@firestone-hs/simulate-bgs-battle 1.1.589 → 1.1.590

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Files changed (32) hide show
  1. package/dist/bgs-player-entity.d.ts +1 -1
  2. package/dist/bgs-player-entity.js.map +1 -1
  3. package/dist/cards/cards-data.js +1 -1
  4. package/dist/cards/cards-data.js.map +1 -1
  5. package/dist/cards/impl/minion/apprentice-of-sefin.js +1 -1
  6. package/dist/cards/impl/minion/apprentice-of-sefin.js.map +1 -1
  7. package/dist/cards/impl/minion/fire-forged-evoker.js +6 -1
  8. package/dist/cards/impl/minion/fire-forged-evoker.js.map +1 -1
  9. package/dist/cards/impl/minion/hackerfin.js +5 -3
  10. package/dist/cards/impl/minion/hackerfin.js.map +1 -1
  11. package/dist/cards/impl/minion/king-bagurgle.js +1 -1
  12. package/dist/cards/impl/minion/king-bagurgle.js.map +1 -1
  13. package/dist/cards/impl/minion/mechagnome-interpreter.js +1 -1
  14. package/dist/cards/impl/minion/mechagnome-interpreter.js.map +1 -1
  15. package/dist/cards/impl/minion/murky.js +1 -1
  16. package/dist/cards/impl/minion/murky.js.map +1 -1
  17. package/dist/cards/impl/minion/mutalisk.js.map +1 -1
  18. package/dist/cards/impl/minion/wildfire-elemental.js +1 -1
  19. package/dist/cards/impl/minion/wildfire-elemental.js.map +1 -1
  20. package/dist/simulation/add-minion-to-board.js +2 -2
  21. package/dist/simulation/add-minion-to-board.js.map +1 -1
  22. package/dist/simulation/attack.d.ts +1 -0
  23. package/dist/simulation/attack.js.map +1 -1
  24. package/dist/simulation/deathrattle-effects.js +2 -1
  25. package/dist/simulation/deathrattle-effects.js.map +1 -1
  26. package/dist/simulation/deathrattle-orchestration.js +2 -2
  27. package/dist/simulation/deathrattle-orchestration.js.map +1 -1
  28. package/dist/simulation/minion-kill.js +17 -14
  29. package/dist/simulation/minion-kill.js.map +1 -1
  30. package/dist/simulation/utils/golden.js +1 -1
  31. package/dist/simulation/utils/golden.js.map +1 -1
  32. package/package.json +1 -1
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, GameTag, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { updateTaunt } from '../keywords/taunt';\r\nimport { pickMultipleRandomDifferent, pickRandom } from '../services/utils';\r\nimport { isValidDeathrattleEnchantment } from '../simulate-bgs-battle';\r\nimport { grantRandomStats, hasCorrectTribe, isDead, isFish, isGolden } from '../utils';\r\nimport { dealDamageToMinion, dealDamageToRandomEnemy, getNeighbours } from './attack';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { groupLeapfroggerDeathrattles } from './remembered-deathrattle';\r\nimport { SharedState } from './shared-state';\r\nimport { modifyStats } from './stats';\r\n\r\nconst DEATHRATTLES_REQUIRE_MEMORY = [CardIds.StitchedSalvager_BG31_999, CardIds.StitchedSalvager_BG31_999_G];\r\n\r\nexport const computeDeathrattleMultiplier = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsharedState: SharedState,\r\n): number => {\r\n\tconst rivendare =\r\n\t\t!!board.find(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.BaronRivendare_BG_FP1_031 ||\r\n\t\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518,\r\n\t\t) || boardHero.secrets?.some((e) => e.cardId === CardIds.TitusTribute_BG28_843);\r\n\tconst goldenRivendare = board.find(\r\n\t\t(entity) =>\r\n\t\t\tentity.cardId === CardIds.BaronRivendare_TB_BaconUps_055 ||\r\n\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518_G,\r\n\t);\r\n\tconst titus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354).length;\r\n\tconst goldenTitus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354_G).length;\r\n\tconst deathlyPhylacteries = boardHero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.DeathlyPhylactery_BG30_MagicItem_700 && t.scriptDataNum1 > 0,\r\n\t).length;\r\n\tconst tombs =\r\n\t\tboardHero.questRewardEntities?.filter((entity) => entity.cardId === CardIds.TurbulentTombs)?.length ?? 0;\r\n\tconst echoesOfArgus = sharedState.anomalies.includes(CardIds.EchoesOfArgus_BG27_Anomaly_802) ? 1 : 0;\r\n\tconst scourgeMultiplier = deadEntity.additionalCards?.includes(CardIds.ScourgeTroll) ? 2 : 1;\r\n\r\n\tconst multiplier =\r\n\t\tscourgeMultiplier *\r\n\t\t((goldenRivendare ? 3 : rivendare ? 2 : 1) +\r\n\t\t\tdeathlyPhylacteries +\r\n\t\t\ttitus +\r\n\t\t\t2 * goldenTitus +\r\n\t\t\ttombs +\r\n\t\t\techoesOfArgus);\r\n\treturn multiplier;\r\n};\r\n\r\nexport const applyLightningInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst targets = pickMultipleRandomDifferent(otherBoard, 5);\r\n\t\tfor (const target of targets) {\r\n\t\t\tdealDamageToMinion(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyWaterInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity, // Can be null when trinket is used\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst validBoard = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\t\tconst target: BoardEntity = validBoard[validBoard.length - 1];\r\n\t\tif (!!target) {\r\n\t\t\tupdateTaunt(target, true, boardWithDeadEntity, boardWithDeadEntityHero, otherHero, gameState);\r\n\t\t\tmodifyStats(target, sourceEntity, 0, 3, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyFireInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead)[0];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\ttarget,\r\n\t\t\t\tsourceEntity,\r\n\t\t\t\ttarget.attack,\r\n\t\t\t\t0,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyEarthInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst minionsGrantedDeathrattle: BoardEntity[] = pickMultipleRandomDifferent(boardWithDeadEntity, 4);\r\n\t\tminionsGrantedDeathrattle.forEach((minion) => {\r\n\t\t\tminion.enchantments.push({\r\n\t\t\t\tcardId: CardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\toriginEntityId: deadEntity?.entityId,\r\n\t\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, minion, boardWithDeadEntity, null, null);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyLeapFroggerEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier: number,\r\n): void => {\r\n\tmultiplier = multiplier ?? deadEntity.deathrattleRepeats ?? 1;\r\n\t// console.debug('applying leapfrogger effect', deadEntity.entityId, multiplier);\r\n\tconst buffed = grantRandomStats(\r\n\t\tdeadEntity,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tRace.BEAST,\r\n\t\tfalse,\r\n\t\tgameState,\r\n\t);\r\n\tif (buffed) {\r\n\t\tbuffed.enchantments = buffed.enchantments ?? [];\r\n\t\tbuffed.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge\r\n\t\t\t\t: CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyRecurringNightmareDeathrattleEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst target = pickRandom(\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) =>\r\n\t\t\t\thasCorrectTribe(e, boardWithDeadEntityHero, Race.UNDEAD, gameState.anomalies, gameState.allCards),\r\n\t\t\t)\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055 &&\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t),\r\n\t);\r\n\tif (target) {\r\n\t\ttarget.enchantments = target.enchantments ?? [];\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge\r\n\t\t\t\t: CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t\tgameState.spectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity, null, null);\r\n\t}\r\n};\r\n\r\n// Some minions like Icesnarl can revive themselves when killing a minion, so it needs to be handled before\r\n// we actually make the minion die\r\nexport const handleWheneverMinionsKillEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thandleWheneverMinionsKillEffectForBoard(board, hero, otherBoard, otherHero, gameState);\r\n\t// It's called once for each board already, so don't duplicate it here\r\n\t// handleWheneverMinionsKillEffectForBoard(otherBoard, otherHero, board, hero, gameState);\r\n};\r\n\r\nconst handleWheneverMinionsKillEffectForBoard = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\tconst futureDeadEntity = board[i];\r\n\t\t\tconst killer = futureDeadEntity.lastAffectedByEntity;\r\n\t\t\tif (!killer) {\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\r\n\t\t\t// Killed an enemy minion\r\n\t\t\tif (killer.friendly !== futureDeadEntity.friendly) {\r\n\t\t\t\tfor (const heroPower of otherHero.heroPowers) {\r\n\t\t\t\t\t// Can't be used to resurrect a dead minion\r\n\t\t\t\t\t// https://replays.firestoneapp.com/?reviewId=d1fffee8-0bc3-40f5-9a59-85eef8367095&turn=11&action=4\r\n\t\t\t\t\tif (heroPower.cardId === CardIds.Rokara_GloryOfCombat && !isDead(killer)) {\r\n\t\t\t\t\t\tmodifyStats(killer, otherHero, 1, 0, otherBoard, otherHero, gameState);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\t// Icesnarl the Mighty\r\n\t\t\t\totherBoard\r\n\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy ||\r\n\t\t\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G,\r\n\t\t\t\t\t)\r\n\t\t\t\t\t.forEach((icesnarl) => {\r\n\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t\t\t0,\r\n\t\t\t\t\t\t\ticesnarl.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G ? 2 : 1,\r\n\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\thero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleAfterMinionKillsEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Moved to \"whenever kills\", as these can revive the minion that kills\r\n\t// const killer = deadEntity.lastAffectedByEntity;\r\n\t// if (!killer) {\r\n\t// \treturn;\r\n\t// }\r\n\t// // Killed an enemy minion\r\n\t// if (killer.friendly !== deadEntity.friendly) {\r\n\t// }\r\n};\r\n\r\nexport const applyWheneverMinionDiesEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.BEAST, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.DEMON, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplySoulJugglerEffect(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MECH, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MURLOC, gameState.anomalies, gameState.allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.ELEMENTAL, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyMossOfTheSchlossEffect(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\tif (deadEntity.taunt) {\r\n\t\tapplyBristlemaneScrapsmithEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tapplyQirajiHarbringerEffect(boardWithDeadEntity, boardWithDeadEntityHero, deadEntityIndexFromRight, gameState);\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008_G\r\n\t) {\r\n\t\tapplyEternalKnightEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\t// Putricide-only\r\n\tboardWithDeadEntity\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FlesheatingGhoulLegacy_BG26_tt_004))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyStats(e, null, 1, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t});\r\n\r\n\tapplyRotHideGnollEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\r\n\t// Overkill\r\n\tif (\r\n\t\tdeadEntity.health < 0 &&\r\n\t\tgameState.sharedState.currentAttackerEntityId != null &&\r\n\t\tgameState.sharedState.currentAttackerEntityId === deadEntity.lastAffectedByEntity?.entityId\r\n\t) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_BGS_032) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_TB_BaconUps_103) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental && deadEntity.lastAffectedByEntity.attacking) {\r\n\t\t// \t// } else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental) {\r\n\t\t// \t// console.log('applying WildfireElemental effect', stringifySimple(boardWithDeadEntity, allCards));\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \t// Prevent propagation of the effect\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \t// console.log('neighbours', stringifySimple(neighbours, allCards));\r\n\t\t// \tif (neighbours.length > 0) {\r\n\t\t// \t\tconst randomTarget = neighbours[Math.floor(Math.random() * neighbours.length)];\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\trandomTarget,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t);\r\n\t\t// \t}\r\n\t\t// } else if (\r\n\t\t// \tdeadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds &&\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking\r\n\t\t// ) {\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \tneighbours.forEach((neighbour) =>\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\tneighbour,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t),\r\n\t\t// \t);\r\n\t\t// }\r\n\t\telse if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TRL_232) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TRL_232t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TB_BaconUps_051) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TB_BaconUps_051t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_BGS_080) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tRace.PIRATE,\r\n\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t),\r\n\t\t\t\t)\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t2,\r\n\t\t\t\t\t2,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_TB_BaconUps_142) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tRace.PIRATE,\r\n\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t),\r\n\t\t\t\t)\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\n/** @deprecated */\r\nexport const dealDamageToAllMinions = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamageDealt: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tdealDamageToMinion(board1[i], board1, board1Hero, damageSource, damageDealt, board2, board2Hero, gameState);\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tdealDamageToMinion(board2[i], board2, board2Hero, damageSource, damageDealt, board1, board1Hero, gameState);\r\n\t}\r\n};\r\n\r\nconst applySoulJugglerEffect = (\r\n\tboardWithJugglers: BoardEntity[],\r\n\tboardWithJugglersHero: BgsPlayerEntity,\r\n\tboardToAttack: BoardEntity[],\r\n\tboardToAttackHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (boardWithJugglers.length === 0 && boardToAttack.length === 0) {\r\n\t\treturn;\r\n\t\t// return [boardWithJugglers, boardToAttack];\r\n\t}\r\n\tconst jugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_BGS_002);\r\n\tfor (const juggler of jugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\tconst goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_TB_BaconUps_075);\r\n\tfor (const juggler of goldenJugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\t// processMinionDeath(\r\n\t// \tboardWithJugglers,\r\n\t// \tboardWithJugglersHero,\r\n\t// \tboardToAttack,\r\n\t// \tboardToAttackHero,\r\n\t// \tallCards,\r\n\t// \tcardsData,\r\n\t// \tsharedState,\r\n\t// \tspectator,\r\n\t// );\r\n};\r\n\r\nconst applyScavengingHyenaEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// const copy = [...board];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.ScavengingHyenaLegacy_BG_EX1_531) {\r\n\t\t\tmodifyStats(board[i], null, 2, 1, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaLegacy_TB_BaconUps_043) {\r\n\t\t\tmodifyStats(board[i], null, 4, 2, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyEternalKnightEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008_G\r\n\t\t) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.EternalKnight_BG25_008_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], null, multiplier * 1, multiplier * 1, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyRotHideGnollEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.RotHideGnoll_BG25_013 || board[i].cardId === CardIds.RotHideGnoll_BG25_013_G) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.RotHideGnoll_BG25_013_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], null, multiplier * 1, 0, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyBristlemaneScrapsmithEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardPlayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707 ||\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707_G\r\n\t\t) {\r\n\t\t\tconst cardsToAdd = Array(CardIds.BristlemaneScrapsmith_BG24_707_G ? 2 : 1).fill(CardIds.BloodGem);\r\n\t\t\taddCardsInHand(boardPlayerEntity, board, cardsToAdd, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, boardPlayerEntity, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyMossOfTheSchlossEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tboard\r\n\t\t.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MossOfTheSchloss_BG30_111 || e.cardId === CardIds.MossOfTheSchloss_BG30_111_G,\r\n\t\t)\r\n\t\t.filter((e) => e.abiityChargesLeft > 0)\r\n\t\t.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, null, deadEntity.maxAttack, deadEntity.maxHealth, board, hero, gameState);\r\n\t\t\tentity.abiityChargesLeft--;\r\n\t\t\tgameState.spectator.registerPowerTarget(entity, entity, board, null, null);\r\n\t\t});\r\n};\r\n\r\nconst applyJunkbotEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.Junkbot_GVG_106) {\r\n\t\t\tmodifyStats(board[i], board[i], 2, 2, board, hero, gameState);\r\n\t\t} else if (board[i].cardId === CardIds.Junkbot_TB_BaconUps_046) {\r\n\t\t\tmodifyStats(board[i], board[i], 4, 4, board, hero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyQirajiHarbringerEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_BGS_112);\r\n\tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_TB_BaconUps_303);\r\n\r\n\t// TODO: if reactivated, properly apply buffs one by one, instead of all together\r\n\tif (qiraji.length + goldenQiraji.length > 0) {\r\n\t\tconst neighbours = getNeighbours(board, null, deadEntityIndexFromRight);\r\n\t\tconst buff = 2 * qiraji.length + 4 * goldenQiraji.length;\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, null, buff, buff, board, hero, gameState);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyMonstrosity = (\r\n\tmonstrosity: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tboardWithDeadEntities: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tmodifyStats(monstrosity, null, deadEntity.attack, 0, boardWithDeadEntities, boardWithDeadEntityHero, gameState);\r\n\t\tif (monstrosity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\tmonstrosity,\r\n\t\t\t\tnull,\r\n\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t0,\r\n\t\t\t\tboardWithDeadEntities,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const rememberDeathrattles = (\r\n\tfish: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tallCards: AllCardsService,\r\n\tsharedState: SharedState,\r\n): void => {\r\n\tif (!deadEntities?.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\t// Some infinite loops going on?\r\n\tif (fish.rememberedDeathrattles?.length > 100) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tallCards.getCard(entity.cardId).mechanics?.includes(GameTag[GameTag.DEATHRATTLE]) &&\r\n\t\t\t\t// Fish are handled via remembered deathrattles\r\n\t\t\t\t!isFish(entity),\r\n\t\t)\r\n\t\t.filter((e) => !DEATHRATTLES_REQUIRE_MEMORY.includes(e.cardId as CardIds) || e.memory)\r\n\t\t.map((entity) => ({\r\n\t\t\tcardId: entity.cardId,\r\n\t\t\trepeats: 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t\tmemory: entity.memory,\r\n\t\t\tscriptDataNum1: entity.scriptDataNum1,\r\n\t\t\tscriptDataNum2: entity.scriptDataNum2,\r\n\t\t}));\r\n\tconst validEnchantments = deadEntities\r\n\t\t.filter((entity) => entity.enchantments?.length)\r\n\t\t.map((entity) => entity.enchantments)\r\n\t\t.reduce((a, b) => a.concat(b), [])\r\n\t\t.flatMap((enchantment) => ({\r\n\t\t\tcardId: enchantment.cardId,\r\n\t\t\trepeats: enchantment.repeats ?? 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t}))\r\n\t\t.filter((enchantment) => isValidDeathrattleEnchantment(enchantment.cardId));\r\n\t// Multiple fish\r\n\tconst deadEntityRememberedDeathrattles =\r\n\t\tdeadEntities\r\n\t\t\t.filter((e) => !!e.rememberedDeathrattles?.length)\r\n\t\t\t// If the fish has reborn, it will inherit its own Deathrattles, and we don't want that\r\n\t\t\t.filter((e) => e.entityId !== fish.rebornFromEntityId)\r\n\t\t\t.filter((e) => !DEATHRATTLES_REQUIRE_MEMORY.includes(e.cardId as CardIds) || e.memory)\r\n\t\t\t.flatMap((e) => e.rememberedDeathrattles) ?? [];\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments, ...deadEntityRememberedDeathrattles];\r\n\r\n\tif (newDeathrattles.length > 0) {\r\n\t\t// Order is important - the DR are triggered in the order d the minions have died\r\n\t\tif (isGolden(fish.cardId, allCards)) {\r\n\t\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\t\tconst doubleDr = newDeathrattles.reduce((res, current) => res.concat([current, current]), []);\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...doubleDr];\r\n\t\t} else {\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...newDeathrattles];\r\n\t\t}\r\n\r\n\t\tif (newDeathrattles.some((d) => d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000))) {\r\n\t\t\t// Not sure exactly why, but if a leapfrogger dies first, then a manasaber,\r\n\t\t\t// when the fish dies, the manasaber's effect (spawning tokens) is triggered first\r\n\t\t\t// https://replays.firestoneapp.com/?reviewId=521733fb-8ba1-4663-9a87-3da58e8a09c8&turn=21&action=3\r\n\t\t\t// HACK: So I will hardcode a rule for now to put leapfrogger effects last\r\n\t\t\tconst leapfroggerDeathrattles = groupLeapfroggerDeathrattles(fish.rememberedDeathrattles);\r\n\t\t\tfish.rememberedDeathrattles = [\r\n\t\t\t\t...fish.rememberedDeathrattles.filter((d) => !d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000)),\r\n\t\t\t\t...leapfroggerDeathrattles,\r\n\t\t\t];\r\n\t\t}\r\n\t}\r\n\t// console.debug(\r\n\t// \t'remembered',\r\n\t// \tfish.cardId,\r\n\t// \tfish.entityId,\r\n\t// \tfish.rememberedDeathrattles.map((d) => ({\r\n\t// \t\tcardId: d.cardId,\r\n\t// \t\tname: allCards.getCard(d.cardId)?.name,\r\n\t// \t\t// repeats: d.repeats,\r\n\t// \t\t// timing: d.timing,\r\n\t// \t})),\r\n\t// );\r\n};\r\n\r\nconst removeOldMurkEyeAttack = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst murkeyes = boardWithDeadEntity.filter(\r\n\t\t(entity) => entity.cardId === CardIds.OldMurkEyeLegacy || entity.cardId === CardIds.OldMurkEyeVanilla,\r\n\t);\r\n\tconst goldenMurkeyes = boardWithDeadEntity.filter((entity) => entity.cardId === CardIds.OldMurkEye);\r\n\tmurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, null, -1, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n\tgoldenMurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, null, -2, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-use-before-define */\r\nimport { AllCardsService, CardIds, GameTag, Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { CardsData } from '../cards/cards-data';\r\nimport { updateTaunt } from '../keywords/taunt';\r\nimport { pickMultipleRandomDifferent, pickRandom } from '../services/utils';\r\nimport { isValidDeathrattleEnchantment } from '../simulate-bgs-battle';\r\nimport { grantRandomStats, hasCorrectTribe, isDead, isFish, isGolden } from '../utils';\r\nimport { dealDamageToMinion, dealDamageToRandomEnemy, getNeighbours } from './attack';\r\nimport { addCardsInHand } from './cards-in-hand';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { groupLeapfroggerDeathrattles } from './remembered-deathrattle';\r\nimport { SharedState } from './shared-state';\r\nimport { modifyStats } from './stats';\r\n\r\nconst DEATHRATTLES_REQUIRE_MEMORY = [CardIds.StitchedSalvager_BG31_999, CardIds.StitchedSalvager_BG31_999_G];\r\n\r\nexport const computeDeathrattleMultiplier = (\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsharedState: SharedState,\r\n): number => {\r\n\tconst rivendare =\r\n\t\t!!board.find(\r\n\t\t\t(entity) =>\r\n\t\t\t\tentity.cardId === CardIds.BaronRivendare_BG_FP1_031 ||\r\n\t\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518,\r\n\t\t) || boardHero.secrets?.some((e) => e.cardId === CardIds.TitusTribute_BG28_843);\r\n\tconst goldenRivendare = board.find(\r\n\t\t(entity) =>\r\n\t\t\tentity.cardId === CardIds.BaronRivendare_TB_BaconUps_055 ||\r\n\t\t\tentity.cardId === CardIds.MoiraBronzebeard_BG27_518_G,\r\n\t);\r\n\tconst titus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354).length;\r\n\tconst goldenTitus = board.filter((entity) => entity.cardId === CardIds.TitusRivendare_BG25_354_G).length;\r\n\tconst deathlyPhylacteries = boardHero.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.DeathlyPhylactery_BG30_MagicItem_700 && t.scriptDataNum1 > 0,\r\n\t).length;\r\n\tconst tombs =\r\n\t\tboardHero.questRewardEntities?.filter((entity) => entity.cardId === CardIds.TurbulentTombs)?.length ?? 0;\r\n\tconst echoesOfArgus = sharedState.anomalies.includes(CardIds.EchoesOfArgus_BG27_Anomaly_802) ? 1 : 0;\r\n\tconst scourgeMultiplier = deadEntity.additionalCards?.includes(CardIds.ScourgeTroll) ? 2 : 1;\r\n\r\n\tconst multiplier =\r\n\t\tscourgeMultiplier *\r\n\t\t((goldenRivendare ? 3 : rivendare ? 2 : 1) +\r\n\t\t\tdeathlyPhylacteries +\r\n\t\t\ttitus +\r\n\t\t\t2 * goldenTitus +\r\n\t\t\ttombs +\r\n\t\t\techoesOfArgus);\r\n\treturn multiplier;\r\n};\r\n\r\nexport const applyLightningInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Because the golden version doubles all the remembered effects\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst targets = pickMultipleRandomDifferent(otherBoard, 5);\r\n\t\tfor (const target of targets) {\r\n\t\t\tdealDamageToMinion(\r\n\t\t\t\ttarget,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\t1,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyWaterInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity, // Can be null when trinket is used\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst validBoard = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\t\tconst target: BoardEntity = validBoard[validBoard.length - 1];\r\n\t\tif (!!target) {\r\n\t\t\tupdateTaunt(target, true, boardWithDeadEntity, boardWithDeadEntityHero, otherHero, gameState);\r\n\t\t\tmodifyStats(target, sourceEntity, 0, 3, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyFireInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst target: BoardEntity = boardWithDeadEntity.filter((e) => e.health > 0 && !e.definitelyDead)[0];\r\n\t\tif (!!target) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\ttarget,\r\n\t\t\t\tsourceEntity,\r\n\t\t\t\ttarget.attack,\r\n\t\t\t\t0,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const applyEarthInvocationEnchantment = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tdeadEntity: BoardEntity,\r\n\tsourceEntity: BgsPlayerEntity | BoardEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst multiplier = deadEntity?.cardId === CardIds.SpiritRaptor_BG22_HERO_001_Buddy_G ? 2 : 1;\r\n\tfor (let i = 0; i < multiplier; i++) {\r\n\t\tconst minionsGrantedDeathrattle: BoardEntity[] = pickMultipleRandomDifferent(boardWithDeadEntity, 4);\r\n\t\tminionsGrantedDeathrattle.forEach((minion) => {\r\n\t\t\tminion.enchantments.push({\r\n\t\t\t\tcardId: CardIds.EarthInvocation_ElementEarthEnchantment,\r\n\t\t\t\toriginEntityId: deadEntity?.entityId,\r\n\t\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tgameState.spectator.registerPowerTarget(sourceEntity, minion, boardWithDeadEntity, null, null);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyLeapFroggerEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier: number,\r\n): void => {\r\n\tmultiplier = multiplier ?? deadEntity.deathrattleRepeats ?? 1;\r\n\t// console.debug('applying leapfrogger effect', deadEntity.entityId, multiplier);\r\n\tconst buffed = grantRandomStats(\r\n\t\tdeadEntity,\r\n\t\tboardWithDeadEntity,\r\n\t\tboardWithDeadEntityHero,\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tmultiplier * (isPremium ? 2 : 1),\r\n\t\tRace.BEAST,\r\n\t\tfalse,\r\n\t\tgameState,\r\n\t);\r\n\tif (buffed) {\r\n\t\tbuffed.enchantments = buffed.enchantments ?? [];\r\n\t\tbuffed.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge\r\n\t\t\t\t: CardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyRecurringNightmareDeathrattleEffect = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tisPremium: boolean,\r\n\tgameState: FullGameState,\r\n\tmultiplier = 1,\r\n): void => {\r\n\tmultiplier = multiplier || 1;\r\n\tconst target = pickRandom(\r\n\t\tboardWithDeadEntity\r\n\t\t\t.filter((e) =>\r\n\t\t\t\thasCorrectTribe(e, boardWithDeadEntityHero, Race.UNDEAD, gameState.anomalies, gameState.allCards),\r\n\t\t\t)\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055 &&\r\n\t\t\t\t\te.cardId !== CardIds.RecurringNightmare_BG26_055_G,\r\n\t\t\t),\r\n\t);\r\n\tif (target) {\r\n\t\ttarget.enchantments = target.enchantments ?? [];\r\n\t\ttarget.enchantments.push({\r\n\t\t\tcardId: isPremium\r\n\t\t\t\t? CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge\r\n\t\t\t\t: CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\r\n\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\trepeats: multiplier > 1 ? multiplier : 1,\r\n\t\t\ttiming: gameState.sharedState.currentEntityId++,\r\n\t\t});\r\n\t\tgameState.spectator.registerPowerTarget(deadEntity, target, boardWithDeadEntity, null, null);\r\n\t}\r\n};\r\n\r\n// Some minions like Icesnarl can revive themselves when killing a minion, so it needs to be handled before\r\n// we actually make the minion die\r\nexport const handleWheneverMinionsKillEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\thandleWheneverMinionsKillEffectForBoard(board, hero, otherBoard, otherHero, gameState);\r\n\t// It's called once for each board already, so don't duplicate it here\r\n\t// handleWheneverMinionsKillEffectForBoard(otherBoard, otherHero, board, hero, gameState);\r\n};\r\n\r\nconst handleWheneverMinionsKillEffectForBoard = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].health <= 0 || board[i].definitelyDead) {\r\n\t\t\tconst futureDeadEntity = board[i];\r\n\t\t\tconst killer = futureDeadEntity.lastAffectedByEntity;\r\n\t\t\tif (!killer) {\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\r\n\t\t\t// Killed an enemy minion\r\n\t\t\tif (killer.friendly !== futureDeadEntity.friendly) {\r\n\t\t\t\tfor (const heroPower of otherHero.heroPowers) {\r\n\t\t\t\t\t// Can't be used to resurrect a dead minion\r\n\t\t\t\t\t// https://replays.firestoneapp.com/?reviewId=d1fffee8-0bc3-40f5-9a59-85eef8367095&turn=11&action=4\r\n\t\t\t\t\tif (heroPower.cardId === CardIds.Rokara_GloryOfCombat && !isDead(killer)) {\r\n\t\t\t\t\t\tmodifyStats(killer, otherHero, 1, 0, otherBoard, otherHero, gameState);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\t// Icesnarl the Mighty\r\n\t\t\t\totherBoard\r\n\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy ||\r\n\t\t\t\t\t\t\te.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G,\r\n\t\t\t\t\t)\r\n\t\t\t\t\t.forEach((icesnarl) => {\r\n\t\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t\t\ticesnarl,\r\n\t\t\t\t\t\t\t0,\r\n\t\t\t\t\t\t\ticesnarl.cardId === CardIds.IcesnarlTheMighty_BG20_HERO_100_Buddy_G ? 2 : 1,\r\n\t\t\t\t\t\t\tboard,\r\n\t\t\t\t\t\t\thero,\r\n\t\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleAfterMinionKillsEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// Moved to \"whenever kills\", as these can revive the minion that kills\r\n\t// const killer = deadEntity.lastAffectedByEntity;\r\n\t// if (!killer) {\r\n\t// \treturn;\r\n\t// }\r\n\t// // Killed an enemy minion\r\n\t// if (killer.friendly !== deadEntity.friendly) {\r\n\t// }\r\n};\r\n\r\nexport const applyWheneverMinionDiesEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\totherBoard: BoardEntity[],\r\n\totherBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// console.log('applying minion death effect', stringifySimpleCard(deadEntity, allCards));\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.BEAST, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyScavengingHyenaEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.DEMON, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplySoulJugglerEffect(boardWithDeadEntity, boardWithDeadEntityHero, otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MECH, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyJunkbotEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.MURLOC, gameState.anomalies, gameState.allCards)) {\r\n\t\tremoveOldMurkEyeAttack(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tremoveOldMurkEyeAttack(otherBoard, otherBoardHero, gameState);\r\n\t}\r\n\tif (hasCorrectTribe(deadEntity, boardWithDeadEntityHero, Race.ELEMENTAL, gameState.anomalies, gameState.allCards)) {\r\n\t\tapplyMossOfTheSchlossEffect(deadEntity, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\tif (deadEntity.taunt) {\r\n\t\tapplyBristlemaneScrapsmithEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\tapplyQirajiHarbringerEffect(boardWithDeadEntity, boardWithDeadEntityHero, deadEntityIndexFromRight, gameState);\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\tdeadEntity.cardId === CardIds.EternalKnight_BG25_008_G\r\n\t) {\r\n\t\tapplyEternalKnightEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t}\r\n\r\n\t// Putricide-only\r\n\tboardWithDeadEntity\r\n\t\t.filter((e) => e.additionalCards?.includes(CardIds.FlesheatingGhoulLegacy_BG26_tt_004))\r\n\t\t.forEach((e) => {\r\n\t\t\tmodifyStats(e, null, 1, 0, boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\t\t});\r\n\r\n\tapplyRotHideGnollEffect(boardWithDeadEntity, boardWithDeadEntityHero, gameState);\r\n\r\n\t// Overkill\r\n\tif (\r\n\t\tdeadEntity.health < 0 &&\r\n\t\tgameState.sharedState.currentAttackerEntityId != null &&\r\n\t\tgameState.sharedState.currentAttackerEntityId === deadEntity.lastAffectedByEntity?.entityId\r\n\t) {\r\n\t\tif (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_BGS_032) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t3,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.HeraldOfFlame_TB_BaconUps_103) {\r\n\t\t\tconst targets = boardWithDeadEntity.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\t\t\tif (targets.length > 0) {\r\n\t\t\t\tconst target = targets[0];\r\n\t\t\t\tdealDamageToMinion(\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t6,\r\n\t\t\t\t\totherBoard,\r\n\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t\t// else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental && deadEntity.lastAffectedByEntity.attacking) {\r\n\t\t// \t// } else if (deadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElemental) {\r\n\t\t// \t// console.log('applying WildfireElemental effect', stringifySimple(boardWithDeadEntity, allCards));\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \t// Prevent propagation of the effect\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \t// console.log('neighbours', stringifySimple(neighbours, allCards));\r\n\t\t// \tif (neighbours.length > 0) {\r\n\t\t// \t\tconst randomTarget = neighbours[Math.floor(Math.random() * neighbours.length)];\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\trandomTarget,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t);\r\n\t\t// \t}\r\n\t\t// } else if (\r\n\t\t// \tdeadEntity.lastAffectedByEntity.cardId === CardIds.WildfireElementalBattlegrounds &&\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking\r\n\t\t// ) {\r\n\t\t// \tconst excessDamage = -deadEntity.health;\r\n\t\t// \tdeadEntity.lastAffectedByEntity.attacking = false;\r\n\t\t// \tconst neighbours = getNeighbours(boardWithDeadEntity, null, boardWithDeadEntity.length - deadEntityIndexFromRight);\r\n\t\t// \tneighbours.forEach((neighbour) =>\r\n\t\t// \t\tdealDamageToEnemy(\r\n\t\t// \t\t\tneighbour,\r\n\t\t// \t\t\tboardWithDeadEntity,\r\n\t\t// \t\t\tboardWithDeadEntityHero,\r\n\t\t// \t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t// \t\t\texcessDamage,\r\n\t\t// \t\t\totherBoard,\r\n\t\t// \t\t\totherBoardHero,\r\n\t\t// \t\t\tallCards,\r\n\t\t// \t\t\tcardsData,\r\n\t\t// \t\t\tsharedState,\r\n\t\t// \t\t\tspectator,\r\n\t\t// \t\t),\r\n\t\t// \t);\r\n\t\t// }\r\n\t\telse if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TRL_232) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TRL_232t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.IronhideDirehorn_TB_BaconUps_051) {\r\n\t\t\tconst newEntities = spawnEntities(\r\n\t\t\t\tCardIds.IronhideDirehorn_IronhideRuntToken_TB_BaconUps_051t,\r\n\t\t\t\t1,\r\n\t\t\t\totherBoard,\r\n\t\t\t\totherBoardHero,\r\n\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\t!deadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t\totherBoard.splice(otherBoard.length - deadEntityIndexFromRight, 0, ...newEntities);\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_BGS_080) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tRace.PIRATE,\r\n\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t),\r\n\t\t\t\t)\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t2,\r\n\t\t\t\t\t2,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t} else if (deadEntity.lastAffectedByEntity.cardId === CardIds.SeabreakerGoliath_TB_BaconUps_142) {\r\n\t\t\tconst otherPirates = otherBoard\r\n\t\t\t\t.filter((entity) =>\r\n\t\t\t\t\thasCorrectTribe(\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\t\tRace.PIRATE,\r\n\t\t\t\t\t\tgameState.anomalies,\r\n\t\t\t\t\t\tgameState.allCards,\r\n\t\t\t\t\t),\r\n\t\t\t\t)\r\n\t\t\t\t.filter((entity) => entity.entityId !== deadEntity.lastAffectedByEntity.entityId);\r\n\t\t\totherPirates.forEach((pirate) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\tpirate,\r\n\t\t\t\t\tdeadEntity.lastAffectedByEntity,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\t4,\r\n\t\t\t\t\tboardWithDeadEntity,\r\n\t\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n};\r\n\r\n/** @deprecated */\r\nexport const dealDamageToAllMinions = (\r\n\tboard1: BoardEntity[],\r\n\tboard1Hero: BgsPlayerEntity,\r\n\tboard2: BoardEntity[],\r\n\tboard2Hero: BgsPlayerEntity,\r\n\tdamageSource: BoardEntity,\r\n\tdamageDealt: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (board1.length === 0 && board2.length === 0) {\r\n\t\treturn;\r\n\t}\r\n\tfor (let i = 0; i < board1.length; i++) {\r\n\t\tdealDamageToMinion(board1[i], board1, board1Hero, damageSource, damageDealt, board2, board2Hero, gameState);\r\n\t}\r\n\tfor (let i = 0; i < board2.length; i++) {\r\n\t\tdealDamageToMinion(board2[i], board2, board2Hero, damageSource, damageDealt, board1, board1Hero, gameState);\r\n\t}\r\n};\r\n\r\nconst applySoulJugglerEffect = (\r\n\tboardWithJugglers: BoardEntity[],\r\n\tboardWithJugglersHero: BgsPlayerEntity,\r\n\tboardToAttack: BoardEntity[],\r\n\tboardToAttackHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (boardWithJugglers.length === 0 && boardToAttack.length === 0) {\r\n\t\treturn;\r\n\t\t// return [boardWithJugglers, boardToAttack];\r\n\t}\r\n\tconst jugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_BGS_002);\r\n\tfor (const juggler of jugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\tconst goldenJugglers = boardWithJugglers.filter((entity) => entity.cardId === CardIds.SoulJuggler_TB_BaconUps_075);\r\n\tfor (const juggler of goldenJugglers) {\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tdealDamageToRandomEnemy(\r\n\t\t\tboardToAttack,\r\n\t\t\tboardToAttackHero,\r\n\t\t\tjuggler,\r\n\t\t\t3,\r\n\t\t\tboardWithJugglers,\r\n\t\t\tboardWithJugglersHero,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\t// processMinionDeath(\r\n\t// \tboardWithJugglers,\r\n\t// \tboardWithJugglersHero,\r\n\t// \tboardToAttack,\r\n\t// \tboardToAttackHero,\r\n\t// \tallCards,\r\n\t// \tcardsData,\r\n\t// \tsharedState,\r\n\t// \tspectator,\r\n\t// );\r\n};\r\n\r\nconst applyScavengingHyenaEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\t// const copy = [...board];\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.ScavengingHyenaLegacy_BG_EX1_531) {\r\n\t\t\tmodifyStats(board[i], null, 2, 1, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t} else if (board[i].cardId === CardIds.ScavengingHyenaLegacy_TB_BaconUps_043) {\r\n\t\t\tmodifyStats(board[i], null, 4, 2, board, boardWithDeadEntityHero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyEternalKnightEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008 ||\r\n\t\t\tboard[i].cardId === CardIds.EternalKnight_BG25_008_G\r\n\t\t) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.EternalKnight_BG25_008_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], null, multiplier * 2, multiplier * 1, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyRotHideGnollEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.RotHideGnoll_BG25_013 || board[i].cardId === CardIds.RotHideGnoll_BG25_013_G) {\r\n\t\t\tconst multiplier = board[i].cardId === CardIds.RotHideGnoll_BG25_013_G ? 2 : 1;\r\n\t\t\tmodifyStats(board[i], null, multiplier * 1, 0, board, hero, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, null, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyBristlemaneScrapsmithEffect = (\r\n\tboard: BoardEntity[],\r\n\tboardPlayerEntity: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707 ||\r\n\t\t\tboard[i].cardId === CardIds.BristlemaneScrapsmith_BG24_707_G\r\n\t\t) {\r\n\t\t\tconst cardsToAdd = Array(CardIds.BristlemaneScrapsmith_BG24_707_G ? 2 : 1).fill(CardIds.BloodGem);\r\n\t\t\taddCardsInHand(boardPlayerEntity, board, cardsToAdd, gameState);\r\n\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, boardPlayerEntity, null);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyMossOfTheSchlossEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tboard\r\n\t\t.filter(\r\n\t\t\t(e) => e.cardId === CardIds.MossOfTheSchloss_BG30_111 || e.cardId === CardIds.MossOfTheSchloss_BG30_111_G,\r\n\t\t)\r\n\t\t.filter((e) => e.abiityChargesLeft > 0)\r\n\t\t.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, null, deadEntity.maxAttack, deadEntity.maxHealth, board, hero, gameState);\r\n\t\t\tentity.abiityChargesLeft--;\r\n\t\t\tgameState.spectator.registerPowerTarget(entity, entity, board, null, null);\r\n\t\t});\r\n};\r\n\r\nconst applyJunkbotEffect = (board: BoardEntity[], hero: BgsPlayerEntity, gameState: FullGameState): void => {\r\n\tfor (let i = 0; i < board.length; i++) {\r\n\t\tif (board[i].cardId === CardIds.Junkbot_GVG_106) {\r\n\t\t\tmodifyStats(board[i], board[i], 2, 2, board, hero, gameState);\r\n\t\t} else if (board[i].cardId === CardIds.Junkbot_TB_BaconUps_046) {\r\n\t\t\tmodifyStats(board[i], board[i], 4, 4, board, hero, gameState);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst applyQirajiHarbringerEffect = (\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tdeadEntityIndexFromRight: number,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst qiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_BGS_112);\r\n\tconst goldenQiraji = board.filter((entity) => entity.cardId === CardIds.QirajiHarbinger_TB_BaconUps_303);\r\n\r\n\t// TODO: if reactivated, properly apply buffs one by one, instead of all together\r\n\tif (qiraji.length + goldenQiraji.length > 0) {\r\n\t\tconst neighbours = getNeighbours(board, null, deadEntityIndexFromRight);\r\n\t\tconst buff = 2 * qiraji.length + 4 * goldenQiraji.length;\r\n\t\tneighbours.forEach((entity) => {\r\n\t\t\tmodifyStats(entity, null, buff, buff, board, hero, gameState);\r\n\t\t});\r\n\t}\r\n};\r\n\r\nexport const applyMonstrosity = (\r\n\tmonstrosity: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tboardWithDeadEntities: BoardEntity[],\r\n\tboardWithDeadEntityHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (const deadEntity of deadEntities) {\r\n\t\tmodifyStats(monstrosity, null, deadEntity.attack, 0, boardWithDeadEntities, boardWithDeadEntityHero, gameState);\r\n\t\tif (monstrosity.cardId === CardIds.Monstrosity_BG20_HERO_282_Buddy_G) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\tmonstrosity,\r\n\t\t\t\tnull,\r\n\t\t\t\tdeadEntity.attack,\r\n\t\t\t\t0,\r\n\t\t\t\tboardWithDeadEntities,\r\n\t\t\t\tboardWithDeadEntityHero,\r\n\t\t\t\tgameState,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const rememberDeathrattles = (\r\n\tfish: BoardEntity,\r\n\tdeadEntities: readonly BoardEntity[],\r\n\tcardsData: CardsData,\r\n\tallCards: AllCardsService,\r\n\tsharedState: SharedState,\r\n): void => {\r\n\tif (!deadEntities?.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\t// Some infinite loops going on?\r\n\tif (fish.rememberedDeathrattles?.length > 100) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst debug = deadEntities.some((e) => e.cardId === CardIds.CorruptedBristler_BG32_431);\r\n\r\n\tconst validDeathrattles = deadEntities\r\n\t\t.filter(\r\n\t\t\t(entity) =>\r\n\t\t\t\tallCards.getCard(entity.cardId).mechanics?.includes(GameTag[GameTag.DEATHRATTLE]) &&\r\n\t\t\t\t// Fish are handled via remembered deathrattles\r\n\t\t\t\t!isFish(entity),\r\n\t\t)\r\n\t\t.filter((e) => !DEATHRATTLES_REQUIRE_MEMORY.includes(e.cardId as CardIds) || e.memory)\r\n\t\t.map((entity) => ({\r\n\t\t\tcardId: entity.cardId,\r\n\t\t\trepeats: 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t\tmemory: entity.memory,\r\n\t\t\tscriptDataNum1: entity.scriptDataNum1,\r\n\t\t\tscriptDataNum2: entity.scriptDataNum2,\r\n\t\t}));\r\n\tconst validEnchantments = deadEntities\r\n\t\t.filter((entity) => entity.enchantments?.length)\r\n\t\t.map((entity) => entity.enchantments)\r\n\t\t.reduce((a, b) => a.concat(b), [])\r\n\t\t.flatMap((enchantment) => ({\r\n\t\t\tcardId: enchantment.cardId,\r\n\t\t\trepeats: enchantment.repeats ?? 1,\r\n\t\t\ttiming: sharedState.currentEntityId++,\r\n\t\t}))\r\n\t\t.filter((enchantment) => isValidDeathrattleEnchantment(enchantment.cardId));\r\n\t// Multiple fish\r\n\tconst deadEntityRememberedDeathrattles =\r\n\t\tdeadEntities\r\n\t\t\t.filter((e) => !!e.rememberedDeathrattles?.length)\r\n\t\t\t// If the fish has reborn, it will inherit its own Deathrattles, and we don't want that\r\n\t\t\t.filter((e) => e.entityId !== fish.rebornFromEntityId)\r\n\t\t\t.filter((e) => !DEATHRATTLES_REQUIRE_MEMORY.includes(e.cardId as CardIds) || e.memory)\r\n\t\t\t.flatMap((e) => e.rememberedDeathrattles) ?? [];\r\n\tconst newDeathrattles = [...validDeathrattles, ...validEnchantments, ...deadEntityRememberedDeathrattles];\r\n\r\n\tif (newDeathrattles.length > 0) {\r\n\t\t// Order is important - the DR are triggered in the order d the minions have died\r\n\t\tif (isGolden(fish.cardId, allCards)) {\r\n\t\t\t// https://stackoverflow.com/questions/33305152/how-to-duplicate-elements-in-a-js-array\r\n\t\t\tconst doubleDr = newDeathrattles.reduce((res, current) => res.concat([current, current]), []);\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...doubleDr];\r\n\t\t} else {\r\n\t\t\tfish.rememberedDeathrattles = [...(fish.rememberedDeathrattles || []), ...newDeathrattles];\r\n\t\t}\r\n\r\n\t\tif (newDeathrattles.some((d) => d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000))) {\r\n\t\t\t// Not sure exactly why, but if a leapfrogger dies first, then a manasaber,\r\n\t\t\t// when the fish dies, the manasaber's effect (spawning tokens) is triggered first\r\n\t\t\t// https://replays.firestoneapp.com/?reviewId=521733fb-8ba1-4663-9a87-3da58e8a09c8&turn=21&action=3\r\n\t\t\t// HACK: So I will hardcode a rule for now to put leapfrogger effects last\r\n\t\t\tconst leapfroggerDeathrattles = groupLeapfroggerDeathrattles(fish.rememberedDeathrattles);\r\n\t\t\tfish.rememberedDeathrattles = [\r\n\t\t\t\t...fish.rememberedDeathrattles.filter((d) => !d.cardId?.startsWith(CardIds.Leapfrogger_BG21_000)),\r\n\t\t\t\t...leapfroggerDeathrattles,\r\n\t\t\t];\r\n\t\t}\r\n\t}\r\n\t// console.debug(\r\n\t// \t'remembered',\r\n\t// \tfish.cardId,\r\n\t// \tfish.entityId,\r\n\t// \tfish.rememberedDeathrattles.map((d) => ({\r\n\t// \t\tcardId: d.cardId,\r\n\t// \t\tname: allCards.getCard(d.cardId)?.name,\r\n\t// \t\t// repeats: d.repeats,\r\n\t// \t\t// timing: d.timing,\r\n\t// \t})),\r\n\t// );\r\n};\r\n\r\nconst removeOldMurkEyeAttack = (\r\n\tboardWithDeadEntity: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n) => {\r\n\tconst murkeyes = boardWithDeadEntity.filter(\r\n\t\t(entity) => entity.cardId === CardIds.OldMurkEyeLegacy || entity.cardId === CardIds.OldMurkEyeVanilla,\r\n\t);\r\n\tconst goldenMurkeyes = boardWithDeadEntity.filter((entity) => entity.cardId === CardIds.OldMurkEye);\r\n\tmurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, null, -1, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n\tgoldenMurkeyes.forEach((entity) => {\r\n\t\tmodifyStats(entity, null, -2, 0, boardWithDeadEntity, hero, gameState);\r\n\t});\r\n};\r\n"]}
@@ -197,7 +197,7 @@ const processDeathrattleForMinion = (deadEntity, indexFromRight, deadEntities, d
197
197
  };
198
198
  exports.processDeathrattleForMinion = processDeathrattleForMinion;
199
199
  const handleNaturalDeathrattle = (deadEntity, indexFromRight, deadEntities, deadEntityPlayerState, otherPlayerState, gameState) => {
200
- var _a, _b;
200
+ var _a, _b, _c;
201
201
  const modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);
202
202
  for (const dr of (_a = deadEntity.rememberedDeathrattles) !== null && _a !== void 0 ? _a : []) {
203
203
  const entityToProcess = {
@@ -208,7 +208,7 @@ const handleNaturalDeathrattle = (deadEntity, indexFromRight, deadEntities, dead
208
208
  scriptDataNum2: dr.scriptDataNum2,
209
209
  cardId: dr.cardId,
210
210
  pendingAttackBuffs: [],
211
- enchantments: [],
211
+ enchantments: (_c = deadEntity.enchantments.filter((e) => { var _a; return (_a = e.cardId) === null || _a === void 0 ? void 0 : _a.startsWith("BG20_GEM"); })) !== null && _c !== void 0 ? _c : [],
212
212
  memory: dr.memory == null
213
213
  ? null
214
214
  : Array.isArray(dr.memory)
@@ -1 +1 @@
1
- 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{ CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasCorrectTribe } from '../utils';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyAfterDeathEffects } from './death-effects';\r\nimport { applyWheneverMinionDiesEffect, handleAfterMinionKillsEffect } from './deathrattle-effects';\r\nimport { spawnEntities, spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleRebornForEntity } from './reborn';\r\nimport { performEntitySpawns } from './spawns';\r\n\r\n// FIXME:\r\n// From Mitchell on Discord:\r\n// - Minions die left to right\r\n// - When a minion dies, it procs natural deathrattle, added deathrattles, and then all avenges progress\r\n// by 1 (and trigger as necessary)\r\n// - Then next minion\r\n// - After ALL deathrattles and avenges are done, Reborn triggers\r\n// - (Ideally after all of that I would want Feathermane to trigger, but that is not what it does right now.\r\n// Right now it triggers at deathrattle speed rather than after Reborn speed)\r\nexport const orchestrateMinionDeathEffects = (\r\n\tdeathrattleInput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n\tprocessReborn = true,\r\n) => {\r\n\t// Icesnarl / Rokara here?\r\n\thandleAfterMinionsKillEffects(deathrattleInput);\r\n\r\n\t// Not sure about this\r\n\thandleWheneverMinionsDieEffects(deathrattleInput);\r\n\r\n\tconst playerBoardBefore = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardBefore = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\r\n\tconst entitiesFromDeathrattles = processDeathrattles(deathrattleInput, processAvenge);\r\n\r\n\t// Hack to try and fix how reborn indices are handled when there are spawns during the deathrattle phase\r\n\t// Ideally, this should probably be rewritten completely to keep the dead entities in the board itself\r\n\t// so we can use that as a source for the spawn index. However this is a big rewrite with lots of\r\n\t// potential side-effects\r\n\tconst playerBoardAfter = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardAfter = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\tconst opponentIndexOfSpawnedEntities = opponentBoardAfter\r\n\t\t.filter((entity) => !opponentBoardBefore.includes(entity))\r\n\t\t.map((entity) => opponentBoardAfter.length - opponentBoardAfter.indexOf(entity) - 1);\r\n\tconst playerIndexOfSpawnedEntities = playerBoardAfter\r\n\t\t.filter((entity) => !playerBoardBefore.includes(entity))\r\n\t\t.map((entity) => playerBoardAfter.length - playerBoardAfter.indexOf(entity) - 1);\r\n\tdeathrattleInput.opponentDeadEntityIndexesFromRight = deathrattleInput.opponentDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\topponentIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\tdeathrattleInput.playerDeadEntityIndexesFromRight = deathrattleInput.playerDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\tplayerIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\r\n\tif (processReborn) {\r\n\t\tprocessReborns(deathrattleInput);\r\n\t}\r\n\r\n\tconst entitiesFromFeathermanes = processFeathermaneEffects(deathrattleInput);\r\n\thandlePostDeathrattleEffects(deathrattleInput, [...entitiesFromDeathrattles, ...entitiesFromFeathermanes]);\r\n};\r\n\r\nconst handleAfterMinionsKillEffects = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\thandleAfterMinionKillsEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleWheneverMinionsDieEffects = (deathrattleInput: DeathrattleInput) => {\r\n\t// Wildfire Element is applied first, before the DR spawns\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tapplyWheneverMinionDiesEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst processDeathrattles = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\t// Deathrattles are handled left to right\r\n\t// Then for each minion, natural deathrattles are processed first, then enchantments\r\n\t// http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=1\r\n\t// http://replays.firestoneapp.com/?reviewId=f32e734a-d5a2-4fa4-ad10-94019969cdd7&turn=6&action=22\r\n\t// http://replays.firestoneapp.com/?reviewId=ea9503c9-2795-49f0-866b-9ea856cec7df&turn=11&action=3\r\n\t// http://replays.firestoneapp.com/?reviewId=1ff37e17-704c-4a73-8c78-377c52b6cb42&turn=13&action=1 is a trap: the enchantment is on the first\r\n\t// minion, but the DR is on the second one.\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\t// Issue: we should process all deathrattles first, then all avenge. If multiple minions die at the same time,\r\n\t\t// the current implementation processes the first minion completely (DR + avenge), then the second one\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tconst spawns = processDeathrattleForMinions(\r\n\t\t\t\tdeadEntities,\r\n\t\t\t\tplayerDeadEntityIndexesFromRight[i],\r\n\t\t\t\tplayerStates[i],\r\n\t\t\t\tplayerStates[1 - i],\r\n\t\t\t\tdeathrattleInput,\r\n\t\t\t\tprocessAvenge,\r\n\t\t\t);\r\n\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t// for (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t// \tconst deadEntity = deadEntities[j];\r\n\t\t\t// \tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t// \tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t// \tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t// \tconst spawns = processDeathrattleForMinion(\r\n\t\t\t// \t\tdeadEntity,\r\n\t\t\t// \t\tindexFromRight,\r\n\t\t\t// \t\tdeadEntities,\r\n\t\t\t// \t\tdeadEntityPlayerState,\r\n\t\t\t// \t\totherPlayerState,\r\n\t\t\t// \t\tdeathrattleInput.gameState,\r\n\t\t\t// \t\tprocessAvenge,\r\n\t\t\t// \t);\r\n\t\t\t// \tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t// }\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneEffects = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processFeathermaneForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst maxSpawns = 7 - deadEntityPlayerState.board.length;\r\n\tconst allSpawns = [];\r\n\r\n\t// Feathermane\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tconst feathermanes =\r\n\t\t\tdeadEntityPlayerState.player.hand\r\n\t\t\t\t?.filter((e) => !e.locked)\r\n\t\t\t\t.filter(\r\n\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014 ||\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014_G,\r\n\t\t\t\t) ?? [];\r\n\t\tfor (const feathermaneSpawn of feathermanes) {\r\n\t\t\tif (allSpawns.length >= maxSpawns) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\tfeathermaneSpawn.locked = true;\r\n\t\t\tconst spawns = spawnEntities(\r\n\t\t\t\tfeathermaneSpawn.cardId,\r\n\t\t\t\t1,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tgameState,\r\n\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t\tfalse,\r\n\t\t\t\ttrue,\r\n\t\t\t\t{ ...feathermaneSpawn } as BoardEntity,\r\n\t\t\t);\r\n\r\n\t\t\t// So that it can be flagged as \"unspawned\" if it is not spawned in the end\r\n\t\t\tfor (const spawn of spawns) {\r\n\t\t\t\tspawn.onCanceledSummon = () => (feathermaneSpawn.locked = false);\r\n\t\t\t\t// spawn.backRef = feathermaneSpawn;\r\n\t\t\t}\r\n\t\t\tallSpawns.push(...spawns);\r\n\t\t}\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tallSpawns,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn allSpawns;\r\n};\r\n\r\nconst processDeathrattleForMinions = (\r\n\tdeadEntities: BoardEntity[],\r\n\tplayerDeadEntityIndexesFromRight: number[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tinput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\r\n\t// Natural deathrattles & enchantments\r\n\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\tconst deadEntity = deadEntities[j];\r\n\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\tconst drEntities = handleNaturalDeathrattle(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\t\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\r\n\t\tentitiesFromDeathrattles.push(...drEntities, ...enchEntities);\r\n\t}\r\n\r\n\t// Avenge\r\n\tlet avengeEntities = [];\r\n\tif (processAvenge) {\r\n\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\t\tavengeEntities = applyAvengeEffects(\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\tindexFromRight,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tinput.gameState,\r\n\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tconst allAfterDeathEntities = [];\r\n\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\tconst deadEntity = deadEntities[j];\r\n\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\t\tallAfterDeathEntities.push(...afterDeathEntities);\r\n\t}\r\n\r\n\treturn [...entitiesFromDeathrattles, ...avengeEntities, ...allAfterDeathEntities];\r\n};\r\n\r\nexport const processDeathrattleForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst drEntities = handleNaturalDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\t// Avenge trigger before reborn\r\n\t// http://replays.firestoneapp.com/?reviewId=5bb20eb8-e0ca-47ab-adc7-13134716d568&turn=7&action=6\r\n\tlet avengeEntities = [];\r\n\tif (processAvenge) {\r\n\t\tavengeEntities = applyAvengeEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t\t[...drEntities, ...enchEntities],\r\n\t\t);\r\n\t}\r\n\r\n\t// TODO: Feathermane should be applied after the Reborn effects have all been processed\r\n\t// Secrets should be processed here (\"at Avenge speed\")\r\n\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn [...drEntities, ...enchEntities, ...avengeEntities, ...afterDeathEntities];\r\n};\r\n\r\nconst handleNaturalDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n): readonly BoardEntity[] => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\t// const allSpawns = [];\r\n\t// const spawnsToSpawn = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tdeathrattleRepeats: dr.repeats ?? 1,\r\n\t\t\tscriptDataNum1: dr.scriptDataNum1,\r\n\t\t\tscriptDataNum2: dr.scriptDataNum2,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t\tenchantments: [],\r\n\t\t\tmemory:\r\n\t\t\t\tdr.memory == null\r\n\t\t\t\t\t? null\r\n\t\t\t\t\t: Array.isArray(dr.memory)\r\n\t\t\t\t\t? dr.memory.map((mem) => ({ ...mem }))\r\n\t\t\t\t\t: { ...dr.memory },\r\n\t\t};\r\n\t\tconst spawns = handleNaturalDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\t// The spawns have already been processed in the \"handleNaturalDeathrattle\" method\r\n\t\t// spawnsToSpawn.push(...spawns);\r\n\t\t// allSpawns.push(...spawns);\r\n\t}\r\n\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tdeadEntities,\r\n\t\tgameState,\r\n\t);\r\n\t// allSpawns.push(...entitiesFromNativeDeathrattle);\r\n\t// spawnsToSpawn.push(...entitiesFromNativeDeathrattle);\r\n\t// Some candidate entities are not spawned, and so are ignored in further processing\r\n\t// const actualSpawns = performEntitySpawns(\r\n\t// \tspawnsToSpawn,\r\n\t// \tdeadEntityPlayerState.board,\r\n\t// \tdeadEntityPlayerState.player,\r\n\t// \tdeadEntity,\r\n\t// \tmodifiedIndexFromRight,\r\n\t// \totherPlayerState.board,\r\n\t// \totherPlayerState.player,\r\n\t// \tgameState,\r\n\t// );\r\n\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\t// TODO: revisit this once Leapfroggers are in the game again\r\n\t// handleDeathrattleEffects(\r\n\t// \tdeadEntityPlayerState.board,\r\n\t// \tdeadEntityPlayerState.player,\r\n\t// \tdeadEntity,\r\n\t// \tmodifiedIndexFromRight,\r\n\t// \totherPlayerState.board,\r\n\t// \totherPlayerState.player,\r\n\t// \tgameState,\r\n\t// );\r\n\r\n\treturn entitiesFromNativeDeathrattle;\r\n};\r\n\r\nconst handleEnchantmentsDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tskipSpawns = false,\r\n) => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst result = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\t// So that cards that rely on the tavern tier use the base entity, and not the enchantment / remembered card\r\n\t\t\ttavernTier: gameState.cardsData.getTavernLevel(deadEntity.cardId),\r\n\t\t\tenchantments: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: dr.cardId,\r\n\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\trepeats: dr.repeats ?? 1,\r\n\t\t\t\t\ttiming: dr.timing,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t};\r\n\t\tconst spawns = handleEnchantmentsDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t\t// We skip spawns, otherwise it will be added twice\r\n\t\t\ttrue,\r\n\t\t);\r\n\t\tresult.push(...spawns);\r\n\t}\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\tresult.push(...entitiesFromEnchantments);\r\n\tif (!skipSpawns) {\r\n\t\tperformEntitySpawns(\r\n\t\t\tresult,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\tdeadEntity,\r\n\t\t\tmodifiedIndexFromRight,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\treturn result;\r\n};\r\n\r\nconst processReborns = (deathrattleInput: DeathrattleInput) => {\r\n\t// const entitiesFromReborn: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\thandleRebornForEntity(\r\n\t\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\totherPlayerState.board,\r\n\t\t\t\t\totherPlayerState.player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handlePostDeathrattleEffects = (deathrattleInput: DeathrattleInput, entitiesFromDeathrattles: BoardEntity[]) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Process from right to left, so that we can set the hasAttacked attribute properly\r\n\t\t\t// If two minions die at the same time, both of which having attacked, but the third in line having not,\r\n\t\t\t// processing them from left to right means the first (leftmost) one will check its right neighbor, which\r\n\t\t\t// is the minion that hasn't attacked\r\n\t\t\tfor (let j = deadEntities.length - 1; j >= 0; j--) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\thandlePostDeathrattleEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t\t\tdeadEntityPlayerState.player.friendly,\r\n\t\t\t\t\tdeathrattleInput,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\torchestrateMinionDeathEffects(deathrattleInput, false, false);\r\n};\r\n\r\nconst handlePostDeathrattleEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tspawnedEntities: BoardEntity[],\r\n\tisPlayer: boolean,\r\n\tdeathrattleInput: DeathrattleInput,\r\n) => {\r\n\t// This doesn't work if the entity that was to the right died.\r\n\tconst entityRightToSpawns =\r\n\t\tindexFromRight === 0 ? null : deadEntityPlayerState.board[deadEntityPlayerState.board.length - indexFromRight];\r\n\t// To handle minions attack tokens\r\n\t// See http://replays.firestoneapp.com/?reviewId=0583d6a4-6ed0-4b20-894e-4ceb560894fe&turn=6&action=11\r\n\t// When a minion dies, the spawn are either elligible to attack next turn or not\r\n\t// If the minion right to the spawned minion has already attacked, then the spawned\r\n\t// minion cannot attack\r\n\tspawnedEntities.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? 0;\r\n\t});\r\n\r\n\tif (\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113) ||\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113_ALT)\r\n\t) {\r\n\t\tconst ogDeadEntity = gameState.sharedState.deaths.find((entity) => entity.entityId === deadEntity.entityId);\r\n\t\tif (ogDeadEntity) {\r\n\t\t\togDeadEntity.attack += 4;\r\n\t\t\togDeadEntity.health += 4;\r\n\t\t}\r\n\t}\r\n\r\n\t// ISSUE: when we do this, we change the minion's stats before processing deathrattle effects, which can mess\r\n\t// up the simulation in some cases (like Nightbane, Ignited)\r\n\t// FIX: we do it in postDeathrattleEfects, not when removing minions from the board\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.UNDEAD, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.UndeadAttackBonus > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.UndeadAttackBonus,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\ninterface DeathrattleInput {\r\n\tgameState: FullGameState;\r\n\tplayerDeadEntities: BoardEntity[];\r\n\tplayerDeadEntityIndexesFromRight: number[];\r\n\topponentDeadEntities: BoardEntity[];\r\n\topponentDeadEntityIndexesFromRight: number[];\r\n}\r\n"]}
1
+ 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{ CardIds, Race } from '@firestone-hs/reference-data';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasCorrectTribe } from '../utils';\r\nimport { applyAvengeEffects } from './avenge';\r\nimport { applyAfterDeathEffects } from './death-effects';\r\nimport { applyWheneverMinionDiesEffect, handleAfterMinionKillsEffect } from './deathrattle-effects';\r\nimport { spawnEntities, spawnEntitiesFromDeathrattle, spawnEntitiesFromEnchantments } from './deathrattle-spawns';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { handleRebornForEntity } from './reborn';\r\nimport { performEntitySpawns } from './spawns';\r\n\r\n// FIXME:\r\n// From Mitchell on Discord:\r\n// - Minions die left to right\r\n// - When a minion dies, it procs natural deathrattle, added deathrattles, and then all avenges progress\r\n// by 1 (and trigger as necessary)\r\n// - Then next minion\r\n// - After ALL deathrattles and avenges are done, Reborn triggers\r\n// - (Ideally after all of that I would want Feathermane to trigger, but that is not what it does right now.\r\n// Right now it triggers at deathrattle speed rather than after Reborn speed)\r\nexport const orchestrateMinionDeathEffects = (\r\n\tdeathrattleInput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n\tprocessReborn = true,\r\n) => {\r\n\t// Icesnarl / Rokara here?\r\n\thandleAfterMinionsKillEffects(deathrattleInput);\r\n\r\n\t// Not sure about this\r\n\thandleWheneverMinionsDieEffects(deathrattleInput);\r\n\r\n\tconst playerBoardBefore = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardBefore = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\r\n\tconst entitiesFromDeathrattles = processDeathrattles(deathrattleInput, processAvenge);\r\n\r\n\t// Hack to try and fix how reborn indices are handled when there are spawns during the deathrattle phase\r\n\t// Ideally, this should probably be rewritten completely to keep the dead entities in the board itself\r\n\t// so we can use that as a source for the spawn index. However this is a big rewrite with lots of\r\n\t// potential side-effects\r\n\tconst playerBoardAfter = [...deathrattleInput.gameState.gameState.player.board];\r\n\tconst opponentBoardAfter = [...deathrattleInput.gameState.gameState.opponent.board];\r\n\tconst opponentIndexOfSpawnedEntities = opponentBoardAfter\r\n\t\t.filter((entity) => !opponentBoardBefore.includes(entity))\r\n\t\t.map((entity) => opponentBoardAfter.length - opponentBoardAfter.indexOf(entity) - 1);\r\n\tconst playerIndexOfSpawnedEntities = playerBoardAfter\r\n\t\t.filter((entity) => !playerBoardBefore.includes(entity))\r\n\t\t.map((entity) => playerBoardAfter.length - playerBoardAfter.indexOf(entity) - 1);\r\n\tdeathrattleInput.opponentDeadEntityIndexesFromRight = deathrattleInput.opponentDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\topponentIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\tdeathrattleInput.playerDeadEntityIndexesFromRight = deathrattleInput.playerDeadEntityIndexesFromRight.map(\r\n\t\t(previousIndex) => {\r\n\t\t\tplayerIndexOfSpawnedEntities.forEach((index) => {\r\n\t\t\t\tif (index < previousIndex) {\r\n\t\t\t\t\tpreviousIndex++;\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t\t\treturn previousIndex;\r\n\t\t},\r\n\t);\r\n\r\n\tif (processReborn) {\r\n\t\tprocessReborns(deathrattleInput);\r\n\t}\r\n\r\n\tconst entitiesFromFeathermanes = processFeathermaneEffects(deathrattleInput);\r\n\thandlePostDeathrattleEffects(deathrattleInput, [...entitiesFromDeathrattles, ...entitiesFromFeathermanes]);\r\n};\r\n\r\nconst handleAfterMinionsKillEffects = (deathrattleInput: DeathrattleInput) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\thandleAfterMinionKillsEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handleWheneverMinionsDieEffects = (deathrattleInput: DeathrattleInput) => {\r\n\t// Wildfire Element is applied first, before the DR spawns\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tapplyWheneverMinionDiesEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tplayerDeadEntityIndexesFromRight[i][j],\r\n\t\t\t\t\tplayerStates[i].board,\r\n\t\t\t\t\tplayerStates[i].player,\r\n\t\t\t\t\tplayerStates[1 - i].board,\r\n\t\t\t\t\tplayerStates[1 - i].player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst processDeathrattles = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\t// Deathrattles are handled left to right\r\n\t// Then for each minion, natural deathrattles are processed first, then enchantments\r\n\t// http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=1\r\n\t// http://replays.firestoneapp.com/?reviewId=f32e734a-d5a2-4fa4-ad10-94019969cdd7&turn=6&action=22\r\n\t// http://replays.firestoneapp.com/?reviewId=ea9503c9-2795-49f0-866b-9ea856cec7df&turn=11&action=3\r\n\t// http://replays.firestoneapp.com/?reviewId=1ff37e17-704c-4a73-8c78-377c52b6cb42&turn=13&action=1 is a trap: the enchantment is on the first\r\n\t// minion, but the DR is on the second one.\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\t// Issue: we should process all deathrattles first, then all avenge. If multiple minions die at the same time,\r\n\t\t// the current implementation processes the first minion completely (DR + avenge), then the second one\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tconst spawns = processDeathrattleForMinions(\r\n\t\t\t\tdeadEntities,\r\n\t\t\t\tplayerDeadEntityIndexesFromRight[i],\r\n\t\t\t\tplayerStates[i],\r\n\t\t\t\tplayerStates[1 - i],\r\n\t\t\t\tdeathrattleInput,\r\n\t\t\t\tprocessAvenge,\r\n\t\t\t);\r\n\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t// for (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t// \tconst deadEntity = deadEntities[j];\r\n\t\t\t// \tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t// \tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t// \tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t// \tconst spawns = processDeathrattleForMinion(\r\n\t\t\t// \t\tdeadEntity,\r\n\t\t\t// \t\tindexFromRight,\r\n\t\t\t// \t\tdeadEntities,\r\n\t\t\t// \t\tdeadEntityPlayerState,\r\n\t\t\t// \t\totherPlayerState,\r\n\t\t\t// \t\tdeathrattleInput.gameState,\r\n\t\t\t// \t\tprocessAvenge,\r\n\t\t\t// \t);\r\n\t\t\t// \tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t// }\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneEffects = (deathrattleInput: DeathrattleInput, processAvenge = true): BoardEntity[] => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Entities are processed left to right\r\n\t\t\t// TODO: in fact, the processing order is summoning order, so maybe we can just use the entityId\r\n\t\t\t// to determine the order? https://x.com/LoewenMitchell/status/1750792974383173676?s=20\r\n\t\t\t// \"It should be summoned order (which is most cases would be left to right but mid-combat that could change).\"\r\n\t\t\t// This doesn't actually work: http://replays.firestoneapp.com/?reviewId=ec5428bf-a599-4f4c-bea9-8acad5075cb8&turn=11&action=6\r\n\t\t\t// deadEntities.sort((a, b) => a.entityId - b.entityId);\r\n\t\t\t// So we would need to find another proxy for the order\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\tconst spawns = processFeathermaneForMinion(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tprocessAvenge,\r\n\t\t\t\t);\r\n\t\t\t\tentitiesFromDeathrattles.push(...spawns);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn entitiesFromDeathrattles;\r\n};\r\n\r\nconst processFeathermaneForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst maxSpawns = 7 - deadEntityPlayerState.board.length;\r\n\tconst allSpawns = [];\r\n\r\n\t// Feathermane\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tconst feathermanes =\r\n\t\t\tdeadEntityPlayerState.player.hand\r\n\t\t\t\t?.filter((e) => !e.locked)\r\n\t\t\t\t.filter(\r\n\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014 ||\r\n\t\t\t\t\t\te.cardId === CardIds.FreeFlyingFeathermane_BG27_014_G,\r\n\t\t\t\t) ?? [];\r\n\t\tfor (const feathermaneSpawn of feathermanes) {\r\n\t\t\tif (allSpawns.length >= maxSpawns) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t\tfeathermaneSpawn.locked = true;\r\n\t\t\tconst spawns = spawnEntities(\r\n\t\t\t\tfeathermaneSpawn.cardId,\r\n\t\t\t\t1,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tgameState,\r\n\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t\tfalse,\r\n\t\t\t\ttrue,\r\n\t\t\t\t{ ...feathermaneSpawn } as BoardEntity,\r\n\t\t\t);\r\n\r\n\t\t\t// So that it can be flagged as \"unspawned\" if it is not spawned in the end\r\n\t\t\tfor (const spawn of spawns) {\r\n\t\t\t\tspawn.onCanceledSummon = () => (feathermaneSpawn.locked = false);\r\n\t\t\t\t// spawn.backRef = feathermaneSpawn;\r\n\t\t\t}\r\n\t\t\tallSpawns.push(...spawns);\r\n\t\t}\r\n\t}\r\n\r\n\tperformEntitySpawns(\r\n\t\tallSpawns,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn allSpawns;\r\n};\r\n\r\nconst processDeathrattleForMinions = (\r\n\tdeadEntities: BoardEntity[],\r\n\tplayerDeadEntityIndexesFromRight: number[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tinput: DeathrattleInput,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst entitiesFromDeathrattles: BoardEntity[] = [];\r\n\r\n\t// Natural deathrattles & enchantments\r\n\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\tconst deadEntity = deadEntities[j];\r\n\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\tconst drEntities = handleNaturalDeathrattle(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\t\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\r\n\t\tentitiesFromDeathrattles.push(...drEntities, ...enchEntities);\r\n\t}\r\n\r\n\t// Avenge\r\n\tlet avengeEntities = [];\r\n\tif (processAvenge) {\r\n\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\t\tavengeEntities = applyAvengeEffects(\r\n\t\t\t\tdeadEntity,\r\n\t\t\t\tindexFromRight,\r\n\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\totherPlayerState.board,\r\n\t\t\t\totherPlayerState.player,\r\n\t\t\t\tinput.gameState,\r\n\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\r\n\tconst allAfterDeathEntities = [];\r\n\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\tconst deadEntity = deadEntities[j];\r\n\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[j];\r\n\t\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tinput.gameState,\r\n\t\t);\r\n\t\tallAfterDeathEntities.push(...afterDeathEntities);\r\n\t}\r\n\r\n\treturn [...entitiesFromDeathrattles, ...avengeEntities, ...allAfterDeathEntities];\r\n};\r\n\r\nexport const processDeathrattleForMinion = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tprocessAvenge = true,\r\n) => {\r\n\tconst drEntities = handleNaturalDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\tconst enchEntities = handleEnchantmentsDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntities,\r\n\t\tdeadEntityPlayerState,\r\n\t\totherPlayerState,\r\n\t\tgameState,\r\n\t);\r\n\t// Avenge trigger before reborn\r\n\t// http://replays.firestoneapp.com/?reviewId=5bb20eb8-e0ca-47ab-adc7-13134716d568&turn=7&action=6\r\n\tlet avengeEntities = [];\r\n\tif (processAvenge) {\r\n\t\tavengeEntities = applyAvengeEffects(\r\n\t\t\tdeadEntity,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t\t[...drEntities, ...enchEntities],\r\n\t\t);\r\n\t}\r\n\r\n\t// TODO: Feathermane should be applied after the Reborn effects have all been processed\r\n\t// Secrets should be processed here (\"at Avenge speed\")\r\n\tconst afterDeathEntities = applyAfterDeathEffects(\r\n\t\tdeadEntity,\r\n\t\tindexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\treturn [...drEntities, ...enchEntities, ...avengeEntities, ...afterDeathEntities];\r\n};\r\n\r\nconst handleNaturalDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n): readonly BoardEntity[] => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\t// const allSpawns = [];\r\n\t// const spawnsToSpawn = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tdeathrattleRepeats: dr.repeats ?? 1,\r\n\t\t\tscriptDataNum1: dr.scriptDataNum1,\r\n\t\t\tscriptDataNum2: dr.scriptDataNum2,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t\t// For Corrupted Bristler\r\n\t\t\tenchantments: deadEntity.enchantments.filter((e) => e.cardId?.startsWith(CardIds.BloodGem)) ?? [],\r\n\t\t\tmemory:\r\n\t\t\t\tdr.memory == null\r\n\t\t\t\t\t? null\r\n\t\t\t\t\t: Array.isArray(dr.memory)\r\n\t\t\t\t\t? dr.memory.map((mem) => ({ ...mem }))\r\n\t\t\t\t\t: { ...dr.memory },\r\n\t\t};\r\n\t\tconst spawns = handleNaturalDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\t// The spawns have already been processed in the \"handleNaturalDeathrattle\" method\r\n\t\t// spawnsToSpawn.push(...spawns);\r\n\t\t// allSpawns.push(...spawns);\r\n\t}\r\n\r\n\tconst entitiesFromNativeDeathrattle: readonly BoardEntity[] = spawnEntitiesFromDeathrattle(\r\n\t\tdeadEntity,\r\n\t\tmodifiedIndexFromRight,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tdeadEntities,\r\n\t\tgameState,\r\n\t);\r\n\t// allSpawns.push(...entitiesFromNativeDeathrattle);\r\n\t// spawnsToSpawn.push(...entitiesFromNativeDeathrattle);\r\n\t// Some candidate entities are not spawned, and so are ignored in further processing\r\n\t// const actualSpawns = performEntitySpawns(\r\n\t// \tspawnsToSpawn,\r\n\t// \tdeadEntityPlayerState.board,\r\n\t// \tdeadEntityPlayerState.player,\r\n\t// \tdeadEntity,\r\n\t// \tmodifiedIndexFromRight,\r\n\t// \totherPlayerState.board,\r\n\t// \totherPlayerState.player,\r\n\t// \tgameState,\r\n\t// );\r\n\t// In case of leapfrogger, we want to first spawn the minions, then apply the frog effect\r\n\t// TODO: revisit this once Leapfroggers are in the game again\r\n\t// handleDeathrattleEffects(\r\n\t// \tdeadEntityPlayerState.board,\r\n\t// \tdeadEntityPlayerState.player,\r\n\t// \tdeadEntity,\r\n\t// \tmodifiedIndexFromRight,\r\n\t// \totherPlayerState.board,\r\n\t// \totherPlayerState.player,\r\n\t// \tgameState,\r\n\t// );\r\n\r\n\treturn entitiesFromNativeDeathrattle;\r\n};\r\n\r\nconst handleEnchantmentsDeathrattle = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tskipSpawns = false,\r\n) => {\r\n\tconst modifiedIndexFromRight = Math.min(deadEntityPlayerState.board.length, indexFromRight);\r\n\tconst result = [];\r\n\tfor (const dr of deadEntity.rememberedDeathrattles ?? []) {\r\n\t\tconst entityToProcess: BoardEntity = {\r\n\t\t\t...deadEntity,\r\n\t\t\trememberedDeathrattles: undefined,\r\n\t\t\tcardId: dr.cardId,\r\n\t\t\t// So that cards that rely on the tavern tier use the base entity, and not the enchantment / remembered card\r\n\t\t\ttavernTier: gameState.cardsData.getTavernLevel(deadEntity.cardId),\r\n\t\t\tenchantments: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: dr.cardId,\r\n\t\t\t\t\toriginEntityId: deadEntity.entityId,\r\n\t\t\t\t\trepeats: dr.repeats ?? 1,\r\n\t\t\t\t\ttiming: dr.timing,\r\n\t\t\t\t},\r\n\t\t\t],\r\n\t\t\tpendingAttackBuffs: [],\r\n\t\t};\r\n\t\tconst spawns = handleEnchantmentsDeathrattle(\r\n\t\t\tentityToProcess,\r\n\t\t\tindexFromRight,\r\n\t\t\tdeadEntities,\r\n\t\t\tdeadEntityPlayerState,\r\n\t\t\totherPlayerState,\r\n\t\t\tgameState,\r\n\t\t\t// We skip spawns, otherwise it will be added twice\r\n\t\t\ttrue,\r\n\t\t);\r\n\t\tresult.push(...spawns);\r\n\t}\r\n\tconst entitiesFromEnchantments: readonly BoardEntity[] = spawnEntitiesFromEnchantments(\r\n\t\tdeadEntity,\r\n\t\tdeadEntityPlayerState.board,\r\n\t\tdeadEntityPlayerState.player,\r\n\t\totherPlayerState.board,\r\n\t\totherPlayerState.player,\r\n\t\tgameState,\r\n\t);\r\n\tresult.push(...entitiesFromEnchantments);\r\n\tif (!skipSpawns) {\r\n\t\tperformEntitySpawns(\r\n\t\t\tresult,\r\n\t\t\tdeadEntityPlayerState.board,\r\n\t\t\tdeadEntityPlayerState.player,\r\n\t\t\tdeadEntity,\r\n\t\t\tmodifiedIndexFromRight,\r\n\t\t\totherPlayerState.board,\r\n\t\t\totherPlayerState.player,\r\n\t\t\tgameState,\r\n\t\t);\r\n\t}\r\n\treturn result;\r\n};\r\n\r\nconst processReborns = (deathrattleInput: DeathrattleInput) => {\r\n\t// const entitiesFromReborn: BoardEntity[] = [];\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\tfor (let j = 0; j < deadEntities.length; j++) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\t\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\t\t\thandleRebornForEntity(\r\n\t\t\t\t\tdeadEntityPlayerState.board,\r\n\t\t\t\t\tdeadEntityPlayerState.player,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\totherPlayerState.board,\r\n\t\t\t\t\totherPlayerState.player,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst handlePostDeathrattleEffects = (deathrattleInput: DeathrattleInput, entitiesFromDeathrattles: BoardEntity[]) => {\r\n\tconst processPlayerFirst = Math.random() > 0.5;\r\n\tconst playerStates = processPlayerFirst\r\n\t\t? [deathrattleInput.gameState.gameState.player, deathrattleInput.gameState.gameState.opponent]\r\n\t\t: [deathrattleInput.gameState.gameState.opponent, deathrattleInput.gameState.gameState.player];\r\n\tconst playerDeadEntities = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntities, deathrattleInput.opponentDeadEntities]\r\n\t\t: [deathrattleInput.opponentDeadEntities, deathrattleInput.playerDeadEntities];\r\n\tconst playerDeadEntityIndexesFromRight = processPlayerFirst\r\n\t\t? [deathrattleInput.playerDeadEntityIndexesFromRight, deathrattleInput.opponentDeadEntityIndexesFromRight]\r\n\t\t: [deathrattleInput.opponentDeadEntityIndexesFromRight, deathrattleInput.playerDeadEntityIndexesFromRight];\r\n\t// Process one player first, then the other\r\n\tfor (let i = 0; i < 2; i++) {\r\n\t\tconst deadEntities = playerDeadEntities[i];\r\n\t\tconst deadEntityPlayerState = playerStates[i];\r\n\t\tconst otherPlayerState = playerStates[1 - i];\r\n\t\tif (deadEntities.length >= 0) {\r\n\t\t\t// Process from right to left, so that we can set the hasAttacked attribute properly\r\n\t\t\t// If two minions die at the same time, both of which having attacked, but the third in line having not,\r\n\t\t\t// processing them from left to right means the first (leftmost) one will check its right neighbor, which\r\n\t\t\t// is the minion that hasn't attacked\r\n\t\t\tfor (let j = deadEntities.length - 1; j >= 0; j--) {\r\n\t\t\t\tconst deadEntity = deadEntities[j];\r\n\t\t\t\tconst indexFromRight = playerDeadEntityIndexesFromRight[i][j];\r\n\t\t\t\tconst modifiedIndexFromRight = Math.min(playerStates[i].board.length, indexFromRight);\r\n\t\t\t\thandlePostDeathrattleEffect(\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t\t\tindexFromRight,\r\n\t\t\t\t\tdeadEntities,\r\n\t\t\t\t\tdeadEntityPlayerState,\r\n\t\t\t\t\totherPlayerState,\r\n\t\t\t\t\tdeathrattleInput.gameState,\r\n\t\t\t\t\tentitiesFromDeathrattles,\r\n\t\t\t\t\tdeadEntityPlayerState.player.friendly,\r\n\t\t\t\t\tdeathrattleInput,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const handleDeathrattles = (deathrattleInput: DeathrattleInput) => {\r\n\torchestrateMinionDeathEffects(deathrattleInput, false, false);\r\n};\r\n\r\nconst handlePostDeathrattleEffect = (\r\n\tdeadEntity: BoardEntity,\r\n\tindexFromRight: number,\r\n\tdeadEntities: BoardEntity[],\r\n\tdeadEntityPlayerState: PlayerState,\r\n\totherPlayerState: PlayerState,\r\n\tgameState: FullGameState,\r\n\tspawnedEntities: BoardEntity[],\r\n\tisPlayer: boolean,\r\n\tdeathrattleInput: DeathrattleInput,\r\n) => {\r\n\t// This doesn't work if the entity that was to the right died.\r\n\tconst entityRightToSpawns =\r\n\t\tindexFromRight === 0 ? null : deadEntityPlayerState.board[deadEntityPlayerState.board.length - indexFromRight];\r\n\t// To handle minions attack tokens\r\n\t// See http://replays.firestoneapp.com/?reviewId=0583d6a4-6ed0-4b20-894e-4ceb560894fe&turn=6&action=11\r\n\t// When a minion dies, the spawn are either elligible to attack next turn or not\r\n\t// If the minion right to the spawned minion has already attacked, then the spawned\r\n\t// minion cannot attack\r\n\tspawnedEntities.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? 0;\r\n\t});\r\n\r\n\tif (\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113) ||\r\n\t\tdeadEntityPlayerState.player.questRewards?.includes(CardIds.RitualDagger_BG24_Reward_113_ALT)\r\n\t) {\r\n\t\tconst ogDeadEntity = gameState.sharedState.deaths.find((entity) => entity.entityId === deadEntity.entityId);\r\n\t\tif (ogDeadEntity) {\r\n\t\t\togDeadEntity.attack += 4;\r\n\t\t\togDeadEntity.health += 4;\r\n\t\t}\r\n\t}\r\n\r\n\t// ISSUE: when we do this, we change the minion's stats before processing deathrattle effects, which can mess\r\n\t// up the simulation in some cases (like Nightbane, Ignited)\r\n\t// FIX: we do it in postDeathrattleEfects, not when removing minions from the board\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.UNDEAD, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.UndeadAttackBonus > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.UndeadAttackBonus,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n\tif (\r\n\t\thasCorrectTribe(deadEntity, deadEntityPlayerState.player, Race.BEAST, gameState.anomalies, gameState.allCards)\r\n\t) {\r\n\t\tif (deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk > 0) {\r\n\t\t\tdeadEntity.attack = Math.max(\r\n\t\t\t\t0,\r\n\t\t\t\tdeadEntity.attack - deadEntityPlayerState.player.globalInfo.GoldrinnBuffAtk,\r\n\t\t\t);\r\n\t\t}\r\n\t}\r\n};\r\n\r\ninterface DeathrattleInput {\r\n\tgameState: FullGameState;\r\n\tplayerDeadEntities: BoardEntity[];\r\n\tplayerDeadEntityIndexesFromRight: number[];\r\n\topponentDeadEntities: BoardEntity[];\r\n\topponentDeadEntityIndexesFromRight: number[];\r\n}\r\n"]}
@@ -12,20 +12,23 @@ const onMinionKill = (killer, victim, killerBoard, killerHero, victimBoard, vict
12
12
  }
13
13
  let damageDoneByAttacker = 0;
14
14
  let damageDoneByDefender = 0;
15
- const onMinionKilledImpl = _card_mappings_1.cardMappings[killer.cardId];
16
- if ((0, card_interface_1.hasOnMinionKilled)(onMinionKilledImpl)) {
17
- const { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKilledImpl.onMinionKilled(killer, {
18
- minionKilled: victim,
19
- attackingHero: killerHero,
20
- attackingBoard: killerBoard,
21
- defendingHero: victimHero,
22
- defendingBoard: victimBoard,
23
- defenderNeighbours: defenderNeighbours,
24
- gameState,
25
- playerIsFriendly: killerHero.friendly,
26
- });
27
- damageDoneByAttacker += dmgDoneByAttacker;
28
- damageDoneByDefender += dmgDoneByDefender;
15
+ for (const boardEntity of killerBoard) {
16
+ const onMinionKilledImpl = _card_mappings_1.cardMappings[boardEntity.cardId];
17
+ if ((0, card_interface_1.hasOnMinionKilled)(onMinionKilledImpl)) {
18
+ const { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKilledImpl.onMinionKilled(boardEntity, {
19
+ killer: killer,
20
+ minionKilled: victim,
21
+ attackingHero: killerHero,
22
+ attackingBoard: killerBoard,
23
+ defendingHero: victimHero,
24
+ defendingBoard: victimBoard,
25
+ defenderNeighbours: defenderNeighbours,
26
+ gameState,
27
+ playerIsFriendly: killerHero.friendly,
28
+ });
29
+ damageDoneByAttacker += dmgDoneByAttacker;
30
+ damageDoneByDefender += dmgDoneByDefender;
31
+ }
29
32
  }
30
33
  switch (killer.cardId) {
31
34
  case "BG27_023":
@@ -1 +1 @@
1
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dmgDoneByDefender: number } => {\r\n\t// Can be null if killed by a hero power for instance\r\n\tif (!killer?.cardId) {\r\n\t\treturn { dmgDoneByAttacker: 0, dmgDoneByDefender: 0 };\r\n\t}\r\n\r\n\tlet damageDoneByAttacker = 0;\r\n\tlet damageDoneByDefender = 0;\r\n\tconst onMinionKilledImpl = cardMappings[killer.cardId];\r\n\tif (hasOnMinionKilled(onMinionKilledImpl)) {\r\n\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKilledImpl.onMinionKilled(killer, {\r\n\t\t\tminionKilled: victim,\r\n\t\t\tattackingHero: killerHero,\r\n\t\t\tattackingBoard: killerBoard,\r\n\t\t\tdefendingHero: victimHero,\r\n\t\t\tdefendingBoard: victimBoard,\r\n\t\t\tdefenderNeighbours: defenderNeighbours,\r\n\t\t\tgameState,\r\n\t\t\tplayerIsFriendly: killerHero.friendly,\r\n\t\t});\r\n\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t}\r\n\r\n\tswitch (killer.cardId) {\r\n\t\tcase CardIds.Murcules_BG27_023:\r\n\t\tcase CardIds.Murcules_BG27_023_G:\r\n\t\t\tconst murculesTarget = pickRandom(\r\n\t\t\t\tkillerHero.hand\r\n\t\t\t\t\t.filter((e) => !!e?.cardId)\r\n\t\t\t\t\t.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);\r\n\t\t\tif (murculesTarget) {\r\n\t\t\t\tconst murculesStats = killer.cardId === CardIds.Murcules_BG27_023 ? 2 : 4;\r\n\t\t\t\tmodifyStats(murculesTarget, killer, murculesStats, murculesStats, killerBoard, killerHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(killer, murculesTarget, killerBoard, killerHero, victimHero);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Mannoroth_BG27_507:\r\n\t\tcase CardIds.Mannoroth_BG27_507_G:\r\n\t\t\tif (killer.health > 0 && !killer.definitelyDead && killer.abiityChargesLeft > 0) {\r\n\t\t\t\tmodifyStats(killer, killer, victim.attack, victim.maxHealth, killerBoard, killerHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(killer, killer, killerBoard, killerHero, victimHero);\r\n\t\t\t\tkiller.abiityChargesLeft--;\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.TideOracleMorgl_BG27_513:\r\n\t\tcase CardIds.TideOracleMorgl_BG27_513_G:\r\n\t\t\tif (\r\n\t\t\t\tgameState.sharedState.currentAttackerEntityId != null &&\r\n\t\t\t\tgameState.sharedState.currentAttackerEntityId === killer.entityId\r\n\t\t\t) {\r\n\t\t\t\tconst tideOracleMorgleTarget = pickRandom(\r\n\t\t\t\t\tkillerHero.hand\r\n\t\t\t\t\t\t.filter((e) => !!e?.cardId)\r\n\t\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\tgameState.allCards.getCard(e.cardId).type?.toUpperCase() === CardType[CardType.MINION],\r\n\t\t\t\t\t\t),\r\n\t\t\t\t);\r\n\t\t\t\tif (tideOracleMorgleTarget) {\r\n\t\t\t\t\tconst tideOracleMorgleMultiplier = killer.cardId === CardIds.TideOracleMorgl_BG27_513 ? 1 : 2;\r\n\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\ttideOracleMorgleTarget,\r\n\t\t\t\t\t\tkiller,\r\n\t\t\t\t\t\ttideOracleMorgleMultiplier * victim.attack,\r\n\t\t\t\t\t\ttideOracleMorgleMultiplier * victim.maxHealth,\r\n\t\t\t\t\t\tkillerBoard,\r\n\t\t\t\t\t\tkillerHero,\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\tkiller,\r\n\t\t\t\t\t\ttideOracleMorgleTarget,\r\n\t\t\t\t\t\tkillerBoard,\r\n\t\t\t\t\t\tkillerHero,\r\n\t\t\t\t\t\tvictimHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t}\r\n\r\n\treturn { dmgDoneByAttacker: damageDoneByAttacker, dmgDoneByDefender: damageDoneByDefender };\r\n};\r\n"]}
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dmgDoneByDefender: number } => {\r\n\t// Can be null if killed by a hero power for instance\r\n\tif (!killer?.cardId) {\r\n\t\treturn { dmgDoneByAttacker: 0, dmgDoneByDefender: 0 };\r\n\t}\r\n\r\n\tlet damageDoneByAttacker = 0;\r\n\tlet damageDoneByDefender = 0;\r\n\tfor (const boardEntity of killerBoard) {\r\n\t\tconst onMinionKilledImpl = cardMappings[boardEntity.cardId];\r\n\t\tif (hasOnMinionKilled(onMinionKilledImpl)) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onMinionKilledImpl.onMinionKilled(boardEntity, {\r\n\t\t\t\tkiller: killer,\r\n\t\t\t\tminionKilled: victim,\r\n\t\t\t\tattackingHero: killerHero,\r\n\t\t\t\tattackingBoard: killerBoard,\r\n\t\t\t\tdefendingHero: victimHero,\r\n\t\t\t\tdefendingBoard: victimBoard,\r\n\t\t\t\tdefenderNeighbours: defenderNeighbours,\r\n\t\t\t\tgameState,\r\n\t\t\t\tplayerIsFriendly: killerHero.friendly,\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\r\n\tswitch (killer.cardId) {\r\n\t\tcase CardIds.Murcules_BG27_023:\r\n\t\tcase CardIds.Murcules_BG27_023_G:\r\n\t\t\tconst murculesTarget = pickRandom(\r\n\t\t\t\tkillerHero.hand\r\n\t\t\t\t\t.filter((e) => !!e?.cardId)\r\n\t\t\t\t\t.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);\r\n\t\t\tif (murculesTarget) {\r\n\t\t\t\tconst murculesStats = killer.cardId === CardIds.Murcules_BG27_023 ? 2 : 4;\r\n\t\t\t\tmodifyStats(murculesTarget, killer, murculesStats, murculesStats, killerBoard, killerHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(killer, murculesTarget, killerBoard, killerHero, victimHero);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.Mannoroth_BG27_507:\r\n\t\tcase CardIds.Mannoroth_BG27_507_G:\r\n\t\t\tif (killer.health > 0 && !killer.definitelyDead && killer.abiityChargesLeft > 0) {\r\n\t\t\t\tmodifyStats(killer, killer, victim.attack, victim.maxHealth, killerBoard, killerHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(killer, killer, killerBoard, killerHero, victimHero);\r\n\t\t\t\tkiller.abiityChargesLeft--;\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\tcase CardIds.TideOracleMorgl_BG27_513:\r\n\t\tcase CardIds.TideOracleMorgl_BG27_513_G:\r\n\t\t\tif (\r\n\t\t\t\tgameState.sharedState.currentAttackerEntityId != null &&\r\n\t\t\t\tgameState.sharedState.currentAttackerEntityId === killer.entityId\r\n\t\t\t) {\r\n\t\t\t\tconst tideOracleMorgleTarget = pickRandom(\r\n\t\t\t\t\tkillerHero.hand\r\n\t\t\t\t\t\t.filter((e) => !!e?.cardId)\r\n\t\t\t\t\t\t.filter(\r\n\t\t\t\t\t\t\t(e) =>\r\n\t\t\t\t\t\t\t\tgameState.allCards.getCard(e.cardId).type?.toUpperCase() === CardType[CardType.MINION],\r\n\t\t\t\t\t\t),\r\n\t\t\t\t);\r\n\t\t\t\tif (tideOracleMorgleTarget) {\r\n\t\t\t\t\tconst tideOracleMorgleMultiplier = killer.cardId === CardIds.TideOracleMorgl_BG27_513 ? 1 : 2;\r\n\t\t\t\t\tmodifyStats(\r\n\t\t\t\t\t\ttideOracleMorgleTarget,\r\n\t\t\t\t\t\tkiller,\r\n\t\t\t\t\t\ttideOracleMorgleMultiplier * victim.attack,\r\n\t\t\t\t\t\ttideOracleMorgleMultiplier * victim.maxHealth,\r\n\t\t\t\t\t\tkillerBoard,\r\n\t\t\t\t\t\tkillerHero,\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\tkiller,\r\n\t\t\t\t\t\ttideOracleMorgleTarget,\r\n\t\t\t\t\t\tkillerBoard,\r\n\t\t\t\t\t\tkillerHero,\r\n\t\t\t\t\t\tvictimHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t}\r\n\r\n\treturn { dmgDoneByAttacker: damageDoneByAttacker, dmgDoneByDefender: damageDoneByDefender };\r\n};\r\n"]}