Because of Bristleback Knight, which changes its divine shield status during bumpEntities\r\n\tconst attackerHadDivineShield = attackingEntity.divineShield;\r\n\tconst defenderHadDivineShield = defendingEntity.divineShield;\r\n\t// For cleave\r\n\t// We do that now so that we don't include entities that spawn on entity damaged\r\n\tconst defenderNeighbours: readonly BoardEntity[] = getNeighbours(defendingBoard, defendingEntity);\r\n\tif (defenderAliveBeforeAttack) {\r\n\t\tif (!attackingEntity.immuneWhenAttackCharges) {\r\n\t\t\t// TODO: this bumpEntities approach doesn't work well, as it leads to code duplication\r\n\t\t\tdamageDoneByDefender += bumpEntities(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t\tdamageDoneByAttacker += bumpEntities(\r\n\t\t\tdefendingEntity,\r\n\t\t\tattackingEntity,\r\n\t\t\tdefendingBoard,\r\n\t\t\tdefendingBoardHero,\r\n\t\t\tattackingBoard,\r\n\t\t\tattackingBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tif (defendingEntity.attack > 0 && attackerHadDivineShield && !attackingEntity.immuneWhenAttackCharges) {\r\n\t\t\tupdateDivineShield(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tfalse,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t\tif (attackingEntity.attack > 0 && defenderHadDivineShield) {\r\n\t\t\tupdateDivineShield(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tfalse,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t\t// Do it after the damage has been done, so that entities that update on DS lose / gain (CyborgDrake) don't\r\n\t\t// cause wrong results to happen\r\n\t\t// This whole logic is a MEEEEESSSSSSSSSSSSSSS\r\n\t\tif (damageDoneByDefender > 0) {\r\n\t\t\tonEntityDamaged(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tdamageDoneByDefender,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t\tif (damageDoneByAttacker > 0) {\r\n\t\t\tonEntityDamaged(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdamageDoneByAttacker,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\r\n\t\tif (defendingEntity.health <= 0 || defendingEntity.definitelyDead) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKill(\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tdefenderNeighbours,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t}\r\n\t\tif (attackingEntity.health <= 0 || attackingEntity.definitelyDead) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKill(\r\n\t\t\t\tdefendingEntity,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tdefenderNeighbours,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t}\r\n\t}\r\n\t// Cleave\r\n\tif (attackingEntity.cleave) {\r\n\t\tfor (const neighbour of defenderNeighbours) {\r\n\t\t\tconst thisAttackDamage = bumpEntities(\r\n\t\t\t\tneighbour,\r\n\t\t\t\tattackingEntity,\r\n\t\t\t\tdefendingBoard,\r\n\t\t\t\tdefendingBoardHero,\r\n\t\t\t\tattackingBoard,\r\n\t\t\t\tattackingBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t\tdamageDoneByAttacker += thisAttackDamage;\r\n\t\t\t// Do it after the damage has been done, so that entities that update on DS lose / gain (CyborgDrake) don't\r\n\t\t\t// cause wrong results to happen\r\n\t\t\tif (attackingEntity.attack > 0 && neighbour.divineShield) {\r\n\t\t\t\tupdateDivineShield(neighbour, defendingBoard, defendingBoardHero, attackingBoardHero, false, gameState);\r\n\t\t\t}\r\n\t\t\tif (thisAttackDamage > 0) {\r\n\t\t\t\tonEntityDamaged(\r\n\t\t\t\t\tneighbour,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tthisAttackDamage,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t\tif (neighbour.health <= 0 || neighbour.definitelyDead) {\r\n\t\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKill(\r\n\t\t\t\t\tattackingEntity,\r\n\t\t\t\t\tneighbour,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tdefendingBoard,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t\tdefenderNeighbours,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tattackingEntity.attackImmediately = false;\r\n\tif (attackingEntity.enchantments.some((e) => e.cardId === CardIds.VolatileVenom_VolatileEnchantment)) {\r\n\t\tattackingEntity.definitelyDead = true;\r\n\t}\r\n\treturn { damageDoneByAttacker, damageDoneByDefender };\r\n};\r\n\r\n// TODO: Could it be possible to store the index of the entity that last attacked? Probably not, because minion\r\n// spawns would mess this up? Could we update the indexes as each entity spawns / dies?\r\nconst getAttackingEntity = (attackingBoard: BoardEntity[], allCards: AllCardsService): BoardEntity => {\r\n\tlet validAttackers = attackingBoard.filter((entity) => canAttack(entity));\r\n\tif (validAttackers.length === 0) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tif (validAttackers.some((entity) => entity.attackImmediately)) {\r\n\t\tvalidAttackers = validAttackers.filter((entity) => entity.attackImmediately);\r\n\t} else if (validAttackers.every((e) => e.hasAttacked)) {\r\n\t\tattackingBoard.forEach((e) => (e.hasAttacked = 0));\r\n\t} else {\r\n\t\tvalidAttackers = validAttackers.filter((entity) => !entity.hasAttacked);\r\n\t}\r\n\tconst attacker = validAttackers[0];\r\n\treturn attacker;\r\n};\r\n\r\nexport const findNearestEnemies = (\r\n\tattackingBoard: BoardEntity[],\r\n\tentity: BoardEntity,\r\n\tentityIndexFromRight: number,\r\n\tdefendingBoard: BoardEntity[],\r\n\tnumberOfTargets: number,\r\n\tallCards: AllCardsService,\r\n): BoardEntity[] => {\r\n\tconst result = [];\r\n\tif (defendingBoard.length > 0) {\r\n\t\t// console.debug('defending board', numberOfTargets, stringifySimple(defendingBoard, allCards));\r\n\t\tconst attackerIndex = attackingBoard.length - entityIndexFromRight - 1;\r\n\t\tconst targetIndex = attackerIndex - (attackingBoard.length - defendingBoard.length) / 2;\r\n\t\t// console.debug('indexes', attackerIndex, entityIndexFromRight, targetIndex, attackingBoard.length);\r\n\r\n\t\tfor (let i = 0; i < numberOfTargets; i++) {\r\n\t\t\tconst possibleTargets = defendingBoard\r\n\t\t\t\t.filter((e) => !e.definitelyDead && e.health > 0)\r\n\t\t\t\t.filter((e) => !result.includes(e));\r\n\t\t\t// console.debug('possibleTargets', stringifySimple(possibleTargets, allCards));\r\n\t\t\tif (!possibleTargets.length) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\tconst targetGroups = groupByFunction((e: BoardEntity) => Math.abs(defendingBoard.indexOf(e) - targetIndex))(\r\n\t\t\t\tpossibleTargets,\r\n\t\t\t);\r\n\t\t\tconst distances = Object.keys(targetGroups)\r\n\t\t\t\t.map((k) => +k)\r\n\t\t\t\t.sort();\r\n\t\t\tconst nearestDistance = distances[0];\r\n\t\t\tif (nearestDistance != null) {\r\n\t\t\t\t// console.debug(\r\n\t\t\t\t// \t'targetGroups[nearestDistance]',\r\n\t\t\t\t// \tnearestDistance,\r\n\t\t\t\t// \tstringifySimple(targetGroups[nearestDistance], allCards),\r\n\t\t\t\t// );\r\n\t\t\t\tconst target = pickRandom(targetGroups[nearestDistance]);\r\n\t\t\t\tresult.push(target);\r\n\t\t\t}\r\n\t\t\t// console.debug('\\n');\r\n\t\t}\r\n\t}\r\n\treturn result.filter((e) => !!e);\r\n};\r\n\r\nexport const getNeighbours = (\r\n\tboard: BoardEntity[],\r\n\tentity: BoardEntity,\r\n\tdeadEntityIndexFromRight?: number,\r\n): readonly BoardEntity[] => {\r\n\tconst neighbours = [];\r\n\t// When triggering DR with Hawkstrider, the entity is still on the board\r\n\tif (deadEntityIndexFromRight != null && !board.includes(entity)) {\r\n\t\tconst leftNeighbourIndex = board.length - 1 - deadEntityIndexFromRight;\r\n\t\tconst leftNeighbour = board[leftNeighbourIndex];\r\n\t\tif (leftNeighbour) {\r\n\t\t\tneighbours.push(leftNeighbour);\r\n\t\t}\r\n\r\n\t\t// If the deadEntityIndexFromRight === 0 (right-most minion), no neighbour will be found\r\n\t\tconst rightNeighbourIndex = board.length - 1 - (deadEntityIndexFromRight - 1);\r\n\t\tconst rightNeighbour = board[rightNeighbourIndex];\r\n\t\tif (rightNeighbour) {\r\n\t\t\tneighbours.push(rightNeighbour);\r\n\t\t}\r\n\t} else {\r\n\t\tconst index = board.map((e) => e.entityId).indexOf(entity.entityId);\r\n\t\tif (index - 1 >= 0) {\r\n\t\t\tneighbours.push(board[index - 1]);\r\n\t\t}\r\n\t\t// neighbours.push(entity);\r\n\t\tif (index + 1 < board.length) {\r\n\t\t\tneighbours.push(board[index + 1]);\r\n\t\t}\r\n\t}\r\n\treturn neighbours;\r\n};\r\n\r\nexport const getLeftNeighbour = (\r\n\tboard: BoardEntity[],\r\n\tentity: BoardEntity,\r\n\tdeadEntityIndexFromRight?: number,\r\n): BoardEntity => {\r\n\t// When triggering DR with Hawkstrider, the entity is still on the board\r\n\tif (deadEntityIndexFromRight != null && !board.includes(entity)) {\r\n\t\tconst leftNeighbourIndex = board.length - 1 - deadEntityIndexFromRight;\r\n\t\tconst leftNeighbour = board[leftNeighbourIndex];\r\n\t\tif (leftNeighbour) {\r\n\t\t\treturn leftNeighbour;\r\n\t\t}\r\n\t} else {\r\n\t\tconst index = board.map((e) => e.entityId).indexOf(entity.entityId);\r\n\t\tif (index - 1 >= 0) {\r\n\t\t\treturn board[index - 1];\r\n\t\t}\r\n\t}\r\n\treturn null;\r\n};\r\n\r\nexport const dealDamageToRandomEnemy = (\r\n\tboardToBeDamaged: BoardEntity[],\r\n\tboardToBeDamagedHero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamage: number,\r\n\tboardWithAttackOrigin: BoardEntity[],\r\n\tboardWithAttackOriginHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (boardToBeDamaged.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tconst validTargets = boardToBeDamaged.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst defendingEntity: BoardEntity = pickRandom(validTargets);\r\n\tif (defendingEntity) {\r\n\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\tdamageSource,\r\n\t\t\tdefendingEntity,\r\n\t\t\tboardToBeDamaged,\r\n\t\t\tboardToBeDamagedHero,\r\n\t\t\tboardWithAttackOriginHero,\r\n\t\t);\r\n\t\tdealDamageToMinion(\r\n\t\t\tdefendingEntity,\r\n\t\t\tboardToBeDamaged,\r\n\t\t\tboardToBeDamagedHero,\r\n\t\t\tdamageSource,\r\n\t\t\tdamage,\r\n\t\t\tboardWithAttackOrigin,\r\n\t\t\tboardWithAttackOriginHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n};\r\n\r\nexport const dealDamageToMinion = (\r\n\ttarget: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamage: number,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): number => {\r\n\t// console.log('dealing damage to', damage, stringifySimpleCard(defendingEntity, allCards));\r\n\tif (!target) {\r\n\t\treturn 0;\r\n\t}\r\n\r\n\tconst isDeadBeforeDamage = target.definitelyDead || target.health <= 0;\r\n\tconst spawns = [];\r\n\t// Why do we use a fakeAttacker? Is that for the \"attacking\" prop?\r\n\t// That prop is only used for Overkill, and even in that case it looks like it would work\r\n\t// without it\r\n\tconst fakeAttacker = {\r\n\t\t...(damageSource || {}),\r\n\t\tentityId: -1,\r\n\t\tattack: damage,\r\n\t\t// attacking: true,\r\n\t} as BoardEntity;\r\n\tconst actualDamageDone = bumpEntities(target, fakeAttacker, board, hero, otherBoard, otherHero, gameState);\r\n\r\n\t// Do it after the damage has been done, so that entities that update on DS lose / gain (CyborgDrake) don't\r\n\t// cause wrong results to happen\r\n\t// TODO: why isn't it done in bumpEntities?\r\n\t// Because of how \"bump\" works: we do it first for the attacker, then the defender, and we only want to update\r\n\t// the divine shield once both bumps are done\r\n\t// The problem is with the Frenzy: bumpEntities can trigger the frenzy, and which can act on the divine shield\r\n\tif (fakeAttacker.attack > 0 && target.divineShield) {\r\n\t\tupdateDivineShield(target, board, hero, otherHero, false, gameState);\r\n\t}\r\n\r\n\tif (actualDamageDone > 0) {\r\n\t\t// TODO: handle entities that have been spawned here to adjust the dead entity index from parent stack\r\n\t\tconst newSpawns = onEntityDamaged(target, board, hero, otherBoard, otherHero, actualDamageDone, gameState);\r\n\t}\r\n\tif (!isDeadBeforeDamage && actualDamageDone > 0) {\r\n\t\ttarget.lastAffectedByEntity = damageSource;\r\n\r\n\t\tif (target.health <= 0 || target.definitelyDead) {\r\n\t\t\tonMinionKill(damageSource, target, otherBoard, otherHero, board, hero, [], gameState);\r\n\t\t}\r\n\t}\r\n\tconst defendingEntityIndex = board.map((entity) => entity.entityId).indexOf(target.entityId);\r\n\tboard[defendingEntityIndex] = target;\r\n\treturn actualDamageDone;\r\n};\r\n\r\nexport const getDefendingEntity = (\r\n\tdefendingBoard: BoardEntity[],\r\n\tattackingEntity: BoardEntity,\r\n\tignoreTaunts = false,\r\n): BoardEntity => {\r\n\tif (debugState.active) {\r\n\t\tfor (const forcedFaceOff of debugState.forcedFaceOff) {\r\n\t\t\tif (debugState.isCorrectEntity(forcedFaceOff.attacker, attackingEntity))\r\n\t\t\t\tif (attackingEntity.entityId === forcedFaceOff.attacker.entityId) {\r\n\t\t\t\t\tlet def = null;\r\n\t\t\t\t\tif (!!(def = defendingBoard.find((e) => debugState.isCorrectEntity(forcedFaceOff.defender, e)))) {\r\n\t\t\t\t\t\t// Remove the face-off\r\n\t\t\t\t\t\tdebugState.forcedFaceOff = debugState.forcedFaceOff.filter((f) => f != forcedFaceOff);\r\n\t\t\t\t\t\treturn def;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t}\r\n\t}\r\n\t// if (attackingEntity.entityId === 4946) {\r\n\t// \tlet def = null;\r\n\t// \tif (!!(def = defendingBoard.find((e) => e.entityId === 7170))) {\r\n\t// \t\treturn def;\r\n\t// \t}\r\n\t// }\r\n\r\n\tlet possibleDefenders: readonly BoardEntity[];\r\n\tif (\r\n\t\tattackingEntity.cardId === CardIds.ZappSlywick_BGS_022 ||\r\n\t\tattackingEntity.cardId === CardIds.ZappSlywick_TB_BaconUps_091\r\n\t) {\r\n\t\tconst minAttack = Math.min(...defendingBoard.map((entity) => entity.attack));\r\n\t\tpossibleDefenders = defendingBoard.filter((entity) => entity.attack === minAttack);\r\n\t} else if (\r\n\t\tattackingEntity.cardId === CardIds.WorgenVigilante_BG26_921 ||\r\n\t\tattackingEntity.cardId === CardIds.WorgenVigilante_BG26_921_G\r\n\t) {\r\n\t\tpossibleDefenders = defendingBoard\r\n\t\t\t.filter(\r\n\t\t\t\t(entity) =>\r\n\t\t\t\t\tentity.health <= attackingEntity.attack || attackingEntity.venomous || attackingEntity.poisonous,\r\n\t\t\t)\r\n\t\t\t.filter((e) => !e.divineShield);\r\n\t\tif (!possibleDefenders.length) {\r\n\t\t\tpossibleDefenders = defendingBoard;\r\n\t\t}\r\n\t} else {\r\n\t\tpossibleDefenders = defendingBoard.filter((e) => !e.stealth);\r\n\t\tif (!ignoreTaunts) {\r\n\t\t\tconst taunts = possibleDefenders.filter((entity) => entity.taunt);\r\n\t\t\tpossibleDefenders = taunts.length > 0 ? taunts : possibleDefenders;\r\n\t\t}\r\n\t}\r\n\r\n\tlet chosenDefender = pickRandom(possibleDefenders);\r\n\tif (chosenDefender?.taunt) {\r\n\t\tconst elistras = defendingBoard.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.ElistraTheImmortal_BGS_205 ||\r\n\t\t\t\tentity.cardId === CardIds.ElistraTheImmortal_TB_BaconUps_306,\r\n\t\t);\r\n\t\tif (elistras.length > 0) {\r\n\t\t\tchosenDefender = elistras[Math.floor(Math.random() * elistras.length)];\r\n\t\t}\r\n\t}\r\n\treturn chosenDefender;\r\n};\r\n\r\nexport const bumpEntities = (\r\n\tentity: BoardEntity,\r\n\tbumpInto: BoardEntity,\r\n\tentityBoard: BoardEntity[],\r\n\tentityBoardHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tapplyVenomous = true,\r\n): number => {\r\n\t// No attack has no impact\r\n\tconst debug = bumpInto.cardId === 'BG26_888';\r\n\tif (bumpInto.attack === 0) {\r\n\t\treturn 0;\r\n\t}\r\n\r\n\t// Matador effect has priority\r\n\tif (\r\n\t\tentity.abiityChargesLeft > 0 &&\r\n\t\t(entity.cardId === CardIds.MadMatador_BG28_404 || entity.cardId === CardIds.MadMatador_BG28_404_G)\r\n\t) {\r\n\t\tentity.abiityChargesLeft--;\r\n\t\tconst newTarget = pickRandom(otherBoard);\r\n\t\tif (newTarget) {\r\n\t\t\tgameState.spectator.registerPowerTarget(entity, newTarget, otherBoard, entityBoardHero, otherHero);\r\n\t\t\t// TODO: here the MadMatador is the source of the damage, not the initial attacker\r\n\t\t\t// Not sure exactly what the impact would be, as there is no counter\r\n\t\t\tconst newSource = {\r\n\t\t\t\t...entity,\r\n\t\t\t\tattack: bumpInto.attack,\r\n\t\t\t\t// attacking: true,\r\n\t\t\t} as BoardEntity;\r\n\t\t\tconst defenderHadDivineShield = newTarget.divineShield;\r\n\t\t\tconst damageDone = bumpEntities(\r\n\t\t\t\tnewTarget,\r\n\t\t\t\tnewSource,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherHero,\r\n\t\t\t\tentityBoard,\r\n\t\t\t\tentityBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\tif (newSource.attack > 0 && defenderHadDivineShield) {\r\n\t\t\t\tupdateDivineShield(newTarget, otherBoard, otherHero, entityBoardHero, false, gameState);\r\n\t\t\t}\r\n\t\t\tif (damageDone > 0) {\r\n\t\t\t\tonEntityDamaged(newTarget, otherBoard, otherHero, entityBoard, entityBoardHero, damageDone, gameState);\r\n\t\t\t}\r\n\t\t\treturn damageDone;\r\n\t\t}\r\n\t}\r\n\r\n\tif (entity.divineShield) {\r\n\t\tgameState.spectator.registerDamageDealt(bumpInto, entity, 0, entityBoard);\r\n\t\treturn 0;\r\n\t}\r\n\r\n\tconst damageDealt = (entity.damageMultiplier || 1) * bumpInto.attack;\r\n\tentity.health = entity.health - damageDealt;\r\n\t// FIXME: This will likely be incorrect in terms of timings, e.g. if the entity ends up\r\n\t// surviving following a buff like Spawn.\r\n\tgameState.spectator.registerDamageDealt(bumpInto, entity, damageDealt, entityBoard);\r\n\r\n\tif (entity.cardId === CardIds.Bubblette_BG_TID_713 && bumpInto.attack === 1) {\r\n\t\tentity.definitelyDead = true;\r\n\t} else if (entity.cardId === CardIds.Bubblette_BG_TID_713_G && bumpInto.attack === 2) {\r\n\t\tentity.definitelyDead = true;\r\n\t}\r\n\t// Do it last, so that other effects are still processed\r\n\tif (bumpInto.poisonous) {\r\n\t\t// So that further buffs don't revive it\r\n\t\t// And we don't just set the health to avoid applying overkill effects\r\n\t\tentity.definitelyDead = true;\r\n\t}\r\n\tif (bumpInto.venomous && applyVenomous) {\r\n\t\t// So that further buffs don't revive it\r\n\t\t// And we don't just set the health to avoid applying overkill effects\r\n\t\tentity.definitelyDead = true;\r\n\t\tupdateVenomous(bumpInto, false, otherBoard, otherHero, entityBoardHero, gameState);\r\n\t}\r\n\t// Ideally we should do the Reckoning stuff here. However, at this point we only have half the damage\r\n\t// information, so it is possible that the entity deals more than 3 (which should trigger Reckoning)\r\n\t// but dies during the exchange (and Reckoning doesn't trigger then)\r\n\r\n\tentity.lastAffectedByEntity = bumpInto;\r\n\t// if (entity.frenzyChargesLeft > 0 && entity.health > 0 && !entity.definitelyDead) {\r\n\t// \tapplyFrenzy(entity, entityBoard, entityBoardHero, gameState);\r\n\t// \tentity.frenzyChargesLeft--;\r\n\t// }\r\n\r\n\t// We spawn them here, because it says \"whenever\", and so happens right away\r\n\t// FIXME: there could be a bug here, if a Cleave attacks several IGB at the same time. The current\r\n\t// implementation could spawn minions above the max board size. Fringe case though, so leaving it\r\n\t// like this for now\r\n\t// const entitySpawns = getWheneverEntitySpawns(\r\n\t// \tentity,\r\n\t// \tentityBoard,\r\n\t// \tentityBoardHero,\r\n\t// \totherBoard,\r\n\t// \totherHero,\r\n\t// \tgameState.allCards,\r\n\t// \tgameState.cardsData,\r\n\t// \tgameState.sharedState,\r\n\t// \tgameState.spectator,\r\n\t// );\r\n\t// if (!!entitySpawns?.length) {\r\n\t// \t// Spawn to the right\r\n\t// \tconst index = entityBoard.map((e) => e.entityId).indexOf(entity.entityId) + 1;\r\n\t// \taddMinionsToBoard(entityBoard, entityBoardHero, otherHero, index, entitySpawns, gameState);\r\n\t// \tgameState.spectator.registerMinionsSpawn(entity, entityBoard, entitySpawns);\r\n\t// }\r\n\treturn bumpInto.attack;\r\n};\r\n\r\n// const getWheneverEntitySpawns = (\r\n// \tentity: BoardEntity,\r\n// \tentityBoard: BoardEntity[],\r\n// \tentityBoardHero: BgsPlayerEntity,\r\n// \totherBoard: BoardEntity[],\r\n// \totherHero: BgsPlayerEntity,\r\n// \tallCards: AllCardsService,\r\n// \tcardsData: CardsData,\r\n// \tsharedState: SharedState,\r\n// \tspectator: Spectator,\r\n// ): readonly BoardEntity[] => {\r\n// \tif (entityBoard.length === 7) {\r\n// \t\treturn null;\r\n// \t}\r\n\r\n// \tif (entity.cardId === CardIds.ImpGangBoss_BRM_006) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tCardIds.ImpGangBoss_ImpToken_BRM_006t,\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t);\r\n// \t} else if (entity.cardId === CardIds.ImpGangBoss_TB_BaconUps_030) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tCardIds.ImpGangBoss_ImpToken_TB_BaconUps_030t,\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t);\r\n// \t} else if (entity.cardId === CardIds.ImpMama_BGS_044) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tcardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)],\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t).map((entity) => ({ ...entity, taunt: true }));\r\n// \t} else if (entity.cardId === CardIds.ImpMama_TB_BaconUps_116) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tcardsData.impMamaSpawns[Math.floor(Math.random() * cardsData.impMamaSpawns.length)],\r\n// \t\t\t2,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t).map((entity) => ({ ...entity, taunt: true }));\r\n// \t} else if (entity.cardId === CardIds.SecurityRover_BOT_218) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tCardIds.SecurityRover_GuardBotToken_BOT_218t,\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t);\r\n// \t} else if (entity.cardId === CardIds.SecurityRover_TB_BaconUps_041) {\r\n// \t\treturn spawnEntities(\r\n// \t\t\tCardIds.SecurityRover_GuardBotToken_TB_BaconUps_041t,\r\n// \t\t\t1,\r\n// \t\t\tentityBoard,\r\n// \t\t\tentityBoardHero,\r\n// \t\t\totherBoard,\r\n// \t\t\totherHero,\r\n// \t\t\tallCards,\r\n// \t\t\tcardsData,\r\n// \t\t\tsharedState,\r\n// \t\t\tspectator,\r\n// \t\t\tentity.friendly,\r\n// \t\t\ttrue,\r\n// \t\t);\r\n// \t}\r\n// \treturn null;\r\n// };\r\n\r\nexport const processMinionDeath = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\t// When we're in an \"attack immediately\" phase, we wait until we're out of the phase to summon minions\r\n\tskipSummonWhenSpace = false,\r\n): void => {\r\n\t// const debug = board1.some((e) => e.health <= 0) || board2.some((e) => e.health <= 0);\r\n\t// debug && console.debug('\\nprocessing minions death');\r\n\t// debug && console.debug(stringifySimple(board1, gameState.allCards));\r\n\t// debug && console.debug(stringifySimple(board2, gameState.allCards));\r\n\tconst [deadMinionIndexesFromLeft1, deadMinionIndexesFromRights1, deadEntities1] = makeMinionsDie(\r\n\t\tboard1,\r\n\t\tboard1Hero,\r\n\t\tboard2,\r\n\t\tboard2Hero,\r\n\t\tgameState,\r\n\t);\r\n\tconst [deadMinionIndexesFromLeft2, deadMinionIndexesFromRights2, deadEntities2] = makeMinionsDie(\r\n\t\tboard2,\r\n\t\tboard2Hero,\r\n\t\tboard1,\r\n\t\tboard1Hero,\r\n\t\tgameState,\r\n\t);\r\n\t// debug && console.debug('after processing minions death');\r\n\t// debug && console.debug(stringifySimple(board1, gameState.allCards));\r\n\t// debug && console.debug(stringifySimple(board2, gameState.allCards));\r\n\t// debug && console.debug(deadMinionIndexesFromRights1);\r\n\t// debug && console.debug(deadMinionIndexesFromRights2);\r\n\t// console.debug('dead entities', stringifySimple(deadEntities1, allCards), stringifySimple(deadEntities2, allCards));\r\n\t// No death to process, we can return\r\n\tif (deadEntities1.length === 0 && deadEntities2.length === 0) {\r\n\t\treturn;\r\n\t\t// return [board1, board2];\r\n\t}\r\n\r\n\t// Remember them right away, so that subsequent deaths do not break the order\r\n\t// TODO: move this to the deathrattle-orchestration?\r\n\t// If the fish dies (from Scallywag for instance), it doesn't remember the deathrattle\r\n\t// console.debug(\r\n\t// \t'\\n\\ndeadEntities',\r\n\t// \tstringifySimple(deadEntities1, gameState.allCards),\r\n\t// \tstringifySimple(deadEntities2, gameState.allCards),\r\n\t// );\r\n\tboard1\r\n\t\t.filter((entity) => isFish(entity))\r\n\t\t.forEach((entity) =>\r\n\t\t\trememberDeathrattles(entity, deadEntities1, gameState.cardsData, gameState.allCards, gameState.sharedState),\r\n\t\t);\r\n\tboard2\r\n\t\t.filter((entity) => isFish(entity))\r\n\t\t.forEach((entity) =>\r\n\t\t\trememberDeathrattles(entity, deadEntities2, gameState.cardsData, gameState.allCards, gameState.sharedState),\r\n\t\t);\r\n\r\n\tgameState.spectator.registerDeadEntities(\r\n\t\tdeadMinionIndexesFromRights1,\r\n\t\tdeadEntities1,\r\n\t\tboard1,\r\n\t\tdeadMinionIndexesFromRights2,\r\n\t\tdeadEntities2,\r\n\t\tboard2,\r\n\t);\r\n\tgameState.sharedState.deaths.push(\r\n\t\t...deadEntities1.map((e, index) =>\r\n\t\t\taddImpliedMechanics(\r\n\t\t\t\t{\r\n\t\t\t\t\t...e,\r\n\t\t\t\t\thealth: e.maxHealth,\r\n\t\t\t\t\tdefinitelyDead: false,\r\n\t\t\t\t\tindexFromLeftAtTimeOfDeath: deadMinionIndexesFromLeft1[index],\r\n\t\t\t\t},\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t),\r\n\t\t),\r\n\t);\r\n\tgameState.sharedState.deaths.push(\r\n\t\t...deadEntities2.map((e, index) =>\r\n\t\t\taddImpliedMechanics(\r\n\t\t\t\t{\r\n\t\t\t\t\t...e,\r\n\t\t\t\t\thealth: e.maxHealth,\r\n\t\t\t\t\tdefinitelyDead: false,\r\n\t\t\t\t\tindexFromLeftAtTimeOfDeath: deadMinionIndexesFromLeft2[index],\r\n\t\t\t\t},\r\n\t\t\t\tgameState.cardsData,\r\n\t\t\t),\r\n\t\t),\r\n\t);\r\n\r\n\tfor (const deadEntity of deadEntities1) {\r\n\t\tconst onDeathImpl = cardMappings[deadEntity.cardId];\r\n\t\tif (hasOnDeath(onDeathImpl)) {\r\n\t\t\tonDeathImpl.onDeath(deadEntity, {\r\n\t\t\t\thero: board1Hero,\r\n\t\t\t\tboard: board1,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\tfor (const deadEntity of deadEntities2) {\r\n\t\tconst onDeathImpl = cardMappings[deadEntity.cardId];\r\n\t\tif (hasOnDeath(onDeathImpl)) {\r\n\t\t\tonDeathImpl.onDeath(deadEntity, {\r\n\t\t\t\thero: board2Hero,\r\n\t\t\t\tboard: board2,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tboard1Hero.globalInfo.EternalKnightsDeadThisGame =\r\n\t\tboard1Hero.globalInfo.EternalKnightsDeadThisGame +\r\n\t\tdeadEntities1.filter(\r\n\t\t\t(e) => e.cardId === CardIds.EternalKnight_BG25_008 || e.cardId === CardIds.EternalKnight_BG25_008_G,\r\n\t\t).length;\r\n\tboard2Hero.globalInfo.EternalKnightsDeadThisGame =\r\n\t\tboard2Hero.globalInfo.EternalKnightsDeadThisGame +\r\n\t\tdeadEntities2.filter(\r\n\t\t\t(e) => e.cardId === CardIds.EternalKnight_BG25_008 || e.cardId === CardIds.EternalKnight_BG25_008_G,\r\n\t\t).length;\r\n\r\n\torchestrateMinionDeathEffects({\r\n\t\tgameState: gameState,\r\n\t\tplayerDeadEntities: board1Hero.friendly ? deadEntities1 : deadEntities2,\r\n\t\tplayerDeadEntityIndexesFromRight: board1Hero.friendly\r\n\t\t\t? deadMinionIndexesFromRights1\r\n\t\t\t: deadMinionIndexesFromRights2,\r\n\t\topponentDeadEntities: board1Hero.friendly ? deadEntities2 : deadEntities1,\r\n\t\topponentDeadEntityIndexesFromRight: board1Hero.friendly\r\n\t\t\t? deadMinionIndexesFromRights2\r\n\t\t\t: deadMinionIndexesFromRights1,\r\n\t});\r\n\r\n\tboard1\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy ||\r\n\t\t\t\tentity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G,\r\n\t\t)\r\n\t\t.forEach((entity) => applyMonstrosity(entity, deadEntities1, board1, board1Hero, gameState));\r\n\tboard2\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy ||\r\n\t\t\t\tentity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G,\r\n\t\t)\r\n\t\t.forEach((entity) => applyMonstrosity(entity, deadEntities2, board2, board2Hero, gameState));\r\n\r\n\t// Make sure we only return when there are no more deaths to process\r\n\t// Make sure to do this right before the end of the process\r\n\t// FIXME: this will propagate the killer between rounds, which is incorrect. For instance,\r\n\t// if a dragon kills a Ghoul, then the Ghoul's deathrattle kills a Kaboom, the killer should\r\n\t// now be the ghoul. Then if the Kaboom kills someone, the killer should again change. You could\r\n\t// also have multiple killers, which is not taken into account here.\r\n\t// The current assumption is that it's a suffienctly fringe case to not matter too much\r\n\tprocessMinionDeath(board1, board1Hero, board2, board2Hero, gameState);\r\n\r\n\t// Not sure about the timing here, but I have bothered Mitchell quite a lot already recently :)\r\n\tif (!skipSummonWhenSpace) {\r\n\t\thandleSummonsWhenSpace(board1, board1Hero, board2, board2Hero, gameState);\r\n\t}\r\n\r\n\t// Apply \"after minion death\" effects\r\n\thandleAfterMinionsDeaths(board1, deadEntities1, board1Hero, board2, deadEntities2, board2Hero, gameState);\r\n};\r\n\r\nconst handleAfterMinionsDeaths = (\r\n\tboard1: BoardEntity[],\r\n\tdeadEntities1: BoardEntity[],\r\n\theroEntity1: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tdeadEntities2: BoardEntity[],\r\n\theroEntity2: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst random = Math.random() > 0.5;\r\n\thandleAfterMinionsDeathsForBoard(\r\n\t\trandom ? board1 : board2,\r\n\t\trandom ? deadEntities1 : deadEntities2,\r\n\t\trandom ? heroEntity1 : heroEntity2,\r\n\t\trandom ? board2 : board1,\r\n\t\trandom ? deadEntities2 : deadEntities1,\r\n\t\trandom ? heroEntity2 : heroEntity1,\r\n\t\tgameState,\r\n\t);\r\n\thandleAfterMinionsDeathsForBoard(\r\n\t\t!random ? board1 : board2,\r\n\t\t!random ? deadEntities1 : deadEntities2,\r\n\t\t!random ? heroEntity1 : heroEntity2,\r\n\t\t!random ? board2 : board1,\r\n\t\t!random ? deadEntities2 : deadEntities1,\r\n\t\t!random ? heroEntity2 : heroEntity1,\r\n\t\tgameState,\r\n\t);\r\n};\r\n\r\nconst handleAfterMinionsDeathsForBoard = (\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyDeadEntities: BoardEntity[],\r\n\tfriendlyHeroEntity: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherDeadEntities: BoardEntity[],\r\n\totherHeroEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst candidateEntities = [];\r\n\r\n\tfor (const trinket of friendlyHeroEntity.trinkets ?? []) {\r\n\t\tconst onAfterDeathImpl = cardMappings[trinket.cardId];\r\n\t\tif (hasOnAfterDeath(onAfterDeathImpl)) {\r\n\t\t\tonAfterDeathImpl.onAfterDeath(trinket, {\r\n\t\t\t\thero: friendlyHeroEntity,\r\n\t\t\t\tboard: friendlyBoard,\r\n\t\t\t\totherHero: otherHeroEntity,\r\n\t\t\t\totherBoard: otherBoard,\r\n\t\t\t\tdeadEntities: friendlyDeadEntities,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\tfor (const entity of friendlyBoard) {\r\n\t\tconst onAfterDeathImpl = cardMappings[entity.cardId];\r\n\t\tif (hasOnAfterDeath(onAfterDeathImpl)) {\r\n\t\t\tonAfterDeathImpl.onAfterDeath(entity, {\r\n\t\t\t\thero: friendlyHeroEntity,\r\n\t\t\t\tboard: friendlyBoard,\r\n\t\t\t\totherHero: otherHeroEntity,\r\n\t\t\t\totherBoard: otherBoard,\r\n\t\t\t\tdeadEntities: friendlyDeadEntities,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tlet secretTriggered = null;\r\n\tif (\r\n\t\t(secretTriggered = friendlyHeroEntity.secrets?.find(\r\n\t\t\t(secret) => !secret.triggered && secret?.cardId === CardIds.MagicBlackSoulstone,\r\n\t\t)) != null\r\n\t) {\r\n\t\tif (friendlyBoard.length === 0) {\r\n\t\t\tsecretTriggered.triggered = true;\r\n\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\tconst toSummon = pickRandom(gameState.cardsData.demonSpawns);\r\n\t\t\t\tcandidateEntities.push(\r\n\t\t\t\t\t...spawnEntities(\r\n\t\t\t\t\t\ttoSummon,\r\n\t\t\t\t\t\t1,\r\n\t\t\t\t\t\tfriendlyBoard,\r\n\t\t\t\t\t\tfriendlyHeroEntity,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherHeroEntity,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\tfriendlyHeroEntity.friendly,\r\n\t\t\t\t\t\tfalse,\r\n\t\t\t\t\t),\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\tperformEntitySpawns(\r\n\t\tcandidateEntities,\r\n\t\tfriendlyBoard,\r\n\t\tfriendlyHeroEntity,\r\n\t\tsecretTriggered,\r\n\t\t0,\r\n\t\totherBoard,\r\n\t\totherHeroEntity,\r\n\t\tgameState,\r\n\t);\r\n};\r\n\r\nexport interface OnDeathInput {\r\n\treadonly hero: BgsPlayerEntity;\r\n\treadonly board: BoardEntity[];\r\n\treadonly gameState: FullGameState;\r\n}\r\nexport interface OnAfterDeathInput {\r\n\treadonly hero: BgsPlayerEntity;\r\n\treadonly board: BoardEntity[];\r\n\treadonly otherHero: BgsPlayerEntity;\r\n\treadonly otherBoard: BoardEntity[];\r\n\treadonly deadEntities: BoardEntity[];\r\n\treadonly gameState: FullGameState;\r\n}\r\nexport interface OnMinionKilledInput {\r\n\treadonly minionKilled: BoardEntity;\r\n\treadonly attackingHero: BgsPlayerEntity;\r\n\treadonly attackingBoard: BoardEntity[];\r\n\treadonly defendingHero: BgsPlayerEntity;\r\n\treadonly defendingBoard: BoardEntity[];\r\n\treadonly defenderNeighbours: readonly BoardEntity[];\r\n\treadonly gameState: FullGameState;\r\n\treadonly playerIsFriendly: boolean;\r\n}\r\n"]}
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@@ -1,7 +1,7 @@
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import { BgsPlayerEntity } from '../bgs-player-entity';
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import { BoardEntity } from '../board-entity';
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import { FullGameState } from './internal-game-state';
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export declare const applyAvengeEffects: (deadEntity: BoardEntity, deadEntityIndexFromRight: number, boardWithDeadEntity: BoardEntity[], boardWithDeadEntityHero: BgsPlayerEntity, otherBoard: BoardEntity[], otherBoardHero: BgsPlayerEntity, gameState: FullGameState, entitiesSpawnedFromMinionDeath: BoardEntity[]) =>
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export declare const applyAvengeEffects: (deadEntity: BoardEntity, deadEntityIndexFromRight: number, boardWithDeadEntity: BoardEntity[], boardWithDeadEntityHero: BgsPlayerEntity, otherBoard: BoardEntity[], otherBoardHero: BgsPlayerEntity, gameState: FullGameState, entitiesSpawnedFromMinionDeath: BoardEntity[]) => BoardEntity[];
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export declare const updateAvengeCounters: (board: readonly BoardEntity[], boardWithDeadEntityHero: BgsPlayerEntity) => void;
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export interface AvengeInput {
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readonly board: BoardEntity[];
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@@ -59,6 +59,7 @@ const applyAvengeEffects = (deadEntity, deadEntityIndexFromRight, boardWithDeadE
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(0, utils_2.addStatsToBoard)(ghoul, boardWithDeadEntity, boardWithDeadEntityHero, 2 * buff, 2 * buff, gameState);
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});
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}
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return candidatesEntitiesSpawnedFromAvenge;
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};
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exports.applyAvengeEffects = applyAvengeEffects;
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const updateAvengeCounters = (board, boardWithDeadEntityHero) => {
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@@ -1 +1 @@
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{ CardIds, CardType, GameTag, Race } from '@firestone-hs/reference-data';\r\nimport { BgsHeroPower, BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasAvenge } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { grantRandomDivineShield } from '../keywords/divine-shield';\r\nimport { updateReborn } from '../keywords/reborn';\r\nimport { updateTaunt } from '../keywords/taunt';\r\nimport { updateVenomous } from '../keywords/venomous';\r\nimport { pickRandom } from '../services/utils';\r\nimport { isValidDeathrattleEnchantment } from '../simulate-bgs-battle';\r\nimport {\r\n\taddStatsToBoard,\r\n\tgetRandomAliveMinion,\r\n\tgetRandomMinionWithHighestHealth,\r\n\tgrantRandomStats,\r\n\tgrantStatsToMinionsOfEachType,\r\n\thasCorrectTribe,\r\n\thasMechanic,\r\n} from '../utils';\r\nimport { dealDamageToMinion, getNeighbours } from './attack';\r\nimport { playBloodGemsOn } from './blood-gems';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { performEntitySpawns } from './spawns';\r\nimport { modifyStats } from './stats';\r\nimport { isMinionGolden, makeMinionGolden } from './utils/golden';\r\n\r\nexport const applyAvengeEffects = (\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\tentitiesSpawnedFromMinionDeath: BoardEntity[],\r\n): void => {\r\n\tconst candidatesEntitiesSpawnedFromAvenge: BoardEntity[] = [];\r\n\t// updateAvengeCounters(boardWithDeadEntity, boardWithDeadEntityHero);\r\n\tconst avengers = boardWithDeadEntity\r\n\t\t.filter((e) => !!e.avengeDefault && e.avengeCurrent <= 0)\r\n\t\t// Get Tony to be processed first, because of the \"when turned golden, the minion ignores the death for the avenge counter\"\r\n\t\t// behavior\r\n\t\t.sort((a, b) => {\r\n\t\t\tif (a.cardId === CardIds.TonyTwoTusk_BG21_031 || a.cardId === CardIds.TonyTwoTusk_BG21_031_G) {\r\n\t\t\t\treturn -1;\r\n\t\t\t}\r\n\t\t\tif (b.cardId === CardIds.TonyTwoTusk_BG21_031 || b.cardId === CardIds.TonyTwoTusk_BG21_031_G) {\r\n\t\t\t\treturn 1;\r\n\t\t\t}\r\n\t\t\treturn 0;\r\n\t\t});\r\n\tfor (const avenger of avengers) {\r\n\t\thandleAvenge(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\tdeadEntity,\r\n\t\t\tdeadEntityIndexFromRight,\r\n\t\t\tavenger,\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\t// console.log('updating dead entity avenge counter', boardWithDeadEntityHero.avengeCurrent, stringifySimpleCard(deadEntity, allCards));\r\n\tfor (const heroPower of boardWithDeadEntityHero.heroPowers) {\r\n\t\tconst heroAvenger = !!heroPower.avengeDefault && heroPower.avengeCurrent <= 0;\r\n\t\tif (heroAvenger) {\r\n\t\t\thandleHeroAvenge(\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\theroPower,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tconst questRewardAvengers = boardWithDeadEntityHero.questRewardEntities.filter(\r\n\t\t(e) => !!e.avengeDefault && e.avengeCurrent <= 0,\r\n\t);\r\n\tfor (const avenger of questRewardAvengers) {\r\n\t\thandleAvenge(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\tdeadEntity,\r\n\t\t\tdeadEntityIndexFromRight,\r\n\t\t\tavenger as BoardEntity,\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\r\n\tconst trinketAvengers = boardWithDeadEntityHero.trinkets.filter((e) => !!e.avengeDefault && e.avengeCurrent <= 0);\r\n\tfor (const avenger of trinketAvengers) {\r\n\t\thandleAvenge(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\tdeadEntity,\r\n\t\t\tdeadEntityIndexFromRight,\r\n\t\t\tavenger as BoardEntity,\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\tdeadEntityIndexFromRight,\r\n\t\totherBoard,\r\n\t\totherBoardHero,\r\n\t\tgameState,\r\n\t);\r\n\r\n\t// Not an avenge, but with Avenge timing\r\n\tconst hasDeathrattle =\r\n\t\thasMechanic(gameState.allCards.getCard(deadEntity.cardId), GameTag[GameTag.DEATHRATTLE]) ||\r\n\t\tdeadEntity.enchantments.some((e) => isValidDeathrattleEnchantment(e.cardId));\r\n\tif (hasDeathrattle) {\r\n\t\t// These are apparently processed after Reborn is triggered\r\n\t\t// http://replays.firestoneapp.com/?reviewId=5db9a191-ae9b-43a5-a072-0d460631d7a9&turn=23&action=12\r\n\t\t// UPDATE 2024-06-24: Multiple counterexamples of this, so I'm not sure exactly what is the right approach\r\n\t\t// I'm implementing the one that makes more sense to me; triggering after reborn is just too different\r\n\t\t// from what happens usually\r\n\t\t// However, we want to trigger it after all the spawns have been processed, so more or less an \"avenge\" timing?\r\n\t\t// Maybe even after that?\r\n\t\t// Update 2024-06-27 29.6.2: timing should stay the same\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) => e.cardId === CardIds.GhoulAcabra_BG29_863 || e.cardId === CardIds.GhoulAcabra_BG29_863_G)\r\n\t\t\t.forEach((ghoul) => {\r\n\t\t\t\tconst buff = ghoul.cardId === CardIds.GhoulAcabra_BG29_863_G ? 2 : 1;\r\n\t\t\t\taddStatsToBoard(ghoul, boardWithDeadEntity, boardWithDeadEntityHero, 2 * buff, 2 * buff, gameState);\r\n\t\t\t});\r\n\t}\r\n};\r\n\r\nexport const updateAvengeCounters = (board: readonly BoardEntity[], boardWithDeadEntityHero: BgsPlayerEntity) => {\r\n\tfor (const entity of board) {\r\n\t\tif (!!entity.avengeDefault) {\r\n\t\t\tentity.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n\tfor (const heroPower of boardWithDeadEntityHero.heroPowers) {\r\n\t\tif (!!heroPower.avengeDefault) {\r\n\t\t\theroPower.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const reward of boardWithDeadEntityHero.questRewardEntities) {\r\n\t\tif (!!reward.avengeDefault) {\r\n\t\t\treward.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const trinket of boardWithDeadEntityHero.trinkets) {\r\n\t\tif (!!trinket.avengeDefault) {\r\n\t\t\ttrinket.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleAvenge = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tavenger: BoardEntity,\r\n\tcandidatesEntitiesSpawnedFromAvenge: BoardEntity[],\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst avengeImpl = cardMappings[avenger.cardId];\r\n\tif (hasAvenge(avengeImpl)) {\r\n\t\tconst newSpawns = avengeImpl.avenge(avenger, {\r\n\t\t\tboard: boardWithDeadEntity,\r\n\t\t\thero: boardWithDeadEntityHero,\r\n\t\t\totherBoard: otherBoard,\r\n\t\t\totherHero: otherBoardHero,\r\n\t\t\tgameState,\r\n\t\t});\r\n\t\tif (Array.isArray(newSpawns) && newSpawns?.length) {\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge.push(...newSpawns);\r\n\t\t}\r\n\t} else {\r\n\t\t// Don't forget to update the avenge data in cards-data\r\n\t\tswitch (avenger.cardId) {\r\n\t\t\tcase CardIds.BuddingGreenthumb_BG21_030:\r\n\t\t\tcase CardIds.BuddingGreenthumb_BG21_030_G:\r\n\t\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, avenger);\r\n\t\t\t\tneighbours.forEach((entity) => {\r\n\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\tavenger.cardId === CardIds.BuddingGreenthumb_BG21_030_G ? 4 : 2,\r\n\t\t\t\t\t\tavenger.cardId === CardIds.BuddingGreenthumb_BG21_030_G ? 2 : 1,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t});\r\n\t\t\t\tbreak;\r\n\t\t\t// case CardIds.FrostwolfLieutenant:\r\n\t\t\t// case CardIds.FrostwolfLieutenantBattlegrounds:\r\n\t\t\t// \taddStatsToBoard(\r\n\t\t\t// \t\tavenger,\r\n\t\t\t// \t\tboardWithDeadEntity,\r\n\t\t\t// \t\tavenger.cardId === CardIds.FrostwolfLieutenantBattlegrounds ? 2 : 1,\r\n\t\t\t// \t\t0,\r\n\t\t\t// \t\tallCards,\r\n\t\t\t// \t\tspectator,\r\n\t\t\t// \t);\r\n\t\t\t// \tbreak;\r\n\t\t\tcase CardIds.StormpikeLieutenant_BG22_HERO_003_Buddy:\r\n\t\t\tcase CardIds.StormpikeLieutenant_BG22_HERO_003_Buddy_G:\r\n\t\t\t\t// Only for Tavern\r\n\t\t\t\t// addStatsToBoard(\r\n\t\t\t\t// \tavenger,\r\n\t\t\t\t// \tboardWithDeadEntity,\r\n\t\t\t\t// \t0,\r\n\t\t\t\t// \tavenger.cardId === CardIds.StormpikeLieutenant_BG22_HERO_003_Buddy_G ? 2 : 1,\r\n\t\t\t\t// \tgameState.allCards,\r\n\t\t\t\t// \tgameState.spectator,\r\n\t\t\t\t// );\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PalescaleCrocolisk_BG21_001:\r\n\t\t\t\tconst target1 = grantRandomStats(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tif (!!target1) {\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\ttarget1,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PalescaleCrocolisk_BG21_001_G:\r\n\t\t\t\tconst target2 = grantRandomStats(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t12,\r\n\t\t\t\t\t12,\r\n\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tif (!!target2) {\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\ttarget2,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.ImpatientDoomsayer_BG21_007:\r\n\t\t\tcase CardIds.ImpatientDoomsayer_BG21_007_G:\r\n\t\t\t\tconst doomsayerCardsToAddQuantity = avenger.cardId === CardIds.ImpatientDoomsayer_BG21_007_G ? 2 : 1;\r\n\t\t\t\tconst doomsayerCardsToAdd = [];\r\n\t\t\t\tfor (let i = 0; i < doomsayerCardsToAddQuantity; i++) {\r\n\t\t\t\t\tdoomsayerCardsToAdd.push(pickRandom(gameState.cardsData.demonSpawns));\r\n\t\t\t\t}\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, doomsayerCardsToAdd, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PashmarTheVengeful_BG23_014:\r\n\t\t\tcase CardIds.PashmarTheVengeful_BG23_014_G:\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TremblingTrolley_BG28_967:\r\n\t\t\tcase CardIds.TremblingTrolley_BG28_967_G:\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.WitchwingNestmatron_BG21_038:\r\n\t\t\tcase CardIds.WitchwingNestmatron_BG21_038_G:\r\n\t\t\t\tconst nestmatronToAddQuantity = avenger.cardId === CardIds.WitchwingNestmatron_BG21_038_G ? 2 : 1;\r\n\t\t\t\tconst nestmatronCardsToAdd = [];\r\n\t\t\t\tfor (let i = 0; i < nestmatronToAddQuantity; i++) {\r\n\t\t\t\t\tnestmatronCardsToAdd.push(pickRandom(gameState.cardsData.battlecryMinions));\r\n\t\t\t\t}\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, nestmatronCardsToAdd, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Thorncaller_BG20_105:\r\n\t\t\tcase CardIds.Thorncaller_BG20_105_G:\r\n\t\t\t\tconst thorncallerToAddQuantity = avenger.cardId === CardIds.Thorncaller_BG20_105_G ? 2 : 1;\r\n\t\t\t\tconst thorncallerCardsToAdd = Array(thorncallerToAddQuantity).fill(CardIds.BloodGem);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, thorncallerCardsToAdd, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Sisefin_BG21_009:\r\n\t\t\tcase CardIds.Sisefin_BG21_009_G:\r\n\t\t\t\tconst poisonousIterations = avenger.cardId === CardIds.Sisefin_BG21_009_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < poisonousIterations; i++) {\r\n\t\t\t\t\tconst validTargets = boardWithDeadEntity.filter((e) => !e.poisonous && !e.venomous);\r\n\t\t\t\t\tconst murloc = getRandomAliveMinion(validTargets, boardWithDeadEntityHero, Race.MURLOC, gameState);\r\n\t\t\t\t\tif (murloc) {\r\n\t\t\t\t\t\tupdateVenomous(\r\n\t\t\t\t\t\t\tmurloc,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\tmurloc,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.MechanoTank_BG21_023:\r\n\t\t\t\t// This can be null if the avenge triggers when the last enemy minion dies as well\r\n\t\t\t\tconst target = getRandomMinionWithHighestHealth(otherBoard);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t);\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\t5,\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\tbreak;\r\n\t\t\tcase CardIds.MechanoTank_BG21_023_G:\r\n\t\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\t\tconst target = getRandomMinionWithHighestHealth(otherBoard);\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t5,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TonyTwoTusk_BG21_031:\r\n\t\t\t\tconst nonGoldenMinions = boardWithDeadEntity\r\n\t\t\t\t\t.filter((e) => e.entityId !== avenger.entityId)\r\n\t\t\t\t\t.filter((e) => {\r\n\t\t\t\t\t\tconst ref = gameState.allCards.getCard(e.cardId);\r\n\t\t\t\t\t\treturn (\r\n\t\t\t\t\t\t\t!!ref.battlegroundsPremiumDbfId &&\r\n\t\t\t\t\t\t\t!!gameState.allCards.getCardFromDbfId(ref.battlegroundsPremiumDbfId).id\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t});\r\n\t\t\t\tconst pirate = getRandomAliveMinion(nonGoldenMinions, boardWithDeadEntityHero, Race.PIRATE, gameState);\r\n\t\t\t\tif (pirate) {\r\n\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\tpirate,\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TonyTwoTusk_BG21_031_G:\r\n\t\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\t\tconst nonGoldenMinions = boardWithDeadEntity.filter((e) => !isMinionGolden(e, gameState.allCards));\r\n\t\t\t\t\tconst pirate = getRandomAliveMinion(\r\n\t\t\t\t\t\tnonGoldenMinions,\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,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (pirate) {\r\n\t\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\t\tpirate,\r\n\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.GhoulOfTheFeast_BG25_002:\r\n\t\t\tcase CardIds.GhoulOfTheFeast_BG25_002_G:\r\n\t\t\t\tconst ghoulMultiplier = avenger.cardId === CardIds.GhoulOfTheFeast_BG25_002_G ? 2 : 1;\r\n\t\t\t\tgrantStatsToMinionsOfEachType(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tghoulMultiplier * 3,\r\n\t\t\t\t\t0,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Bristlebach_BG26_157:\r\n\t\t\tcase CardIds.Bristlebach_BG26_157_G:\r\n\t\t\t\tconst bristlebachMultiplier = avenger.cardId === CardIds.Bristlebach_BG26_157_G ? 4 : 2;\r\n\t\t\t\tfor (let i = 0; i < bristlebachMultiplier; i++) {\r\n\t\t\t\t\tfor (const entity of boardWithDeadEntity) {\r\n\t\t\t\t\t\tconst isValidTarget =\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero.trinkets?.some(\r\n\t\t\t\t\t\t\t\t(t) => t.cardId === CardIds.BristlebachPortrait_BG32_MagicItem_274,\r\n\t\t\t\t\t\t\t) ||\r\n\t\t\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tRace.QUILBOAR,\r\n\t\t\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\tif (isValidTarget) {\r\n\t\t\t\t\t\t\tplayBloodGemsOn(\r\n\t\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.HungeringAbomination_BG25_014:\r\n\t\t\tcase CardIds.HungeringAbomination_BG25_014_G:\r\n\t\t\t\tconst abominationMultiplier = avenger.cardId === CardIds.HungeringAbomination_BG25_014_G ? 2 : 1;\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tabominationMultiplier * 1,\r\n\t\t\t\t\tabominationMultiplier * 2,\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\tbreak;\r\n\t\t\tcase CardIds.IceSickle:\r\n\t\t\t\tgrantRandomStats(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntityHero.hand.filter(\r\n\t\t\t\t\t\t(e) => gameState.allCards.getCard(e.cardId).type?.toUpperCase() === CardType[CardType.MINION],\r\n\t\t\t\t\t),\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\t0,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.BoomSquad_BG27_Reward_502:\r\n\t\t\t\tconst highestHealthMinion = [...otherBoard].sort((a, b) => b.health - a.health)[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\thighestHealthMinion,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\t10,\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\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\thighestHealthMinion,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RelentlessSentry_BG25_003:\r\n\t\t\tcase CardIds.RelentlessSentry_BG25_003_G:\r\n\t\t\t\tupdateReborn(avenger, true, boardWithDeadEntity, boardWithDeadEntityHero, otherBoardHero, gameState);\r\n\t\t\t\tupdateTaunt(avenger, true, boardWithDeadEntity, boardWithDeadEntityHero, otherBoardHero, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RelentlessMurghoul_BG27_010:\r\n\t\t\tcase CardIds.RelentlessMurghoul_BG27_010_G:\r\n\t\t\t\tupdateReborn(avenger, true, boardWithDeadEntity, boardWithDeadEntityHero, otherBoardHero, gameState);\r\n\t\t\t\tupdateTaunt(avenger, true, boardWithDeadEntity, boardWithDeadEntityHero, otherBoardHero, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PhaerixWrathOfTheSun_BG28_403:\r\n\t\t\tcase CardIds.PhaerixWrathOfTheSun_BG28_403_G:\r\n\t\t\t\tconst phaerixLoops = avenger.cardId === CardIds.PhaerixWrathOfTheSun_BG28_403_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < phaerixLoops; i++) {\r\n\t\t\t\t\tgrantRandomDivineShield(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.AugmentedLaborer_BG28_740:\r\n\t\t\tcase CardIds.AugmentedLaborer_BG28_740_G:\r\n\t\t\t\tconst AugmentedLaborerLoops = avenger.cardId === CardIds.AugmentedLaborer_BG28_740_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < AugmentedLaborerLoops; i++) {\r\n\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TumblingDisaster_BG28_Reward_505:\r\n\t\t\t\tconst tumblingDisasterEntity = boardWithDeadEntityHero.questRewardEntities?.find(\r\n\t\t\t\t\t(e) => e.cardId === CardIds.TumblingDisaster_BG28_Reward_505,\r\n\t\t\t\t);\r\n\t\t\t\tif (tumblingDisasterEntity) {\r\n\t\t\t\t\ttumblingDisasterEntity.scriptDataNum1 = (tumblingDisasterEntity.scriptDataNum1 ?? 0) + 1;\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.CycleOfEnergy_BG28_Reward_504:\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.StableAmalgamation_BG28_Reward_518:\r\n\t\t\t\tavenger.scriptDataNum1 = (avenger.scriptDataNum1 ?? 0) + 1;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.MurglMkIi_BG29_991:\r\n\t\t\tcase CardIds.MurglMkIi_BG29_991_G:\r\n\t\t\t\tconst murglMkStats = avenger.cardId === CardIds.MurglMkIi_BG29_991_G ? 2 : 1;\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tmurglMkStats,\r\n\t\t\t\t\tmurglMkStats,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\t// Don't use utility methods, as we don't want triggers to proc\r\n\t\t\t\tfor (const e of boardWithDeadEntityHero.hand ?? []) {\r\n\t\t\t\t\te.attack += murglMkStats;\r\n\t\t\t\t\te.health += murglMkStats;\r\n\t\t\t\t\te.maxHealth += murglMkStats;\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FridgeMagnet_BG30_MagicItem_545:\r\n\t\t\t\tconst randomMagnetic = gameState.cardsData.getRandomMechToMagnetize(boardWithDeadEntityHero.tavernTier);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [randomMagnetic], gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.QuilligraphySet_BG30_MagicItem_410:\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemHealthBonus += 1;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.QuilligraphySet_QuilligraphySetToken_BG30_MagicItem_410t2:\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemAttackBonus += 1;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemHealthBonus += 1;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.GilneanThornedRose_BG30_MagicItem_864:\r\n\t\t\t\taddStatsToBoard(avenger, boardWithDeadEntity, boardWithDeadEntityHero, 3, 3, gameState);\r\n\t\t\t\tfor (const minion of boardWithDeadEntity) {\r\n\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\tminion,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t1,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\tminion,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.StaffOfTheScourge_BG30_MagicItem_437:\r\n\t\t\t\tif (boardWithDeadEntity.length > 0) {\r\n\t\t\t\t\tconst target = pickRandom(boardWithDeadEntity.filter((e) => !e.reborn));\r\n\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\tupdateReborn(\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.BleedingHeart_BG30_MagicItem_713:\r\n\t\t\t\tconst randomUndead = gameState.cardsData.getRandomMinionForTribe(\r\n\t\t\t\t\tRace.UNDEAD,\r\n\t\t\t\t\tboardWithDeadEntityHero.tavernTier,\r\n\t\t\t\t);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [randomUndead], gameState);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\tavenger.avengeCurrent += avenger.avengeDefault;\r\n};\r\n\r\nconst handleHeroAvenge = (\r\n\tdeadEntity: BoardEntity,\r\n\theroPower: BgsHeroPower,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tcandidatesEntitiesSpawnedFromAvenge: BoardEntity[],\r\n\tgameState: FullGameState,\r\n) => {\r\n\t// https://twitter.com/LoewenMitchell/status/1491879869457879040\r\n\t// Not affected by Khadgar\r\n\tswitch (heroPower.cardId) {\r\n\t\tcase CardIds.Onyxia_Broodmother:\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge.push(\r\n\t\t\t\t...spawnEntities(\r\n\t\t\t\t\tCardIds.Onyxia_OnyxianWhelpToken,\r\n\t\t\t\t\t1,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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\tdeadEntity.friendly,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t),\r\n\t\t\t);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.VanndarStormpike_LeadTheStormpikes:\r\n\t\t\tboardWithDeadEntity\r\n\t\t\t\t// .filter((entity) => !entity.definitelyDead && entity.health > 0)\r\n\t\t\t\t.forEach((entity) => {\r\n\t\t\t\t\tmodifyStats(entity, heroPower, 0, 1, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t});\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Drekthar_LeadTheFrostwolves:\r\n\t\t\tboardWithDeadEntity.forEach((entity) => {\r\n\t\t\t\tmodifyStats(entity, heroPower, 1, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tentity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t\tbreak;\r\n\t}\r\n\theroPower.avengeCurrent += heroPower.avengeDefault;\r\n};\r\n\r\nexport interface AvengeInput {\r\n\treadonly board: BoardEntity[];\r\n\treadonly hero: BgsPlayerEntity;\r\n\treadonly otherBoard: BoardEntity[];\r\n\treadonly otherHero: BgsPlayerEntity;\r\n\treadonly gameState: FullGameState;\r\n}\r\n"]}
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1
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+
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{ CardIds, CardType, GameTag, Race } from '@firestone-hs/reference-data';\r\nimport { BgsHeroPower, BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasAvenge } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { grantRandomDivineShield } from '../keywords/divine-shield';\r\nimport { updateReborn } from '../keywords/reborn';\r\nimport { updateTaunt } from '../keywords/taunt';\r\nimport { updateVenomous } from '../keywords/venomous';\r\nimport { pickRandom } from '../services/utils';\r\nimport { isValidDeathrattleEnchantment } from '../simulate-bgs-battle';\r\nimport {\r\n\taddStatsToBoard,\r\n\tgetRandomAliveMinion,\r\n\tgetRandomMinionWithHighestHealth,\r\n\tgrantRandomStats,\r\n\tgrantStatsToMinionsOfEachType,\r\n\thasCorrectTribe,\r\n\thasMechanic,\r\n} from '../utils';\r\nimport { dealDamageToMinion, getNeighbours } from './attack';\r\nimport { playBloodGemsOn } from './blood-gems';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { performEntitySpawns } from './spawns';\r\nimport { modifyStats } from './stats';\r\nimport { isMinionGolden, makeMinionGolden } from './utils/golden';\r\n\r\nexport const applyAvengeEffects = (\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\tentitiesSpawnedFromMinionDeath: BoardEntity[],\r\n): BoardEntity[] => {\r\n\tconst candidatesEntitiesSpawnedFromAvenge: BoardEntity[] = [];\r\n\t// updateAvengeCounters(boardWithDeadEntity, boardWithDeadEntityHero);\r\n\tconst avengers = boardWithDeadEntity\r\n\t\t.filter((e) => !!e.avengeDefault && e.avengeCurrent <= 0)\r\n\t\t// Get Tony to be processed first, because of the \"when turned golden, the minion ignores the death for the avenge counter\"\r\n\t\t// behavior\r\n\t\t.sort((a, b) => {\r\n\t\t\tif (a.cardId === CardIds.TonyTwoTusk_BG21_031 || a.cardId === CardIds.TonyTwoTusk_BG21_031_G) {\r\n\t\t\t\treturn -1;\r\n\t\t\t}\r\n\t\t\tif (b.cardId === CardIds.TonyTwoTusk_BG21_031 || b.cardId === CardIds.TonyTwoTusk_BG21_031_G) {\r\n\t\t\t\treturn 1;\r\n\t\t\t}\r\n\t\t\treturn 0;\r\n\t\t});\r\n\tfor (const avenger of avengers) {\r\n\t\thandleAvenge(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\tdeadEntity,\r\n\t\t\tdeadEntityIndexFromRight,\r\n\t\t\tavenger,\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\t// console.log('updating dead entity avenge counter', boardWithDeadEntityHero.avengeCurrent, stringifySimpleCard(deadEntity, allCards));\r\n\tfor (const heroPower of boardWithDeadEntityHero.heroPowers) {\r\n\t\tconst heroAvenger = !!heroPower.avengeDefault && heroPower.avengeCurrent <= 0;\r\n\t\tif (heroAvenger) {\r\n\t\t\thandleHeroAvenge(\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\theroPower,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tconst questRewardAvengers = boardWithDeadEntityHero.questRewardEntities.filter(\r\n\t\t(e) => !!e.avengeDefault && e.avengeCurrent <= 0,\r\n\t);\r\n\tfor (const avenger of questRewardAvengers) {\r\n\t\thandleAvenge(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\tdeadEntity,\r\n\t\t\tdeadEntityIndexFromRight,\r\n\t\t\tavenger as BoardEntity,\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\r\n\tconst trinketAvengers = boardWithDeadEntityHero.trinkets.filter((e) => !!e.avengeDefault && e.avengeCurrent <= 0);\r\n\tfor (const avenger of trinketAvengers) {\r\n\t\thandleAvenge(\r\n\t\t\tboardWithDeadEntity,\r\n\t\t\tboardWithDeadEntityHero,\r\n\t\t\tdeadEntity,\r\n\t\t\tdeadEntityIndexFromRight,\r\n\t\t\tavenger as BoardEntity,\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\t\totherBoard,\r\n\t\t\totherBoardHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tcandidatesEntitiesSpawnedFromAvenge,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tdeadEntity,\r\n\t\tdeadEntityIndexFromRight,\r\n\t\totherBoard,\r\n\t\totherBoardHero,\r\n\t\tgameState,\r\n\t);\r\n\r\n\t// Not an avenge, but with Avenge timing\r\n\tconst hasDeathrattle =\r\n\t\thasMechanic(gameState.allCards.getCard(deadEntity.cardId), GameTag[GameTag.DEATHRATTLE]) ||\r\n\t\tdeadEntity.enchantments.some((e) => isValidDeathrattleEnchantment(e.cardId));\r\n\tif (hasDeathrattle) {\r\n\t\t// These are apparently processed after Reborn is triggered\r\n\t\t// http://replays.firestoneapp.com/?reviewId=5db9a191-ae9b-43a5-a072-0d460631d7a9&turn=23&action=12\r\n\t\t// UPDATE 2024-06-24: Multiple counterexamples of this, so I'm not sure exactly what is the right approach\r\n\t\t// I'm implementing the one that makes more sense to me; triggering after reborn is just too different\r\n\t\t// from what happens usually\r\n\t\t// However, we want to trigger it after all the spawns have been processed, so more or less an \"avenge\" timing?\r\n\t\t// Maybe even after that?\r\n\t\t// Update 2024-06-27 29.6.2: timing should stay the same\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) => e.cardId === CardIds.GhoulAcabra_BG29_863 || e.cardId === CardIds.GhoulAcabra_BG29_863_G)\r\n\t\t\t.forEach((ghoul) => {\r\n\t\t\t\tconst buff = ghoul.cardId === CardIds.GhoulAcabra_BG29_863_G ? 2 : 1;\r\n\t\t\t\taddStatsToBoard(ghoul, boardWithDeadEntity, boardWithDeadEntityHero, 2 * buff, 2 * buff, gameState);\r\n\t\t\t});\r\n\t}\r\n\r\n\treturn candidatesEntitiesSpawnedFromAvenge;\r\n};\r\n\r\nexport const updateAvengeCounters = (board: readonly BoardEntity[], boardWithDeadEntityHero: BgsPlayerEntity) => {\r\n\tfor (const entity of board) {\r\n\t\tif (!!entity.avengeDefault) {\r\n\t\t\tentity.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n\tfor (const heroPower of boardWithDeadEntityHero.heroPowers) {\r\n\t\tif (!!heroPower.avengeDefault) {\r\n\t\t\theroPower.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const reward of boardWithDeadEntityHero.questRewardEntities) {\r\n\t\tif (!!reward.avengeDefault) {\r\n\t\t\treward.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const trinket of boardWithDeadEntityHero.trinkets) {\r\n\t\tif (!!trinket.avengeDefault) {\r\n\t\t\ttrinket.avengeCurrent -= 1;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleAvenge = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tavenger: BoardEntity,\r\n\tcandidatesEntitiesSpawnedFromAvenge: BoardEntity[],\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst avengeImpl = cardMappings[avenger.cardId];\r\n\tif (hasAvenge(avengeImpl)) {\r\n\t\tconst newSpawns = avengeImpl.avenge(avenger, {\r\n\t\t\tboard: boardWithDeadEntity,\r\n\t\t\thero: boardWithDeadEntityHero,\r\n\t\t\totherBoard: otherBoard,\r\n\t\t\totherHero: otherBoardHero,\r\n\t\t\tgameState,\r\n\t\t});\r\n\t\tif (Array.isArray(newSpawns) && newSpawns?.length) {\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge.push(...newSpawns);\r\n\t\t}\r\n\t} else {\r\n\t\t// Don't forget to update the avenge data in cards-data\r\n\t\tswitch (avenger.cardId) {\r\n\t\t\tcase CardIds.BuddingGreenthumb_BG21_030:\r\n\t\t\tcase CardIds.BuddingGreenthumb_BG21_030_G:\r\n\t\t\t\tconst neighbours = getNeighbours(boardWithDeadEntity, avenger);\r\n\t\t\t\tneighbours.forEach((entity) => {\r\n\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\tavenger.cardId === CardIds.BuddingGreenthumb_BG21_030_G ? 4 : 2,\r\n\t\t\t\t\t\tavenger.cardId === CardIds.BuddingGreenthumb_BG21_030_G ? 2 : 1,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t});\r\n\t\t\t\tbreak;\r\n\t\t\t// case CardIds.FrostwolfLieutenant:\r\n\t\t\t// case CardIds.FrostwolfLieutenantBattlegrounds:\r\n\t\t\t// \taddStatsToBoard(\r\n\t\t\t// \t\tavenger,\r\n\t\t\t// \t\tboardWithDeadEntity,\r\n\t\t\t// \t\tavenger.cardId === CardIds.FrostwolfLieutenantBattlegrounds ? 2 : 1,\r\n\t\t\t// \t\t0,\r\n\t\t\t// \t\tallCards,\r\n\t\t\t// \t\tspectator,\r\n\t\t\t// \t);\r\n\t\t\t// \tbreak;\r\n\t\t\tcase CardIds.StormpikeLieutenant_BG22_HERO_003_Buddy:\r\n\t\t\tcase CardIds.StormpikeLieutenant_BG22_HERO_003_Buddy_G:\r\n\t\t\t\t// Only for Tavern\r\n\t\t\t\t// addStatsToBoard(\r\n\t\t\t\t// \tavenger,\r\n\t\t\t\t// \tboardWithDeadEntity,\r\n\t\t\t\t// \t0,\r\n\t\t\t\t// \tavenger.cardId === CardIds.StormpikeLieutenant_BG22_HERO_003_Buddy_G ? 2 : 1,\r\n\t\t\t\t// \tgameState.allCards,\r\n\t\t\t\t// \tgameState.spectator,\r\n\t\t\t\t// );\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PalescaleCrocolisk_BG21_001:\r\n\t\t\t\tconst target1 = grantRandomStats(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tif (!!target1) {\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\ttarget1,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PalescaleCrocolisk_BG21_001_G:\r\n\t\t\t\tconst target2 = grantRandomStats(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t12,\r\n\t\t\t\t\t12,\r\n\t\t\t\t\tRace.BEAST,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tif (!!target2) {\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\ttarget2,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.ImpatientDoomsayer_BG21_007:\r\n\t\t\tcase CardIds.ImpatientDoomsayer_BG21_007_G:\r\n\t\t\t\tconst doomsayerCardsToAddQuantity = avenger.cardId === CardIds.ImpatientDoomsayer_BG21_007_G ? 2 : 1;\r\n\t\t\t\tconst doomsayerCardsToAdd = [];\r\n\t\t\t\tfor (let i = 0; i < doomsayerCardsToAddQuantity; i++) {\r\n\t\t\t\t\tdoomsayerCardsToAdd.push(pickRandom(gameState.cardsData.demonSpawns));\r\n\t\t\t\t}\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, doomsayerCardsToAdd, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PashmarTheVengeful_BG23_014:\r\n\t\t\tcase CardIds.PashmarTheVengeful_BG23_014_G:\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TremblingTrolley_BG28_967:\r\n\t\t\tcase CardIds.TremblingTrolley_BG28_967_G:\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.WitchwingNestmatron_BG21_038:\r\n\t\t\tcase CardIds.WitchwingNestmatron_BG21_038_G:\r\n\t\t\t\tconst nestmatronToAddQuantity = avenger.cardId === CardIds.WitchwingNestmatron_BG21_038_G ? 2 : 1;\r\n\t\t\t\tconst nestmatronCardsToAdd = [];\r\n\t\t\t\tfor (let i = 0; i < nestmatronToAddQuantity; i++) {\r\n\t\t\t\t\tnestmatronCardsToAdd.push(pickRandom(gameState.cardsData.battlecryMinions));\r\n\t\t\t\t}\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, nestmatronCardsToAdd, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Thorncaller_BG20_105:\r\n\t\t\tcase CardIds.Thorncaller_BG20_105_G:\r\n\t\t\t\tconst thorncallerToAddQuantity = avenger.cardId === CardIds.Thorncaller_BG20_105_G ? 2 : 1;\r\n\t\t\t\tconst thorncallerCardsToAdd = Array(thorncallerToAddQuantity).fill(CardIds.BloodGem);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, thorncallerCardsToAdd, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Sisefin_BG21_009:\r\n\t\t\tcase CardIds.Sisefin_BG21_009_G:\r\n\t\t\t\tconst poisonousIterations = avenger.cardId === CardIds.Sisefin_BG21_009_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < poisonousIterations; i++) {\r\n\t\t\t\t\tconst validTargets = boardWithDeadEntity.filter((e) => !e.poisonous && !e.venomous);\r\n\t\t\t\t\tconst murloc = getRandomAliveMinion(validTargets, boardWithDeadEntityHero, Race.MURLOC, gameState);\r\n\t\t\t\t\tif (murloc) {\r\n\t\t\t\t\t\tupdateVenomous(\r\n\t\t\t\t\t\t\tmurloc,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\tmurloc,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.MechanoTank_BG21_023:\r\n\t\t\t\t// This can be null if the avenge triggers when the last enemy minion dies as well\r\n\t\t\t\tconst target = getRandomMinionWithHighestHealth(otherBoard);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t);\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\t5,\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\tbreak;\r\n\t\t\tcase CardIds.MechanoTank_BG21_023_G:\r\n\t\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\t\tconst target = getRandomMinionWithHighestHealth(otherBoard);\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t5,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TonyTwoTusk_BG21_031:\r\n\t\t\t\tconst nonGoldenMinions = boardWithDeadEntity\r\n\t\t\t\t\t.filter((e) => e.entityId !== avenger.entityId)\r\n\t\t\t\t\t.filter((e) => {\r\n\t\t\t\t\t\tconst ref = gameState.allCards.getCard(e.cardId);\r\n\t\t\t\t\t\treturn (\r\n\t\t\t\t\t\t\t!!ref.battlegroundsPremiumDbfId &&\r\n\t\t\t\t\t\t\t!!gameState.allCards.getCardFromDbfId(ref.battlegroundsPremiumDbfId).id\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t});\r\n\t\t\t\tconst pirate = getRandomAliveMinion(nonGoldenMinions, boardWithDeadEntityHero, Race.PIRATE, gameState);\r\n\t\t\t\tif (pirate) {\r\n\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\tpirate,\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TonyTwoTusk_BG21_031_G:\r\n\t\t\t\tfor (let i = 0; i < 2; i++) {\r\n\t\t\t\t\tconst nonGoldenMinions = boardWithDeadEntity.filter((e) => !isMinionGolden(e, gameState.allCards));\r\n\t\t\t\t\tconst pirate = getRandomAliveMinion(\r\n\t\t\t\t\t\tnonGoldenMinions,\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,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (pirate) {\r\n\t\t\t\t\t\tmakeMinionGolden(\r\n\t\t\t\t\t\t\tpirate,\r\n\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.GhoulOfTheFeast_BG25_002:\r\n\t\t\tcase CardIds.GhoulOfTheFeast_BG25_002_G:\r\n\t\t\t\tconst ghoulMultiplier = avenger.cardId === CardIds.GhoulOfTheFeast_BG25_002_G ? 2 : 1;\r\n\t\t\t\tgrantStatsToMinionsOfEachType(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tghoulMultiplier * 3,\r\n\t\t\t\t\t0,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.Bristlebach_BG26_157:\r\n\t\t\tcase CardIds.Bristlebach_BG26_157_G:\r\n\t\t\t\tconst bristlebachMultiplier = avenger.cardId === CardIds.Bristlebach_BG26_157_G ? 4 : 2;\r\n\t\t\t\tfor (let i = 0; i < bristlebachMultiplier; i++) {\r\n\t\t\t\t\tfor (const entity of boardWithDeadEntity) {\r\n\t\t\t\t\t\tconst isValidTarget =\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero.trinkets?.some(\r\n\t\t\t\t\t\t\t\t(t) => t.cardId === CardIds.BristlebachPortrait_BG32_MagicItem_274,\r\n\t\t\t\t\t\t\t) ||\r\n\t\t\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tRace.QUILBOAR,\r\n\t\t\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\tif (isValidTarget) {\r\n\t\t\t\t\t\t\tplayBloodGemsOn(\r\n\t\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\t1,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\t);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.HungeringAbomination_BG25_014:\r\n\t\t\tcase CardIds.HungeringAbomination_BG25_014_G:\r\n\t\t\t\tconst abominationMultiplier = avenger.cardId === CardIds.HungeringAbomination_BG25_014_G ? 2 : 1;\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tabominationMultiplier * 1,\r\n\t\t\t\t\tabominationMultiplier * 2,\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\tbreak;\r\n\t\t\tcase CardIds.IceSickle:\r\n\t\t\t\tgrantRandomStats(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntityHero.hand.filter(\r\n\t\t\t\t\t\t(e) => gameState.allCards.getCard(e.cardId).type?.toUpperCase() === CardType[CardType.MINION],\r\n\t\t\t\t\t),\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\t0,\r\n\t\t\t\t\tnull,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.BoomSquad_BG27_Reward_502:\r\n\t\t\t\tconst highestHealthMinion = [...otherBoard].sort((a, b) => b.health - a.health)[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\thighestHealthMinion,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\t10,\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\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\thighestHealthMinion,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RelentlessSentry_BG25_003:\r\n\t\t\tcase CardIds.RelentlessSentry_BG25_003_G:\r\n\t\t\t\tupdateReborn(avenger, true, boardWithDeadEntity, boardWithDeadEntityHero, otherBoardHero, gameState);\r\n\t\t\t\tupdateTaunt(avenger, true, boardWithDeadEntity, boardWithDeadEntityHero, otherBoardHero, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.RelentlessMurghoul_BG27_010:\r\n\t\t\tcase CardIds.RelentlessMurghoul_BG27_010_G:\r\n\t\t\t\tupdateReborn(avenger, true, boardWithDeadEntity, boardWithDeadEntityHero, otherBoardHero, gameState);\r\n\t\t\t\tupdateTaunt(avenger, true, boardWithDeadEntity, boardWithDeadEntityHero, otherBoardHero, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PhaerixWrathOfTheSun_BG28_403:\r\n\t\t\tcase CardIds.PhaerixWrathOfTheSun_BG28_403_G:\r\n\t\t\t\tconst phaerixLoops = avenger.cardId === CardIds.PhaerixWrathOfTheSun_BG28_403_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < phaerixLoops; i++) {\r\n\t\t\t\t\tgrantRandomDivineShield(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.AugmentedLaborer_BG28_740:\r\n\t\t\tcase CardIds.AugmentedLaborer_BG28_740_G:\r\n\t\t\t\tconst AugmentedLaborerLoops = avenger.cardId === CardIds.AugmentedLaborer_BG28_740_G ? 2 : 1;\r\n\t\t\t\tfor (let i = 0; i < AugmentedLaborerLoops; i++) {\r\n\t\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.TumblingDisaster_BG28_Reward_505:\r\n\t\t\t\tconst tumblingDisasterEntity = boardWithDeadEntityHero.questRewardEntities?.find(\r\n\t\t\t\t\t(e) => e.cardId === CardIds.TumblingDisaster_BG28_Reward_505,\r\n\t\t\t\t);\r\n\t\t\t\tif (tumblingDisasterEntity) {\r\n\t\t\t\t\ttumblingDisasterEntity.scriptDataNum1 = (tumblingDisasterEntity.scriptDataNum1 ?? 0) + 1;\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.CycleOfEnergy_BG28_Reward_504:\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [null], gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.StableAmalgamation_BG28_Reward_518:\r\n\t\t\t\tavenger.scriptDataNum1 = (avenger.scriptDataNum1 ?? 0) + 1;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.MurglMkIi_BG29_991:\r\n\t\t\tcase CardIds.MurglMkIi_BG29_991_G:\r\n\t\t\t\tconst murglMkStats = avenger.cardId === CardIds.MurglMkIi_BG29_991_G ? 2 : 1;\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\tavenger,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tmurglMkStats,\r\n\t\t\t\t\tmurglMkStats,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t\t// Don't use utility methods, as we don't want triggers to proc\r\n\t\t\t\tfor (const e of boardWithDeadEntityHero.hand ?? []) {\r\n\t\t\t\t\te.attack += murglMkStats;\r\n\t\t\t\t\te.health += murglMkStats;\r\n\t\t\t\t\te.maxHealth += murglMkStats;\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.FridgeMagnet_BG30_MagicItem_545:\r\n\t\t\t\tconst randomMagnetic = gameState.cardsData.getRandomMechToMagnetize(boardWithDeadEntityHero.tavernTier);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [randomMagnetic], gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.QuilligraphySet_BG30_MagicItem_410:\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemHealthBonus += 1;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.QuilligraphySet_QuilligraphySetToken_BG30_MagicItem_410t2:\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemAttackBonus += 1;\r\n\t\t\t\tboardWithDeadEntityHero.globalInfo.BloodGemHealthBonus += 1;\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.GilneanThornedRose_BG30_MagicItem_864:\r\n\t\t\t\taddStatsToBoard(avenger, boardWithDeadEntity, boardWithDeadEntityHero, 3, 3, gameState);\r\n\t\t\t\tfor (const minion of boardWithDeadEntity) {\r\n\t\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\t\tminion,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t1,\r\n\t\t\t\t\t\totherBoard,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\tminion,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.StaffOfTheScourge_BG30_MagicItem_437:\r\n\t\t\t\tif (boardWithDeadEntity.length > 0) {\r\n\t\t\t\t\tconst target = pickRandom(boardWithDeadEntity.filter((e) => !e.reborn));\r\n\t\t\t\t\tif (!!target) {\r\n\t\t\t\t\t\tupdateReborn(\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\t\tavenger,\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.BleedingHeart_BG30_MagicItem_713:\r\n\t\t\t\tconst randomUndead = gameState.cardsData.getRandomMinionForTribe(\r\n\t\t\t\t\tRace.UNDEAD,\r\n\t\t\t\t\tboardWithDeadEntityHero.tavernTier,\r\n\t\t\t\t);\r\n\t\t\t\taddCardsInHand(boardWithDeadEntityHero, boardWithDeadEntity, [randomUndead], gameState);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\tavenger.avengeCurrent += avenger.avengeDefault;\r\n};\r\n\r\nconst handleHeroAvenge = (\r\n\tdeadEntity: BoardEntity,\r\n\theroPower: BgsHeroPower,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tcandidatesEntitiesSpawnedFromAvenge: BoardEntity[],\r\n\tgameState: FullGameState,\r\n) => {\r\n\t// https://twitter.com/LoewenMitchell/status/1491879869457879040\r\n\t// Not affected by Khadgar\r\n\tswitch (heroPower.cardId) {\r\n\t\tcase CardIds.Onyxia_Broodmother:\r\n\t\t\tcandidatesEntitiesSpawnedFromAvenge.push(\r\n\t\t\t\t...spawnEntities(\r\n\t\t\t\t\tCardIds.Onyxia_OnyxianWhelpToken,\r\n\t\t\t\t\t1,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\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\tdeadEntity.friendly,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t),\r\n\t\t\t);\r\n\t\t\tbreak;\r\n\t\tcase CardIds.VanndarStormpike_LeadTheStormpikes:\r\n\t\t\tboardWithDeadEntity\r\n\t\t\t\t// .filter((entity) => !entity.definitelyDead && entity.health > 0)\r\n\t\t\t\t.forEach((entity) => {\r\n\t\t\t\t\tmodifyStats(entity, heroPower, 0, 1, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t});\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Drekthar_LeadTheFrostwolves:\r\n\t\t\tboardWithDeadEntity.forEach((entity) => {\r\n\t\t\t\tmodifyStats(entity, heroPower, 1, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tentity,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t\tbreak;\r\n\t}\r\n\theroPower.avengeCurrent += heroPower.avengeDefault;\r\n};\r\n\r\nexport interface AvengeInput {\r\n\treadonly board: BoardEntity[];\r\n\treadonly hero: BgsPlayerEntity;\r\n\treadonly otherBoard: BoardEntity[];\r\n\treadonly otherHero: BgsPlayerEntity;\r\n\treadonly gameState: FullGameState;\r\n}\r\n"]}
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@@ -353,6 +353,8 @@ const rememberDeathrattles = (fish, deadEntities, cardsData, allCards, sharedSta
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repeats: 1,
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timing: sharedState.currentEntityId++,
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memory: entity.memory,
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scriptDataNum1: entity.scriptDataNum1,
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scriptDataNum2: entity.scriptDataNum2,
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}));
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const validEnchantments = deadEntities
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.filter((entity) => { var _a; return (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.length; })
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