@firestone-hs/simulate-bgs-battle 1.1.693 → 1.1.695

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Files changed (86) hide show
  1. package/dist/bgs-battle-info.d.ts +1 -1
  2. package/dist/bgs-battle-info.js.map +1 -1
  3. package/dist/cards/card.interface.d.ts +5 -1
  4. package/dist/cards/card.interface.js +3 -1
  5. package/dist/cards/card.interface.js.map +1 -1
  6. package/dist/cards/cards-data.d.ts +1 -1
  7. package/dist/cards/cards-data.js +16 -1
  8. package/dist/cards/cards-data.js.map +1 -1
  9. package/dist/cards/impl/_card-mappings.js +4 -0
  10. package/dist/cards/impl/_card-mappings.js.map +1 -1
  11. package/dist/cards/impl/minion/apexis-guardian.js +8 -2
  12. package/dist/cards/impl/minion/apexis-guardian.js.map +1 -1
  13. package/dist/cards/impl/minion/blue-volumizer.js +3 -1
  14. package/dist/cards/impl/minion/blue-volumizer.js.map +1 -1
  15. package/dist/cards/impl/minion/dramaloc.d.ts +2 -2
  16. package/dist/cards/impl/minion/dramaloc.js +12 -7
  17. package/dist/cards/impl/minion/dramaloc.js.map +1 -1
  18. package/dist/cards/impl/minion/gleaming-trader.js +5 -3
  19. package/dist/cards/impl/minion/gleaming-trader.js.map +1 -1
  20. package/dist/cards/impl/minion/goldgrubber.js +1 -1
  21. package/dist/cards/impl/minion/goldgrubber.js.map +1 -1
  22. package/dist/cards/impl/minion/grease-bot.js +4 -2
  23. package/dist/cards/impl/minion/grease-bot.js.map +1 -1
  24. package/dist/cards/impl/minion/green-volumizer.js +3 -1
  25. package/dist/cards/impl/minion/green-volumizer.js.map +1 -1
  26. package/dist/cards/impl/minion/icesnarl-the-mighty.d.ts +2 -0
  27. package/dist/cards/impl/minion/icesnarl-the-mighty.js +15 -0
  28. package/dist/cards/impl/minion/icesnarl-the-mighty.js.map +1 -0
  29. package/dist/cards/impl/minion/mechagnome-interpreter.js +1 -1
  30. package/dist/cards/impl/minion/mechagnome-interpreter.js.map +1 -1
  31. package/dist/cards/impl/minion/metal-dispenser.js +1 -1
  32. package/dist/cards/impl/minion/metal-dispenser.js.map +1 -1
  33. package/dist/cards/impl/minion/polarizing-beatboxer.d.ts +2 -0
  34. package/dist/cards/impl/minion/polarizing-beatboxer.js +18 -0
  35. package/dist/cards/impl/minion/polarizing-beatboxer.js.map +1 -0
  36. package/dist/cards/impl/minion/red-volumizer.js +3 -1
  37. package/dist/cards/impl/minion/red-volumizer.js.map +1 -1
  38. package/dist/cards/impl/minion/runed-progenitor.js +1 -1
  39. package/dist/cards/impl/minion/runed-progenitor.js.map +1 -1
  40. package/dist/cards/impl/minion/scourfin.js +1 -1
  41. package/dist/cards/impl/minion/scourfin.js.map +1 -1
  42. package/dist/cards/impl/minion/silky-shimmermoth.js +1 -1
  43. package/dist/cards/impl/minion/silky-shimmermoth.js.map +1 -1
  44. package/dist/cards/impl/minion/stalwart-kodo.d.ts +2 -2
  45. package/dist/cards/impl/minion/stalwart-kodo.js +1 -1
  46. package/dist/cards/impl/minion/stalwart-kodo.js.map +1 -1
  47. package/dist/cards/impl/minion/stellar-freebooter.js +1 -1
  48. package/dist/cards/impl/minion/stellar-freebooter.js.map +1 -1
  49. package/dist/cards/impl/minion/timewarped-caretaker.js +1 -1
  50. package/dist/cards/impl/minion/timewarped-caretaker.js.map +1 -1
  51. package/dist/cards/impl/minion/timewarped-duskmaw.js +1 -1
  52. package/dist/cards/impl/minion/timewarped-duskmaw.js.map +1 -1
  53. package/dist/cards/impl/minion/timewarped-grease-bot.js +4 -2
  54. package/dist/cards/impl/minion/timewarped-grease-bot.js.map +1 -1
  55. package/dist/cards/impl/minion/timewarped-probius.d.ts +2 -2
  56. package/dist/cards/impl/minion/timewarped-probius.js +1 -1
  57. package/dist/cards/impl/minion/timewarped-probius.js.map +1 -1
  58. package/dist/cards/impl/minion/timewarped-wargear.d.ts +2 -2
  59. package/dist/cards/impl/minion/timewarped-wargear.js +1 -1
  60. package/dist/cards/impl/minion/timewarped-wargear.js.map +1 -1
  61. package/dist/cards/impl/minion/turquoise-skitterer.js +2 -2
  62. package/dist/cards/impl/minion/turquoise-skitterer.js.map +1 -1
  63. package/dist/cards/impl/minion/twilight-watcher.js +1 -1
  64. package/dist/cards/impl/minion/twilight-watcher.js.map +1 -1
  65. package/dist/cards/impl/trinket/divine-signet.js +1 -1
  66. package/dist/cards/impl/trinket/divine-signet.js.map +1 -1
  67. package/dist/debug-state.d.ts +2 -0
  68. package/dist/debug-state.js.map +1 -1
  69. package/dist/keywords/divine-shield.js +32 -28
  70. package/dist/keywords/divine-shield.js.map +1 -1
  71. package/dist/services/utils.js +3 -1
  72. package/dist/services/utils.js.map +1 -1
  73. package/dist/simulate-bgs-battle.js +6 -8
  74. package/dist/simulate-bgs-battle.js.map +1 -1
  75. package/dist/simulation/add-minion-to-board.d.ts +2 -2
  76. package/dist/simulation/add-minion-to-board.js +3 -12
  77. package/dist/simulation/add-minion-to-board.js.map +1 -1
  78. package/dist/simulation/attack.js.map +1 -1
  79. package/dist/simulation/deathrattle-effects.js +0 -8
  80. package/dist/simulation/deathrattle-effects.js.map +1 -1
  81. package/dist/simulation/magnetize.d.ts +3 -1
  82. package/dist/simulation/magnetize.js +22 -5
  83. package/dist/simulation/magnetize.js.map +1 -1
  84. package/dist/simulation/spawns.js +2 -1
  85. package/dist/simulation/spawns.js.map +1 -1
  86. package/package.json +1 -1
@@ -1 +1 @@
1
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{ Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasOnDivineShieldUpdated } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { pickRandom } from '../services/utils';\r\nimport { FullGameState } from '../simulation/internal-game-state';\r\nimport { modifyStats } from '../simulation/stats';\r\nimport { hasCorrectTribe } from '../utils';\r\n\r\nexport const updateDivineShield = (\r\n\tentity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tnewValue: boolean,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tentity.hadDivineShield = newValue || entity.divineShield || entity.hadDivineShield;\r\n\tif (entity.strongDivineShield && newValue === false) {\r\n\t\tentity.strongDivineShield = false;\r\n\t} else {\r\n\t\tentity.divineShield = newValue;\r\n\t}\r\n\tif (entity.divineShield && newValue) {\r\n\t\tconst boardForDrake = board;\r\n\t\tconst statsBonus =\r\n\t\t\t6 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t12 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\t// Don't trigger all \"on attack changed\" effects, since it's an aura\r\n\t\tentity.attack += statsBonus;\r\n\t} else if (!entity.divineShield) {\r\n\t\t// Also consider itself\r\n\t\tconst boardForDrake = board;\r\n\t\tconst statsBonus =\r\n\t\t\t6 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t12 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\tentity.attack -= statsBonus;\r\n\t}\r\n\r\n\t// Lost divine shield\r\n\tif (entity.hadDivineShield && !entity.divineShield) {\r\n\t\tconst adapter = hero.trinkets\r\n\t\t\t.filter((t) => t.cardId === CardIds.MechagonAdapter_BG30_MagicItem_910)\r\n\t\t\t.filter((t) => t.scriptDataNum1 > 0)[0];\r\n\t\tif (!!adapter && hasCorrectTribe(entity, hero, Race.MECH, gameState.anomalies, gameState.allCards)) {\r\n\t\t\tupdateDivineShield(entity, board, hero, otherHero, true, gameState);\r\n\t\t\tadapter.scriptDataNum1--;\r\n\t\t}\r\n\r\n\t\tfor (const trinket of hero.trinkets ?? []) {\r\n\t\t\tconst onDivineShieldUpdatedImpl = cardMappings[trinket.cardId];\r\n\t\t\tif (hasOnDivineShieldUpdated(onDivineShieldUpdatedImpl)) {\r\n\t\t\t\tonDivineShieldUpdatedImpl.onDivineShieldUpdated(trinket, {\r\n\t\t\t\t\tboard: board,\r\n\t\t\t\t\thero: hero,\r\n\t\t\t\t\totherHero: otherHero,\r\n\t\t\t\t\tgameState: gameState,\r\n\t\t\t\t\ttarget: entity,\r\n\t\t\t\t\tnewValue: false,\r\n\t\t\t\t\tpreviousValue: true,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tfor (const boardEntity of board) {\r\n\t\t\tconst onDivineShieldUpdatedImpl = cardMappings[boardEntity.cardId];\r\n\t\t\tif (hasOnDivineShieldUpdated(onDivineShieldUpdatedImpl)) {\r\n\t\t\t\tonDivineShieldUpdatedImpl.onDivineShieldUpdated(boardEntity, {\r\n\t\t\t\t\tboard: board,\r\n\t\t\t\t\thero: hero,\r\n\t\t\t\t\totherHero: otherHero,\r\n\t\t\t\t\tgameState: gameState,\r\n\t\t\t\t\ttarget: entity,\r\n\t\t\t\t\tnewValue: false,\r\n\t\t\t\t\tpreviousValue: true,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tfor (let i = 0; i < board.length; i++) {\r\n\t\t\tif (board[i].cardId === CardIds.BolvarFireblood_ICC_858) {\r\n\t\t\t\tmodifyStats(board[i], board[i], 2, 0, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t\t// } else if (board[i].cardId === CardIds.BolvarFireblood_TB_BaconUps_047) {\r\n\t\t\t\t// \tmodifyStats(board[i], board[i], 4, 0, board, hero, gameState);\r\n\t\t\t\t// \tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t\t// } else if (board[i].cardId === CardIds.DrakonidEnforcer_BGS_067) {\r\n\t\t\t\t// \tmodifyStats(board[i], board[i], 2, 2, board, hero, gameState);\r\n\t\t\t\t// \tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t\t// } else if (board[i].cardId === CardIds.DrakonidEnforcer_TB_BaconUps_117) {\r\n\t\t\t\t// \tmodifyStats(board[i], board[i], 4, 4, board, hero, gameState);\r\n\t\t\t\t// \tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t}\r\n\t\t\t// } else if (\r\n\t\t\t// \tboard[i].cardId === CardIds.CogworkCopter_BG24_008 ||\r\n\t\t\t// \tboard[i].cardId === CardIds.CogworkCopter_BG24_008_G\r\n\t\t\t// ) {\r\n\t\t\t// When it's the opponent, the game state already contains all the buffs\r\n\t\t\t// if (board[i]?.friendly) {\r\n\t\t\t// \tconst buff = 1; //board[i].cardId === CardIds.CogworkCopter_BG24_008_G ? 2 : 1;\r\n\t\t\t// \tgrantRandomStats(\r\n\t\t\t// \t\tboard[i],\r\n\t\t\t// \t\thero.hand.filter(\r\n\t\t\t// \t\t\t(e) =>\r\n\t\t\t// \t\t\t\tgameState.allCards.getCard(e.cardId).type?.toUpperCase() === CardType[CardType.MINION],\r\n\t\t\t// \t\t),\r\n\t\t\t// \t\thero,\r\n\t\t\t// \t\tbuff,\r\n\t\t\t// \t\tbuff,\r\n\t\t\t// \t\tnull,\r\n\t\t\t// \t\ttrue,\r\n\t\t\t// \t\tgameState,\r\n\t\t\t// \t);\r\n\t\t\t// }\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const grantRandomDivineShield = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst elligibleEntities = board\r\n\t\t.filter((entity) => !entity.divineShield)\r\n\t\t.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\tif (elligibleEntities.length > 0) {\r\n\t\tconst chosen = pickRandom(elligibleEntities);\r\n\t\tupdateDivineShield(chosen, board, hero, otherHero, true, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, chosen, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const grantDivineShieldToLeftmostMinions = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tquantity: number,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < Math.min(quantity, board.length); i++) {\r\n\t\tupdateDivineShield(board[i], board, hero, otherHero, true, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, board[i], board, null, null);\r\n\t}\r\n};\r\n\r\nexport interface OnDivineShieldUpdatedInput {\r\n\tboard: BoardEntity[];\r\n\thero: BgsPlayerEntity;\r\n\totherHero: BgsPlayerEntity;\r\n\tgameState: FullGameState;\r\n\ttarget: BoardEntity;\r\n\tnewValue: boolean;\r\n\tpreviousValue: boolean;\r\n}\r\n"]}
1
+ 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{ Race } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasOnDivineShieldUpdated } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { pickRandom } from '../services/utils';\r\nimport { FullGameState } from '../simulation/internal-game-state';\r\nimport { modifyStats } from '../simulation/stats';\r\nimport { hasCorrectTribe } from '../utils';\r\n\r\nexport const updateDivineShield = (\r\n\tentity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tnewValue: boolean,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tif (newValue === entity.divineShield) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst previousValue = entity.divineShield;\r\n\tentity.hadDivineShield = newValue || entity.divineShield || entity.hadDivineShield;\r\n\tif (entity.strongDivineShield && newValue === false) {\r\n\t\tentity.strongDivineShield = false;\r\n\t} else {\r\n\t\tentity.divineShield = newValue;\r\n\t}\r\n\tif (entity.divineShield && newValue) {\r\n\t\tconst boardForDrake = board;\r\n\t\tconst statsBonus =\r\n\t\t\t6 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t12 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\t// Don't trigger all \"on attack changed\" effects, since it's an aura\r\n\t\tentity.attack += statsBonus;\r\n\t} else if (!entity.divineShield) {\r\n\t\t// Also consider itself\r\n\t\tconst boardForDrake = board;\r\n\t\tconst statsBonus =\r\n\t\t\t6 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043).length +\r\n\t\t\t12 * boardForDrake.filter((e) => e.cardId === CardIds.CyborgDrake_BG25_043_G).length;\r\n\t\tentity.attack -= statsBonus;\r\n\t}\r\n\r\n\tfor (const trinket of hero.trinkets ?? []) {\r\n\t\tconst onDivineShieldUpdatedImpl = cardMappings[trinket.cardId];\r\n\t\tif (hasOnDivineShieldUpdated(onDivineShieldUpdatedImpl)) {\r\n\t\t\tonDivineShieldUpdatedImpl.onDivineShieldUpdated(trinket, {\r\n\t\t\t\tboard: board,\r\n\t\t\t\thero: hero,\r\n\t\t\t\totherHero: otherHero,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t\ttarget: entity,\r\n\t\t\t\tnewValue: newValue,\r\n\t\t\t\tpreviousValue: previousValue,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const boardEntity of board) {\r\n\t\tconst onDivineShieldUpdatedImpl = cardMappings[boardEntity.cardId];\r\n\t\tif (hasOnDivineShieldUpdated(onDivineShieldUpdatedImpl)) {\r\n\t\t\tonDivineShieldUpdatedImpl.onDivineShieldUpdated(boardEntity, {\r\n\t\t\t\tboard: board,\r\n\t\t\t\thero: hero,\r\n\t\t\t\totherHero: otherHero,\r\n\t\t\t\tgameState: gameState,\r\n\t\t\t\ttarget: entity,\r\n\t\t\t\tnewValue: newValue,\r\n\t\t\t\tpreviousValue: previousValue,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\t// Lost divine shield\r\n\tif (entity.hadDivineShield && !entity.divineShield) {\r\n\t\tconst adapter = hero.trinkets\r\n\t\t\t.filter((t) => t.cardId === CardIds.MechagonAdapter_BG30_MagicItem_910)\r\n\t\t\t.filter((t) => t.scriptDataNum1 > 0)[0];\r\n\t\tif (!!adapter && hasCorrectTribe(entity, hero, Race.MECH, gameState.anomalies, gameState.allCards)) {\r\n\t\t\tupdateDivineShield(entity, board, hero, otherHero, true, gameState);\r\n\t\t\tadapter.scriptDataNum1--;\r\n\t\t}\r\n\r\n\t\tfor (let i = 0; i < board.length; i++) {\r\n\t\t\tif (board[i].cardId === CardIds.BolvarFireblood_ICC_858) {\r\n\t\t\t\tmodifyStats(board[i], board[i], 2, 0, board, hero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(board[i], board[i], board, hero, otherHero);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport const grantRandomDivineShield = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst elligibleEntities = board\r\n\t\t.filter((entity) => !entity.divineShield)\r\n\t\t.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\tif (elligibleEntities.length > 0) {\r\n\t\tconst chosen = pickRandom(elligibleEntities);\r\n\t\tupdateDivineShield(chosen, board, hero, otherHero, true, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, chosen, board, null, null);\r\n\t}\r\n};\r\n\r\nexport const grantDivineShieldToLeftmostMinions = (\r\n\tsource: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tquantity: number,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tfor (let i = 0; i < Math.min(quantity, board.length); i++) {\r\n\t\tupdateDivineShield(board[i], board, hero, otherHero, true, gameState);\r\n\t\tgameState.spectator.registerPowerTarget(source, board[i], board, null, null);\r\n\t}\r\n};\r\n\r\nexport interface OnDivineShieldUpdatedInput {\r\n\tboard: BoardEntity[];\r\n\thero: BgsPlayerEntity;\r\n\totherHero: BgsPlayerEntity;\r\n\tgameState: FullGameState;\r\n\ttarget: BoardEntity;\r\n\tnewValue: boolean;\r\n\tpreviousValue: boolean;\r\n}\r\n"]}
@@ -38,7 +38,9 @@ function pickRandom(array, sourceEntity) {
38
38
  const forced = debug_state_1.debugState.forcedRandomPicks.find((p) => debug_state_1.debugState.isCorrectEntity(p.source, sourceEntity));
39
39
  if (forced) {
40
40
  const match = array.find((c) => debug_state_1.debugState.isCorrectEntity(forced.target, c));
41
- debug_state_1.debugState.forcedRandomPicks = debug_state_1.debugState.forcedRandomPicks.filter((p) => p !== forced);
41
+ if (!forced.chosenCardId) {
42
+ debug_state_1.debugState.forcedRandomPicks = debug_state_1.debugState.forcedRandomPicks.filter((p) => p !== forced);
43
+ }
42
44
  if (match) {
43
45
  return match;
44
46
  }
@@ -1 +1 @@
1
- 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{ BoardEntity } from '../board-entity';\r\nimport { debugState } from '../debug-state';\r\n\r\nfunction partitionArray<T>(array: readonly T[], partitionSize: number): readonly T[][] {\r\n\tconst workingCopy: T[] = [...array];\r\n\tconst result: T[][] = [];\r\n\twhile (workingCopy.length) {\r\n\t\tresult.push(workingCopy.splice(0, partitionSize));\r\n\t}\r\n\treturn result;\r\n}\r\n\r\nasync function sleep(ms) {\r\n\treturn new Promise((resolve) => setTimeout(resolve, ms));\r\n}\r\n\r\nexport const groupByFunction =\r\n\t<T>(keyExtractor: (obj: T) => string | number) =>\r\n\t(array: readonly T[]): { [key: string]: readonly T[] } => {\r\n\t\treturn (array ?? []).reduce((objectsByKeyValue, obj) => {\r\n\t\t\tconst value = keyExtractor(obj);\r\n\t\t\tobjectsByKeyValue[value] = objectsByKeyValue[value] ?? [];\r\n\t\t\t// Using push instead of concat is thousands of times faster on big arrays\r\n\t\t\tobjectsByKeyValue[value].push(obj);\r\n\t\t\treturn objectsByKeyValue;\r\n\t\t}, {});\r\n\t};\r\n\r\nexport { partitionArray, sleep };\r\n\r\nexport function pickRandom<T>(array: readonly T[]): T;\r\nexport function pickRandom<T extends BoardEntity>(array: readonly T[], sourceEntity: BoardEntity): T;\r\nexport function pickRandom<T>(array: readonly T[], sourceEntity?: BoardEntity): T {\r\n\tif (!array?.length) {\r\n\t\treturn null;\r\n\t}\r\n\tif (\r\n\t\tsourceEntity &&\r\n\t\tdebugState.active &&\r\n\t\tarray.length > 0 &&\r\n\t\ttypeof array[0] === 'object' &&\r\n\t\tarray[0] != null &&\r\n\t\t'entityId' in array[0]\r\n\t) {\r\n\t\tconst forced = debugState.forcedRandomPicks.find((p) => debugState.isCorrectEntity(p.source, sourceEntity));\r\n\t\tif (forced) {\r\n\t\t\tconst match = (array as unknown as BoardEntity[]).find((c) => debugState.isCorrectEntity(forced.target, c));\r\n\t\t\t// Always consume when we have a matching source - each trigger gets its own pick (e.g. Titus doubles Warghoul)\r\n\t\t\tdebugState.forcedRandomPicks = debugState.forcedRandomPicks.filter((p) => p !== forced);\r\n\t\t\tif (match) {\r\n\t\t\t\treturn match as T;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn array[Math.floor(Math.random() * array.length)];\r\n}\r\n\r\nexport const pickMultipleRandom = <T>(array: readonly T[], quantity: number): T[] => {\r\n\tconst picked: T[] = [];\r\n\tfor (let i = 0; i < quantity; i++) {\r\n\t\tconst target = array.filter((e) => !picked.includes(e));\r\n\t\tconst chosenEntity = pickRandom(target);\r\n\t\tif (!!chosenEntity) {\r\n\t\t\tpicked.push(chosenEntity);\r\n\t\t}\r\n\t}\r\n\treturn picked;\r\n};\r\n\r\nexport const pickRandomAlive = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst chosenEntity = pickRandom(targetBoard);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const pickMultipleRandomAlive = (board: BoardEntity[], quantity: number): BoardEntity[] => {\r\n\tconst picked: BoardEntity[] = [];\r\n\tfor (let i = 0; i < quantity; i++) {\r\n\t\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead).filter((e) => !picked.includes(e));\r\n\t\tconst chosenEntity = pickRandom(targetBoard);\r\n\t\tif (!!chosenEntity) {\r\n\t\t\tpicked.push(chosenEntity);\r\n\t\t}\r\n\t}\r\n\treturn picked;\r\n};\r\n\r\nexport const pickRandomLowestHealth = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst lowestHealth = Math.min(...targetBoard.map((e) => e.health));\r\n\tconst entitiesWithLowestHealth = targetBoard.filter((e) => e.health === lowestHealth);\r\n\tconst chosenEntity = pickRandom(entitiesWithLowestHealth);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const pickRandomLowestAttack = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst lowestAttack = Math.min(...targetBoard.map((e) => e.attack));\r\n\tconst entitiesWithLowestAttack = targetBoard.filter((e) => e.attack === lowestAttack);\r\n\tconst chosenEntity = pickRandom(entitiesWithLowestAttack);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const pickRandomHighestAttack = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst highestAttack = Math.max(...targetBoard.map((e) => e.attack));\r\n\tconst entitiesWithHighestAttack = targetBoard.filter((e) => e.attack === highestAttack);\r\n\tconst chosenEntity = pickRandom(entitiesWithHighestAttack);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const pickRandomHighestHealth = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst highestHealth = Math.max(...targetBoard.map((e) => e.health));\r\n\tconst entitiesWithHighestHealth = targetBoard.filter((e) => e.health === highestHealth);\r\n\tconst chosenEntity = pickRandom(entitiesWithHighestHealth);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const encode = (input: string): string => {\r\n\t// return compressToEncodedURIComponent(input);\r\n\tconst buff = Buffer.from(input, 'utf-8');\r\n\tconst base64 = buff.toString('base64');\r\n\treturn base64;\r\n};\r\n\r\nexport const decode = (base64: string): string => {\r\n\tconst buff = Buffer.from(base64, 'base64');\r\n\tconst str = buff.toString('utf-8');\r\n\treturn str;\r\n};\r\n\r\nexport const pickMultipleRandomDifferent = <T>(list: T[], n: number): T[] => {\r\n\tconst shuffled = shuffleArray([...list]);\r\n\treturn shuffled.slice(0, n);\r\n};\r\n\r\n// https://stackoverflow.com/a/2450976/548701\r\nexport const shuffleArray = <T>(array: T[]): T[] => {\r\n\tlet currentIndex = array.length;\r\n\tlet randomIndex = 0;\r\n\r\n\t// While there remain elements to shuffle...\r\n\twhile (currentIndex != 0) {\r\n\t\t// Pick a remaining element...\r\n\t\trandomIndex = Math.floor(Math.random() * currentIndex);\r\n\t\tcurrentIndex--;\r\n\r\n\t\t// And swap it with the current element.\r\n\t\t[array[currentIndex], array[randomIndex]] = [array[randomIndex], array[currentIndex]];\r\n\t}\r\n\r\n\treturn array;\r\n};\r\n\r\nexport const findLast = <T>(\r\n\tarray: readonly T[],\r\n\tpredicate: (value: T, index: number, obj: readonly T[]) => unknown,\r\n): T => {\r\n\tconst filtred = array.filter(predicate);\r\n\tif (!filtred?.length) {\r\n\t\treturn null;\r\n\t}\r\n\tconst last = filtred[filtred.length - 1];\r\n\treturn last;\r\n};\r\n\r\nexport type Mutable<T> = {\r\n\t-readonly [P in keyof T]: T[P];\r\n};\r\n"]}
1
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{ BoardEntity } from '../board-entity';\r\nimport { debugState } from '../debug-state';\r\n\r\nfunction partitionArray<T>(array: readonly T[], partitionSize: number): readonly T[][] {\r\n\tconst workingCopy: T[] = [...array];\r\n\tconst result: T[][] = [];\r\n\twhile (workingCopy.length) {\r\n\t\tresult.push(workingCopy.splice(0, partitionSize));\r\n\t}\r\n\treturn result;\r\n}\r\n\r\nasync function sleep(ms) {\r\n\treturn new Promise((resolve) => setTimeout(resolve, ms));\r\n}\r\n\r\nexport const groupByFunction =\r\n\t<T>(keyExtractor: (obj: T) => string | number) =>\r\n\t(array: readonly T[]): { [key: string]: readonly T[] } => {\r\n\t\treturn (array ?? []).reduce((objectsByKeyValue, obj) => {\r\n\t\t\tconst value = keyExtractor(obj);\r\n\t\t\tobjectsByKeyValue[value] = objectsByKeyValue[value] ?? [];\r\n\t\t\t// Using push instead of concat is thousands of times faster on big arrays\r\n\t\t\tobjectsByKeyValue[value].push(obj);\r\n\t\t\treturn objectsByKeyValue;\r\n\t\t}, {});\r\n\t};\r\n\r\nexport { partitionArray, sleep };\r\n\r\nexport function pickRandom<T>(array: readonly T[]): T;\r\nexport function pickRandom<T extends BoardEntity>(array: readonly T[], sourceEntity: BoardEntity): T;\r\nexport function pickRandom<T>(array: readonly T[], sourceEntity?: BoardEntity): T {\r\n\tif (!array?.length) {\r\n\t\treturn null;\r\n\t}\r\n\tif (\r\n\t\tsourceEntity &&\r\n\t\tdebugState.active &&\r\n\t\tarray.length > 0 &&\r\n\t\ttypeof array[0] === 'object' &&\r\n\t\tarray[0] != null &&\r\n\t\t'entityId' in array[0]\r\n\t) {\r\n\t\tconst forced = debugState.forcedRandomPicks.find((p) => debugState.isCorrectEntity(p.source, sourceEntity));\r\n\t\tif (forced) {\r\n\t\t\tconst match = (array as unknown as BoardEntity[]).find((c) => debugState.isCorrectEntity(forced.target, c));\r\n\t\t\t// Defer consumption when pick has chosenCardId - getRandomMagneticVolumizer will consume (e.g. Apexis Guardian)\r\n\t\t\tif (!forced.chosenCardId) {\r\n\t\t\t\tdebugState.forcedRandomPicks = debugState.forcedRandomPicks.filter((p) => p !== forced);\r\n\t\t\t}\r\n\t\t\tif (match) {\r\n\t\t\t\treturn match as T;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn array[Math.floor(Math.random() * array.length)];\r\n}\r\n\r\nexport const pickMultipleRandom = <T>(array: readonly T[], quantity: number): T[] => {\r\n\tconst picked: T[] = [];\r\n\tfor (let i = 0; i < quantity; i++) {\r\n\t\tconst target = array.filter((e) => !picked.includes(e));\r\n\t\tconst chosenEntity = pickRandom(target);\r\n\t\tif (!!chosenEntity) {\r\n\t\t\tpicked.push(chosenEntity);\r\n\t\t}\r\n\t}\r\n\treturn picked;\r\n};\r\n\r\nexport const pickRandomAlive = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst chosenEntity = pickRandom(targetBoard);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const pickMultipleRandomAlive = (board: BoardEntity[], quantity: number): BoardEntity[] => {\r\n\tconst picked: BoardEntity[] = [];\r\n\tfor (let i = 0; i < quantity; i++) {\r\n\t\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead).filter((e) => !picked.includes(e));\r\n\t\tconst chosenEntity = pickRandom(targetBoard);\r\n\t\tif (!!chosenEntity) {\r\n\t\t\tpicked.push(chosenEntity);\r\n\t\t}\r\n\t}\r\n\treturn picked;\r\n};\r\n\r\nexport const pickRandomLowestHealth = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst lowestHealth = Math.min(...targetBoard.map((e) => e.health));\r\n\tconst entitiesWithLowestHealth = targetBoard.filter((e) => e.health === lowestHealth);\r\n\tconst chosenEntity = pickRandom(entitiesWithLowestHealth);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const pickRandomLowestAttack = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst lowestAttack = Math.min(...targetBoard.map((e) => e.attack));\r\n\tconst entitiesWithLowestAttack = targetBoard.filter((e) => e.attack === lowestAttack);\r\n\tconst chosenEntity = pickRandom(entitiesWithLowestAttack);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const pickRandomHighestAttack = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst highestAttack = Math.max(...targetBoard.map((e) => e.attack));\r\n\tconst entitiesWithHighestAttack = targetBoard.filter((e) => e.attack === highestAttack);\r\n\tconst chosenEntity = pickRandom(entitiesWithHighestAttack);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const pickRandomHighestHealth = (board: BoardEntity[]): BoardEntity => {\r\n\tconst targetBoard = board.filter((e) => e.health > 0 && !e.definitelyDead);\r\n\tconst highestHealth = Math.max(...targetBoard.map((e) => e.health));\r\n\tconst entitiesWithHighestHealth = targetBoard.filter((e) => e.health === highestHealth);\r\n\tconst chosenEntity = pickRandom(entitiesWithHighestHealth);\r\n\treturn chosenEntity;\r\n};\r\n\r\nexport const encode = (input: string): string => {\r\n\t// return compressToEncodedURIComponent(input);\r\n\tconst buff = Buffer.from(input, 'utf-8');\r\n\tconst base64 = buff.toString('base64');\r\n\treturn base64;\r\n};\r\n\r\nexport const decode = (base64: string): string => {\r\n\tconst buff = Buffer.from(base64, 'base64');\r\n\tconst str = buff.toString('utf-8');\r\n\treturn str;\r\n};\r\n\r\nexport const pickMultipleRandomDifferent = <T>(list: T[], n: number): T[] => {\r\n\tconst shuffled = shuffleArray([...list]);\r\n\treturn shuffled.slice(0, n);\r\n};\r\n\r\n// https://stackoverflow.com/a/2450976/548701\r\nexport const shuffleArray = <T>(array: T[]): T[] => {\r\n\tlet currentIndex = array.length;\r\n\tlet randomIndex = 0;\r\n\r\n\t// While there remain elements to shuffle...\r\n\twhile (currentIndex != 0) {\r\n\t\t// Pick a remaining element...\r\n\t\trandomIndex = Math.floor(Math.random() * currentIndex);\r\n\t\tcurrentIndex--;\r\n\r\n\t\t// And swap it with the current element.\r\n\t\t[array[currentIndex], array[randomIndex]] = [array[randomIndex], array[currentIndex]];\r\n\t}\r\n\r\n\treturn array;\r\n};\r\n\r\nexport const findLast = <T>(\r\n\tarray: readonly T[],\r\n\tpredicate: (value: T, index: number, obj: readonly T[]) => unknown,\r\n): T => {\r\n\tconst filtred = array.filter(predicate);\r\n\tif (!filtred?.length) {\r\n\t\treturn null;\r\n\t}\r\n\tconst last = filtred[filtred.length - 1];\r\n\treturn last;\r\n};\r\n\r\nexport type Mutable<T> = {\r\n\t-readonly [P in keyof T]: T[P];\r\n};\r\n"]}
@@ -41,7 +41,7 @@ exports.default = async (event) => {
41
41
  return response;
42
42
  };
43
43
  const simulateBattle = function* (battleInput, cards, cardsData) {
44
- var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s;
44
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q;
45
45
  if (!((_a = cards === null || cards === void 0 ? void 0 : cards.getCards()) === null || _a === void 0 ? void 0 : _a.length)) {
46
46
  console.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);
47
47
  return null;
@@ -82,17 +82,15 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
82
82
  attacker: { ...f.attacker },
83
83
  defender: { ...f.defender },
84
84
  }));
85
- const rawPicks = (_p = (_m = battleInput.debugState.forcedRandomPicks) !== null && _m !== void 0 ? _m : (_o = battleInput.debugState.forcedTimewarpedWarghoulTargets) === null || _o === void 0 ? void 0 : _o.map((target) => ({
86
- source: { cardId: 'BG34_Giant_331' },
87
- target,
88
- }))) !== null && _p !== void 0 ? _p : [];
85
+ const rawPicks = (_m = battleInput.debugState.forcedRandomPicks) !== null && _m !== void 0 ? _m : [];
89
86
  debug_state_1.debugState.forcedRandomPicksBase = rawPicks.map((p) => ({
90
87
  source: { ...p.source },
91
88
  target: { ...p.target },
89
+ ...(p.chosenCardId && { chosenCardId: p.chosenCardId }),
92
90
  }));
93
91
  }
94
92
  try {
95
- !((_q = battleInput.options) === null || _q === void 0 ? void 0 : _q.skipInfoLogs) && console.time('simulation');
93
+ !((_o = battleInput.options) === null || _o === void 0 ? void 0 : _o.skipInfoLogs) && console.time('simulation');
96
94
  const outcomes = {};
97
95
  for (let i = 0; i < numberOfSimulations; i++) {
98
96
  const input = (0, input_clone_1.cloneInput3)(inputReady);
@@ -149,7 +147,7 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
149
147
  simulationResult.lost++;
150
148
  simulationResult.damageLost += battleResult.damageDealt;
151
149
  simulationResult.damageLosts.push(battleResult.damageDealt);
152
- outcomes[battleResult.damageDealt] = ((_r = outcomes[battleResult.damageDealt]) !== null && _r !== void 0 ? _r : 0) + 1;
150
+ outcomes[battleResult.damageDealt] = ((_p = outcomes[battleResult.damageDealt]) !== null && _p !== void 0 ? _p : 0) + 1;
153
151
  if (battleInput.playerBoard.player.hpLeft &&
154
152
  battleResult.damageDealt >= battleInput.playerBoard.player.hpLeft) {
155
153
  simulationResult.lostLethal++;
@@ -165,7 +163,7 @@ const simulateBattle = function* (battleInput, cards, cardsData) {
165
163
  }
166
164
  }
167
165
  updateSimulationResult(simulationResult, inputReady, damageConfidence);
168
- !((_s = battleInput.options) === null || _s === void 0 ? void 0 : _s.skipInfoLogs) && console.timeEnd('simulation');
166
+ !((_q = battleInput.options) === null || _q === void 0 ? void 0 : _q.skipInfoLogs) && console.timeEnd('simulation');
169
167
  spectator.prune();
170
168
  simulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);
171
169
  simulationResult.damageWons = [];
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-use-before-define */\nimport { AllCardsService } from '@firestone-hs/reference-data';\nimport { BgsBattleInfo } from './bgs-battle-info';\nimport { hasDeathrattleSpawnEnchantment } from './cards/card.interface';\nimport { CardsData } from './cards/cards-data';\nimport { cardMappings } from './cards/impl/_card-mappings';\nimport { debugState } from './debug-state';\nimport { cloneInput3 } from './input-clone';\nimport { buildFinalInput } from './input-sanitation';\nimport { CardIds } from './services/card-ids';\nimport { SimulationResult } from './simulation-result';\nimport { FullGameState } from './simulation/internal-game-state';\nimport { SharedState } from './simulation/shared-state';\nimport { Simulator } from './simulation/simulator';\nimport { Spectator } from './simulation/spectator/spectator';\n\nlet globalCards = new AllCardsService();\n\nexport const assignCards = (cards: AllCardsService) => {\n\tglobalCards = cards;\n};\n\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\n// the more traditional callback-style handler.\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\nexport default async (event): Promise<any> => {\n\tif (!event.body?.length) {\n\t\tconsole.warn('missing event body', event);\n\t\treturn;\n\t}\n\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\n\tconst cards = globalCards;\n\tawait cards.initializeCardsDb();\n\tconst cardsData = new CardsData(cards, false);\n\tcardsData.inititialize(\n\t\tbattleInput.gameState?.validTribes ?? battleInput.options?.validTribes,\n\t\tbattleInput.gameState?.anomalies ?? [],\n\t);\n\tconst battleIterator = simulateBattle(battleInput, cards, cardsData);\n\n\t// Iterate through all intermediate results to reach the final result\n\tlet result = battleIterator.next();\n\twhile (!result.done) {\n\t\tresult = battleIterator.next();\n\t}\n\n\tconst simulationResult = result.value;\n\t// console.debug('simulationResult', simulationResult);\n\n\tconst response = {\n\t\tstatusCode: 200,\n\t\tisBase64Encoded: false,\n\t\tbody: JSON.stringify(simulationResult),\n\t};\n\treturn response;\n};\n\nexport const simulateBattle = function* (\n\tbattleInput: BgsBattleInfo,\n\tcards: AllCardsService,\n\tcardsData: CardsData,\n): Generator<SimulationResult, SimulationResult, void> {\n\tif (!cards?.getCards()?.length) {\n\t\tconsole.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);\n\t\treturn null;\n\t}\n\t// !battleInput.options?.skipInfoLogs && console.time('full-sim');\n\tconst start = Date.now();\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\n\tconst hideMaxSimulationDurationWarning = battleInput.options?.hideMaxSimulationDurationWarning ?? false;\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 8000;\n\tconst intermediateSteps = battleInput.options?.intermediateResults ?? 200;\n\tconst damageConfidence = battleInput.options?.damageConfidence ?? 0.9;\n\tconst includeOutcomeSamples = battleInput.options?.includeOutcomeSamples ?? true;\n\tconst simulationResult: SimulationResult = {\n\t\twonLethal: 0,\n\t\twon: 0,\n\t\ttied: 0,\n\t\tlost: 0,\n\t\tlostLethal: 0,\n\t\tdamageWons: [],\n\t\tdamageWon: 0,\n\t\tdamageWonRange: null,\n\t\tdamageLosts: [],\n\t\tdamageLost: 0,\n\t\tdamageLostRange: null,\n\t\twonLethalPercent: undefined,\n\t\twonPercent: undefined,\n\t\ttiedPercent: undefined,\n\t\tlostPercent: undefined,\n\t\tlostLethalPercent: undefined,\n\t\taverageDamageWon: undefined,\n\t\taverageDamageLost: undefined,\n\t};\n\n\tconst spectator = new Spectator(includeOutcomeSamples);\n\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\n\n\t// Apply debug state from input when present (e.g. from bug report)\n\tif (battleInput.debugState) {\n\t\tdebugState.active = true;\n\t\tdebugState.forcedCurrentAttacker = battleInput.debugState.forcedCurrentAttacker;\n\t\tdebugState.forcedFaceOffBase = battleInput.debugState.forcedFaceOffBase.map((f) => ({\n\t\t\tattacker: { ...f.attacker },\n\t\t\tdefender: { ...f.defender },\n\t\t}));\n\t\tconst rawPicks =\n\t\t\tbattleInput.debugState.forcedRandomPicks ??\n\t\t\tbattleInput.debugState.forcedTimewarpedWarghoulTargets?.map((target) => ({\n\t\t\t\tsource: { cardId: 'BG34_Giant_331' },\n\t\t\t\ttarget,\n\t\t\t})) ??\n\t\t\t[];\n\t\tdebugState.forcedRandomPicksBase = rawPicks.map((p) => ({\n\t\t\tsource: { ...p.source },\n\t\t\ttarget: { ...p.target },\n\t\t}));\n\t}\n\n\ttry {\n\t\t!battleInput.options?.skipInfoLogs && console.time('simulation');\n\t\tconst outcomes = {};\n\t\tfor (let i = 0; i < numberOfSimulations; i++) {\n\t\t\tconst input: BgsBattleInfo = cloneInput3(inputReady);\n\t\t\tconst inputClone: BgsBattleInfo = cloneInput3(inputReady);\n\t\t\tconst gameState: FullGameState = {\n\t\t\t\tallCards: cards,\n\t\t\t\tcardsData: cardsData,\n\t\t\t\tspectator: spectator,\n\t\t\t\tsharedState: new SharedState(),\n\t\t\t\tcurrentTurn: input.gameState.currentTurn,\n\t\t\t\tvalidTribes: input.gameState.validTribes,\n\t\t\t\tanomalies: input.gameState.anomalies,\n\t\t\t\tgameState: {\n\t\t\t\t\tplayer: {\n\t\t\t\t\t\tplayer: input.playerBoard.player,\n\t\t\t\t\t\tboard: input.playerBoard.board,\n\t\t\t\t\t\tteammate: input.playerTeammateBoard,\n\t\t\t\t\t},\n\t\t\t\t\topponent: {\n\t\t\t\t\t\tplayer: input.opponentBoard.player,\n\t\t\t\t\t\tboard: input.opponentBoard.board,\n\t\t\t\t\t\tteammate: input.opponentTeammateBoard,\n\t\t\t\t\t},\n\t\t\t\t\tplayerInitial: {\n\t\t\t\t\t\tplayer: inputClone.playerBoard.player,\n\t\t\t\t\t\tboard: inputClone.playerBoard.board,\n\t\t\t\t\t\tteammate: inputClone.playerTeammateBoard,\n\t\t\t\t\t},\n\t\t\t\t\topponentInitial: {\n\t\t\t\t\t\tplayer: inputClone.opponentBoard.player,\n\t\t\t\t\t\tboard: inputClone.opponentBoard.board,\n\t\t\t\t\t\tteammate: inputClone.opponentTeammateBoard,\n\t\t\t\t\t},\n\t\t\t\t},\n\t\t\t};\n\t\t\tconst simulator = new Simulator(gameState);\n\t\t\tconst battleResult = simulator.simulateSingleBattle(gameState.gameState.player, gameState.gameState.opponent);\n\t\t\tif (Date.now() - start > maxAcceptableDuration && !hideMaxSimulationDurationWarning) {\n\t\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\n\t\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms');\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (!battleResult) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tif (battleResult.result === 'won') {\n\t\t\t\tsimulationResult.won++;\n\t\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\n\t\t\t\tsimulationResult.damageWons.push(battleResult.damageDealt);\n\t\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\n\t\t\t\t\tsimulationResult.wonLethal++;\n\t\t\t\t}\n\t\t\t} else if (battleResult.result === 'lost') {\n\t\t\t\tsimulationResult.lost++;\n\t\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\n\t\t\t\tsimulationResult.damageLosts.push(battleResult.damageDealt);\n\t\t\t\toutcomes[battleResult.damageDealt] = (outcomes[battleResult.damageDealt] ?? 0) + 1;\n\t\t\t\tif (\n\t\t\t\t\tbattleInput.playerBoard.player.hpLeft &&\n\t\t\t\t\tbattleResult.damageDealt >= battleInput.playerBoard.player.hpLeft\n\t\t\t\t) {\n\t\t\t\t\tsimulationResult.lostLethal++;\n\t\t\t\t}\n\t\t\t} else if (battleResult.result === 'tied') {\n\t\t\t\tsimulationResult.tied++;\n\t\t\t}\n\t\t\tspectator.commitBattleResult(battleResult.result);\n\n\t\t\t// Yield intermediate result every 200 iterations\n\t\t\tif (!!intermediateSteps && i > 0 && i % intermediateSteps === 0) {\n\t\t\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\n\t\t\t\tyield simulationResult;\n\t\t\t}\n\t\t}\n\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\n\t\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\n\t\tspectator.prune();\n\t\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);\n\t\t// Avoid sending this verbose data\n\n\t\tsimulationResult.damageWons = [];\n\t\tsimulationResult.damageLosts = [];\n\t\t// !battleInput.options?.skipInfoLogs && console.timeEnd('full-sim');\n\t\treturn simulationResult;\n\t} finally {\n\t\tif (battleInput.debugState) {\n\t\t\tdebugState.active = false;\n\t\t}\n\t}\n};\n\nconst updateSimulationResult = (simulationResult: SimulationResult, input: BgsBattleInfo, damageConfidence: number) => {\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\n\tsimulationResult.wonPercent = checkRounding(\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\n\t\tsimulationResult.won,\n\t\ttotalMatches,\n\t);\n\tsimulationResult.wonLethalPercent = checkRounding(\n\t\tMath.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10,\n\t\tsimulationResult.wonLethal,\n\t\ttotalMatches,\n\t);\n\tsimulationResult.lostPercent = checkRounding(\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\n\t\tsimulationResult.lost,\n\t\ttotalMatches,\n\t);\n\tsimulationResult.lostLethalPercent = checkRounding(\n\t\tMath.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10,\n\t\tsimulationResult.lostLethal,\n\t\ttotalMatches,\n\t);\n\tsimulationResult.tiedPercent = checkRounding(\n\t\tMath.max(0, 100 - simulationResult.lostPercent - simulationResult.wonPercent),\n\t\tsimulationResult.tied,\n\t\ttotalMatches,\n\t);\n\n\t// simulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\n\t// simulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\n\tconst totalDamageWon = simulationResult.damageWons.reduce((a, b) => a + b, 0);\n\tconst totalDamageLost = simulationResult.damageLosts.reduce((a, b) => a + b, 0);\n\tconst damageWonRange = calculateDamageRange(simulationResult.damageWons, damageConfidence);\n\tconst damageLostRange = calculateDamageRange(simulationResult.damageLosts, damageConfidence);\n\tsimulationResult.averageDamageWon = simulationResult.won ? totalDamageWon / simulationResult.won : 0;\n\tsimulationResult.averageDamageLost = simulationResult.lost ? totalDamageLost / simulationResult.lost : 0;\n\tsimulationResult.damageWonRange = simulationResult.won ? damageWonRange : null;\n\tsimulationResult.damageLostRange = simulationResult.lost ? damageLostRange : null;\n\n\tif (\n\t\tsimulationResult.averageDamageWon > 0 &&\n\t\tsimulationResult.averageDamageWon < input.playerBoard.player.tavernTier\n\t) {\n\t\tconsole.warn('average damage won issue');\n\t}\n\tif (\n\t\tsimulationResult.averageDamageLost > 0 &&\n\t\tsimulationResult.averageDamageLost < input.opponentBoard.player.tavernTier\n\t) {\n\t\tconsole.warn('average damage lost issue');\n\t}\n};\n\nconst calculateDamageRange = (damageArray: number[], damageConfidence: number): { min: number; max: number } => {\n\tif (damageArray.length === 0) {\n\t\treturn { min: 0, max: 0 };\n\t}\n\n\t// Sort the array\n\tconst sortedDamage = [...damageArray].sort((a, b) => a - b);\n\n\t// Calculate the 10th and 90th percentiles\n\tconst percentile = (arr: number[], p: number) => {\n\t\tconst index = Math.floor(p * arr.length);\n\t\treturn arr[index];\n\t};\n\n\tconst minDamage = percentile(sortedDamage, 1 - damageConfidence);\n\tconst maxDamage = percentile(sortedDamage, damageConfidence);\n\n\treturn { min: minDamage, max: maxDamage };\n};\n\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\n\tif (roundedValue === 0 && initialValue !== 0) {\n\t\treturn 0.01;\n\t}\n\tif (roundedValue === 100 && initialValue !== totalValue) {\n\t\treturn 99.9;\n\t}\n\treturn roundedValue;\n};\n\n// Used when triggering random deathrattles\nconst VALID_DEATHRATTLE_ENCHANTMENTS = [\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_BG_BOT_312e,\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_TB_BaconUps_032e,\n\tCardIds.LivingSpores_LivingSporesEnchantment,\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\n\tCardIds.Sneed_SneedsReplicator,\n\tCardIds.SneedsReplicator_ReplicateEnchantment,\n\tCardIds.EarthRecollectionEnchantment, // Spirit Raptor\n\tCardIds.FireRecollectionEnchantment,\n\tCardIds.LightningRecollectionEnchantment,\n\tCardIds.WaterRecollectionEnchantment,\n\tCardIds.EarthInvocation_ElementEarthEnchantment, // Summon a 1/1\n\tCardIds.LightningInvocation, // Deal 1 damage to 5 enemy minions\n\t// CardIds.SurfNSurf_CrabRidingEnchantment_BG27_004e,\n\t// CardIds.SurfNSurf_CrabRidingEnchantment_BG27_004_Ge,\n\t// CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\n\t// CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge,\n\tCardIds.BoonOfBeetles_BeetleSwarmEnchantment_BG28_603e,\n\tCardIds.RustyTrident_TridentsTreasureEnchantment_BG30_MagicItem_917e,\n\tCardIds.HoggyBank_GemInTheBankEnchantment_BG30_MagicItem_411e,\n\tCardIds.JarredFrostling_FrostyGlobeEnchantment_BG30_MagicItem_952e,\n\tCardIds.CaduceusReactor_CaduceusReactorEnchantment_BG31_HERO_801ptee,\n\tCardIds.AutoAssembler_AutoAssemblerEnchantment_BG32_172e,\n\tCardIds.AutoAssembler_AutoAssemblerEnchantment_BG32_172_Ge,\n\tCardIds.TamsinRoame_ImpendingSacrificeEnchantment_BG20_HERO_282e2,\n];\nconst validDeathrattleEnchantmentsFromMapping = [];\nexport const isValidDeathrattleEnchantment = (cardId: string): boolean => {\n\tif (VALID_DEATHRATTLE_ENCHANTMENTS.includes(cardId as CardIds)) {\n\t\treturn true;\n\t}\n\tif (validDeathrattleEnchantmentsFromMapping.length === 0) {\n\t\tfor (const cardImpl of Object.values(cardMappings)) {\n\t\t\t// Also includes non-enchantments, but since we only match this against the enchants list, it's fine\n\t\t\tif (hasDeathrattleSpawnEnchantment(cardImpl)) {\n\t\t\t\tvalidDeathrattleEnchantmentsFromMapping.push(...cardImpl.cardIds);\n\t\t\t}\n\t\t}\n\t}\n\treturn validDeathrattleEnchantmentsFromMapping.includes(cardId);\n};\n\n// const cleanEnchantmentsForEntity = (\n// \tenchantments: { cardId: string; originEntityId?: number; timing: number }[],\n// \tentityIds: readonly number[],\n// ): { cardId: string; originEntityId?: number; timing: number }[] => {\n// \treturn enchantments.filter(\n// \t\t(enchant) =>\n// \t\t\tentityIds.indexOf(enchant.originEntityId) !== -1 ||\n// \t\t\tvalidEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\n// \t);\n// };\n"]}
1
+ 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eslint-disable @typescript-eslint/no-use-before-define */\nimport { AllCardsService } from '@firestone-hs/reference-data';\nimport { BgsBattleInfo } from './bgs-battle-info';\nimport { hasDeathrattleSpawnEnchantment } from './cards/card.interface';\nimport { CardsData } from './cards/cards-data';\nimport { cardMappings } from './cards/impl/_card-mappings';\nimport { debugState } from './debug-state';\nimport { cloneInput3 } from './input-clone';\nimport { buildFinalInput } from './input-sanitation';\nimport { CardIds } from './services/card-ids';\nimport { SimulationResult } from './simulation-result';\nimport { FullGameState } from './simulation/internal-game-state';\nimport { SharedState } from './simulation/shared-state';\nimport { Simulator } from './simulation/simulator';\nimport { Spectator } from './simulation/spectator/spectator';\n\nlet globalCards = new AllCardsService();\n\nexport const assignCards = (cards: AllCardsService) => {\n\tglobalCards = cards;\n};\n\n// This example demonstrates a NodeJS 8.10 async handler[1], however of course you could use\n// the more traditional callback-style handler.\n// [1]: https://aws.amazon.com/blogs/compute/node-js-8-10-runtime-now-available-in-aws-lambda/\nexport default async (event): Promise<any> => {\n\tif (!event.body?.length) {\n\t\tconsole.warn('missing event body', event);\n\t\treturn;\n\t}\n\n\tconst battleInput: BgsBattleInfo = JSON.parse(event.body);\n\tconst cards = globalCards;\n\tawait cards.initializeCardsDb();\n\tconst cardsData = new CardsData(cards, false);\n\tcardsData.inititialize(\n\t\tbattleInput.gameState?.validTribes ?? battleInput.options?.validTribes,\n\t\tbattleInput.gameState?.anomalies ?? [],\n\t);\n\tconst battleIterator = simulateBattle(battleInput, cards, cardsData);\n\n\t// Iterate through all intermediate results to reach the final result\n\tlet result = battleIterator.next();\n\twhile (!result.done) {\n\t\tresult = battleIterator.next();\n\t}\n\n\tconst simulationResult = result.value;\n\t// console.debug('simulationResult', simulationResult);\n\n\tconst response = {\n\t\tstatusCode: 200,\n\t\tisBase64Encoded: false,\n\t\tbody: JSON.stringify(simulationResult),\n\t};\n\treturn response;\n};\n\nexport const simulateBattle = function* (\n\tbattleInput: BgsBattleInfo,\n\tcards: AllCardsService,\n\tcardsData: CardsData,\n): Generator<SimulationResult, SimulationResult, void> {\n\tif (!cards?.getCards()?.length) {\n\t\tconsole.error('[simulate-bgs-battle] reference cards are empty, cannot simulate battle', cards);\n\t\treturn null;\n\t}\n\t// !battleInput.options?.skipInfoLogs && console.time('full-sim');\n\tconst start = Date.now();\n\tconst maxAcceptableDuration = battleInput.options?.maxAcceptableDuration || 8000;\n\tconst hideMaxSimulationDurationWarning = battleInput.options?.hideMaxSimulationDurationWarning ?? false;\n\tconst numberOfSimulations = battleInput.options?.numberOfSimulations || 8000;\n\tconst intermediateSteps = battleInput.options?.intermediateResults ?? 200;\n\tconst damageConfidence = battleInput.options?.damageConfidence ?? 0.9;\n\tconst includeOutcomeSamples = battleInput.options?.includeOutcomeSamples ?? true;\n\tconst simulationResult: SimulationResult = {\n\t\twonLethal: 0,\n\t\twon: 0,\n\t\ttied: 0,\n\t\tlost: 0,\n\t\tlostLethal: 0,\n\t\tdamageWons: [],\n\t\tdamageWon: 0,\n\t\tdamageWonRange: null,\n\t\tdamageLosts: [],\n\t\tdamageLost: 0,\n\t\tdamageLostRange: null,\n\t\twonLethalPercent: undefined,\n\t\twonPercent: undefined,\n\t\ttiedPercent: undefined,\n\t\tlostPercent: undefined,\n\t\tlostLethalPercent: undefined,\n\t\taverageDamageWon: undefined,\n\t\taverageDamageLost: undefined,\n\t};\n\n\tconst spectator = new Spectator(includeOutcomeSamples);\n\tconst inputReady = buildFinalInput(battleInput, cards, cardsData);\n\n\t// Apply debug state from input when present (e.g. from bug report)\n\tif (battleInput.debugState) {\n\t\tdebugState.active = true;\n\t\tdebugState.forcedCurrentAttacker = battleInput.debugState.forcedCurrentAttacker;\n\t\tdebugState.forcedFaceOffBase = battleInput.debugState.forcedFaceOffBase.map((f) => ({\n\t\t\tattacker: { ...f.attacker },\n\t\t\tdefender: { ...f.defender },\n\t\t}));\n\t\tconst rawPicks = battleInput.debugState.forcedRandomPicks ?? [];\n\t\tdebugState.forcedRandomPicksBase = rawPicks.map((p) => ({\n\t\t\tsource: { ...p.source },\n\t\t\ttarget: { ...p.target },\n\t\t\t...(p.chosenCardId && { chosenCardId: p.chosenCardId }),\n\t\t}));\n\t}\n\n\ttry {\n\t\t!battleInput.options?.skipInfoLogs && console.time('simulation');\n\t\tconst outcomes = {};\n\t\tfor (let i = 0; i < numberOfSimulations; i++) {\n\t\t\tconst input: BgsBattleInfo = cloneInput3(inputReady);\n\t\t\tconst inputClone: BgsBattleInfo = cloneInput3(inputReady);\n\t\t\tconst gameState: FullGameState = {\n\t\t\t\tallCards: cards,\n\t\t\t\tcardsData: cardsData,\n\t\t\t\tspectator: spectator,\n\t\t\t\tsharedState: new SharedState(),\n\t\t\t\tcurrentTurn: input.gameState.currentTurn,\n\t\t\t\tvalidTribes: input.gameState.validTribes,\n\t\t\t\tanomalies: input.gameState.anomalies,\n\t\t\t\tgameState: {\n\t\t\t\t\tplayer: {\n\t\t\t\t\t\tplayer: input.playerBoard.player,\n\t\t\t\t\t\tboard: input.playerBoard.board,\n\t\t\t\t\t\tteammate: input.playerTeammateBoard,\n\t\t\t\t\t},\n\t\t\t\t\topponent: {\n\t\t\t\t\t\tplayer: input.opponentBoard.player,\n\t\t\t\t\t\tboard: input.opponentBoard.board,\n\t\t\t\t\t\tteammate: input.opponentTeammateBoard,\n\t\t\t\t\t},\n\t\t\t\t\tplayerInitial: {\n\t\t\t\t\t\tplayer: inputClone.playerBoard.player,\n\t\t\t\t\t\tboard: inputClone.playerBoard.board,\n\t\t\t\t\t\tteammate: inputClone.playerTeammateBoard,\n\t\t\t\t\t},\n\t\t\t\t\topponentInitial: {\n\t\t\t\t\t\tplayer: inputClone.opponentBoard.player,\n\t\t\t\t\t\tboard: inputClone.opponentBoard.board,\n\t\t\t\t\t\tteammate: inputClone.opponentTeammateBoard,\n\t\t\t\t\t},\n\t\t\t\t},\n\t\t\t};\n\t\t\tconst simulator = new Simulator(gameState);\n\t\t\tconst battleResult = simulator.simulateSingleBattle(\n\t\t\t\tgameState.gameState.player,\n\t\t\t\tgameState.gameState.opponent,\n\t\t\t);\n\t\t\tif (Date.now() - start > maxAcceptableDuration && !hideMaxSimulationDurationWarning) {\n\t\t\t\t// Can happen in case of inifinite boards, or a bug. Don't hog the user's computer in that case\n\t\t\t\tconsole.warn('Stopping simulation after', i, 'iterations and ', Date.now() - start, 'ms');\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (!battleResult) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tif (battleResult.result === 'won') {\n\t\t\t\tsimulationResult.won++;\n\t\t\t\tsimulationResult.damageWon += battleResult.damageDealt;\n\t\t\t\tsimulationResult.damageWons.push(battleResult.damageDealt);\n\t\t\t\tif (battleResult.damageDealt >= battleInput.opponentBoard.player.hpLeft) {\n\t\t\t\t\tsimulationResult.wonLethal++;\n\t\t\t\t}\n\t\t\t} else if (battleResult.result === 'lost') {\n\t\t\t\tsimulationResult.lost++;\n\t\t\t\tsimulationResult.damageLost += battleResult.damageDealt;\n\t\t\t\tsimulationResult.damageLosts.push(battleResult.damageDealt);\n\t\t\t\toutcomes[battleResult.damageDealt] = (outcomes[battleResult.damageDealt] ?? 0) + 1;\n\t\t\t\tif (\n\t\t\t\t\tbattleInput.playerBoard.player.hpLeft &&\n\t\t\t\t\tbattleResult.damageDealt >= battleInput.playerBoard.player.hpLeft\n\t\t\t\t) {\n\t\t\t\t\tsimulationResult.lostLethal++;\n\t\t\t\t}\n\t\t\t} else if (battleResult.result === 'tied') {\n\t\t\t\tsimulationResult.tied++;\n\t\t\t}\n\t\t\tspectator.commitBattleResult(battleResult.result);\n\n\t\t\t// Yield intermediate result every 200 iterations\n\t\t\tif (!!intermediateSteps && i > 0 && i % intermediateSteps === 0) {\n\t\t\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\n\t\t\t\tyield simulationResult;\n\t\t\t}\n\t\t}\n\t\tupdateSimulationResult(simulationResult, inputReady, damageConfidence);\n\t\t!battleInput.options?.skipInfoLogs && console.timeEnd('simulation');\n\t\tspectator.prune();\n\t\tsimulationResult.outcomeSamples = spectator.buildOutcomeSamples(battleInput.gameState);\n\t\t// Avoid sending this verbose data\n\n\t\tsimulationResult.damageWons = [];\n\t\tsimulationResult.damageLosts = [];\n\t\t// !battleInput.options?.skipInfoLogs && console.timeEnd('full-sim');\n\t\treturn simulationResult;\n\t} finally {\n\t\tif (battleInput.debugState) {\n\t\t\tdebugState.active = false;\n\t\t}\n\t}\n};\n\nconst updateSimulationResult = (simulationResult: SimulationResult, input: BgsBattleInfo, damageConfidence: number) => {\n\tconst totalMatches = simulationResult.won + simulationResult.tied + simulationResult.lost;\n\tsimulationResult.wonPercent = checkRounding(\n\t\tMath.round((10 * (100 * simulationResult.won)) / totalMatches) / 10,\n\t\tsimulationResult.won,\n\t\ttotalMatches,\n\t);\n\tsimulationResult.wonLethalPercent = checkRounding(\n\t\tMath.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10,\n\t\tsimulationResult.wonLethal,\n\t\ttotalMatches,\n\t);\n\tsimulationResult.lostPercent = checkRounding(\n\t\tMath.round((10 * (100 * simulationResult.lost)) / totalMatches) / 10,\n\t\tsimulationResult.lost,\n\t\ttotalMatches,\n\t);\n\tsimulationResult.lostLethalPercent = checkRounding(\n\t\tMath.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10,\n\t\tsimulationResult.lostLethal,\n\t\ttotalMatches,\n\t);\n\tsimulationResult.tiedPercent = checkRounding(\n\t\tMath.max(0, 100 - simulationResult.lostPercent - simulationResult.wonPercent),\n\t\tsimulationResult.tied,\n\t\ttotalMatches,\n\t);\n\n\t// simulationResult.wonLethalPercent = Math.round((10 * (100 * simulationResult.wonLethal)) / totalMatches) / 10;\n\t// simulationResult.lostLethalPercent = Math.round((10 * (100 * simulationResult.lostLethal)) / totalMatches) / 10;\n\tconst totalDamageWon = simulationResult.damageWons.reduce((a, b) => a + b, 0);\n\tconst totalDamageLost = simulationResult.damageLosts.reduce((a, b) => a + b, 0);\n\tconst damageWonRange = calculateDamageRange(simulationResult.damageWons, damageConfidence);\n\tconst damageLostRange = calculateDamageRange(simulationResult.damageLosts, damageConfidence);\n\tsimulationResult.averageDamageWon = simulationResult.won ? totalDamageWon / simulationResult.won : 0;\n\tsimulationResult.averageDamageLost = simulationResult.lost ? totalDamageLost / simulationResult.lost : 0;\n\tsimulationResult.damageWonRange = simulationResult.won ? damageWonRange : null;\n\tsimulationResult.damageLostRange = simulationResult.lost ? damageLostRange : null;\n\n\tif (\n\t\tsimulationResult.averageDamageWon > 0 &&\n\t\tsimulationResult.averageDamageWon < input.playerBoard.player.tavernTier\n\t) {\n\t\tconsole.warn('average damage won issue');\n\t}\n\tif (\n\t\tsimulationResult.averageDamageLost > 0 &&\n\t\tsimulationResult.averageDamageLost < input.opponentBoard.player.tavernTier\n\t) {\n\t\tconsole.warn('average damage lost issue');\n\t}\n};\n\nconst calculateDamageRange = (damageArray: number[], damageConfidence: number): { min: number; max: number } => {\n\tif (damageArray.length === 0) {\n\t\treturn { min: 0, max: 0 };\n\t}\n\n\t// Sort the array\n\tconst sortedDamage = [...damageArray].sort((a, b) => a - b);\n\n\t// Calculate the 10th and 90th percentiles\n\tconst percentile = (arr: number[], p: number) => {\n\t\tconst index = Math.floor(p * arr.length);\n\t\treturn arr[index];\n\t};\n\n\tconst minDamage = percentile(sortedDamage, 1 - damageConfidence);\n\tconst maxDamage = percentile(sortedDamage, damageConfidence);\n\n\treturn { min: minDamage, max: maxDamage };\n};\n\nconst checkRounding = (roundedValue: number, initialValue: number, totalValue: number): number => {\n\tif (roundedValue === 0 && initialValue !== 0) {\n\t\treturn 0.01;\n\t}\n\tif (roundedValue === 100 && initialValue !== totalValue) {\n\t\treturn 99.9;\n\t}\n\treturn roundedValue;\n};\n\n// Used when triggering random deathrattles\nconst VALID_DEATHRATTLE_ENCHANTMENTS = [\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_BG_BOT_312e,\n\tCardIds.ReplicatingMenace_ReplicatingMenaceEnchantment_TB_BaconUps_032e,\n\tCardIds.LivingSpores_LivingSporesEnchantment,\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000e,\n\tCardIds.Leapfrogger_LeapfrogginEnchantment_BG21_000_Ge,\n\tCardIds.Sneed_SneedsReplicator,\n\tCardIds.SneedsReplicator_ReplicateEnchantment,\n\tCardIds.EarthRecollectionEnchantment, // Spirit Raptor\n\tCardIds.FireRecollectionEnchantment,\n\tCardIds.LightningRecollectionEnchantment,\n\tCardIds.WaterRecollectionEnchantment,\n\tCardIds.EarthInvocation_ElementEarthEnchantment, // Summon a 1/1\n\tCardIds.LightningInvocation, // Deal 1 damage to 5 enemy minions\n\t// CardIds.SurfNSurf_CrabRidingEnchantment_BG27_004e,\n\t// CardIds.SurfNSurf_CrabRidingEnchantment_BG27_004_Ge,\n\t// CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055e,\n\t// CardIds.RecurringNightmare_NightmareInsideEnchantment_BG26_055_Ge,\n\tCardIds.BoonOfBeetles_BeetleSwarmEnchantment_BG28_603e,\n\tCardIds.RustyTrident_TridentsTreasureEnchantment_BG30_MagicItem_917e,\n\tCardIds.HoggyBank_GemInTheBankEnchantment_BG30_MagicItem_411e,\n\tCardIds.JarredFrostling_FrostyGlobeEnchantment_BG30_MagicItem_952e,\n\tCardIds.CaduceusReactor_CaduceusReactorEnchantment_BG31_HERO_801ptee,\n\tCardIds.AutoAssembler_AutoAssemblerEnchantment_BG32_172e,\n\tCardIds.AutoAssembler_AutoAssemblerEnchantment_BG32_172_Ge,\n\tCardIds.TamsinRoame_ImpendingSacrificeEnchantment_BG20_HERO_282e2,\n];\nconst validDeathrattleEnchantmentsFromMapping = [];\nexport const isValidDeathrattleEnchantment = (cardId: string): boolean => {\n\tif (VALID_DEATHRATTLE_ENCHANTMENTS.includes(cardId as CardIds)) {\n\t\treturn true;\n\t}\n\tif (validDeathrattleEnchantmentsFromMapping.length === 0) {\n\t\tfor (const cardImpl of Object.values(cardMappings)) {\n\t\t\t// Also includes non-enchantments, but since we only match this against the enchants list, it's fine\n\t\t\tif (hasDeathrattleSpawnEnchantment(cardImpl)) {\n\t\t\t\tvalidDeathrattleEnchantmentsFromMapping.push(...cardImpl.cardIds);\n\t\t\t}\n\t\t}\n\t}\n\treturn validDeathrattleEnchantmentsFromMapping.includes(cardId);\n};\n\n// const cleanEnchantmentsForEntity = (\n// \tenchantments: { cardId: string; originEntityId?: number; timing: number }[],\n// \tentityIds: readonly number[],\n// ): { cardId: string; originEntityId?: number; timing: number }[] => {\n// \treturn enchantments.filter(\n// \t\t(enchant) =>\n// \t\t\tentityIds.indexOf(enchant.originEntityId) !== -1 ||\n// \t\t\tvalidEnchantments.indexOf(enchant.cardId as CardIds) !== -1,\n// \t);\n// };\n"]}
@@ -1,11 +1,11 @@
1
1
  import { BgsPlayerEntity } from '../bgs-player-entity';
2
2
  import { BoardEntity } from '../board-entity';
3
3
  import { FullGameState } from './internal-game-state';
4
- export declare const addMinionsToBoard: (board: BoardEntity[], boardHero: BgsPlayerEntity, otherBoard: BoardEntity[], otherHero: BgsPlayerEntity, index: number, minionsToAdd: readonly BoardEntity[], gameState: FullGameState) => void;
5
- export declare const addMinionToBoard: (board: BoardEntity[], boardHero: BgsPlayerEntity, otherBoard: BoardEntity[], otherHero: BgsPlayerEntity, index: number, minionToAdd: BoardEntity, gameState: FullGameState, performAfterSpawnEffects?: boolean, applySelfAuras?: boolean) => void;
4
+ export declare const addMinionToBoard: (board: BoardEntity[], boardHero: BgsPlayerEntity, otherBoard: BoardEntity[], otherHero: BgsPlayerEntity, index: number, minionToAdd: BoardEntity, gameState: FullGameState, applySelfAuras?: boolean) => void;
6
5
  export declare const handleAddedMinionAuraEffect: (board: BoardEntity[], boardHero: BgsPlayerEntity, otherBoard: BoardEntity[], otherHero: BgsPlayerEntity, spawned: BoardEntity, gameState: FullGameState, applySelfAuras?: boolean, isActuallySpawned?: boolean) => void;
7
6
  export declare const applyAurasToSelf: (spawned: BoardEntity, board: BoardEntity[], boardHero: BgsPlayerEntity, gameState: FullGameState) => void;
8
7
  export declare const removeAurasFromSelf: (entity: BoardEntity, board: BoardEntity[], boardHero: BgsPlayerEntity, gameState: FullGameState) => void;
8
+ export declare const handleAfterSpawnEffects: (board: BoardEntity[], hero: BgsPlayerEntity, otherBoard: BoardEntity[], otherHero: BgsPlayerEntity, allSpawned: readonly BoardEntity[], gameState: FullGameState) => void;
9
9
  export declare const onMinionSummoned: (hero: BgsPlayerEntity, board: BoardEntity[], gameState: FullGameState) => void;
10
10
  export interface OnSpawnInput {
11
11
  hero: BgsPlayerEntity;
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.onMinionSummoned = exports.removeAurasFromSelf = exports.applyAurasToSelf = exports.handleAddedMinionAuraEffect = exports.addMinionToBoard = exports.addMinionsToBoard = void 0;
3
+ exports.onMinionSummoned = exports.handleAfterSpawnEffects = exports.removeAurasFromSelf = exports.applyAurasToSelf = exports.handleAddedMinionAuraEffect = exports.addMinionToBoard = void 0;
4
4
  const reference_data_1 = require("@firestone-hs/reference-data");
5
5
  const card_interface_1 = require("../cards/card.interface");
6
6
  const cards_data_1 = require("../cards/cards-data");
@@ -12,21 +12,11 @@ const utils_1 = require("../services/utils");
12
12
  const utils_2 = require("../utils");
13
13
  const quest_1 = require("./quest");
14
14
  const stats_1 = require("./stats");
15
- const addMinionsToBoard = (board, boardHero, otherBoard, otherHero, index, minionsToAdd, gameState) => {
16
- for (const minionToAdd of [...minionsToAdd].reverse()) {
17
- (0, exports.addMinionToBoard)(board, boardHero, otherBoard, otherHero, index, minionToAdd, gameState, false);
18
- }
19
- handleAfterSpawnEffects(board, boardHero, otherBoard, otherHero, minionsToAdd, gameState);
20
- };
21
- exports.addMinionsToBoard = addMinionsToBoard;
22
- const addMinionToBoard = (board, boardHero, otherBoard, otherHero, index, minionToAdd, gameState, performAfterSpawnEffects = true, applySelfAuras = true) => {
15
+ const addMinionToBoard = (board, boardHero, otherBoard, otherHero, index, minionToAdd, gameState, applySelfAuras = true) => {
23
16
  board.splice(index, 0, minionToAdd);
24
17
  (0, exports.handleAddedMinionAuraEffect)(board, boardHero, otherBoard, otherHero, minionToAdd, gameState, applySelfAuras);
25
18
  (0, exports.onMinionSummoned)(boardHero, board, gameState);
26
19
  handleSpawnEffect(board, boardHero, otherBoard, otherHero, minionToAdd, gameState, applySelfAuras);
27
- if (performAfterSpawnEffects) {
28
- handleAfterSpawnEffects(board, boardHero, otherBoard, otherHero, [minionToAdd], gameState);
29
- }
30
20
  };
31
21
  exports.addMinionToBoard = addMinionToBoard;
32
22
  const handleSpawnEffect = (board, boardHero, otherBoard, otherHero, spawned, gameState, applySelfAuras = true) => {
@@ -537,6 +527,7 @@ const handleAfterSpawnEffects = (board, hero, otherBoard, otherHero, allSpawned,
537
527
  handleAfterSpawnEffect(board, hero, otherBoard, otherHero, spawned, gameState);
538
528
  }
539
529
  };
530
+ exports.handleAfterSpawnEffects = handleAfterSpawnEffects;
540
531
  const onMinionSummoned = (hero, board, gameState) => {
541
532
  var _a;
542
533
  const quests = (_a = hero.questEntities) !== null && _a !== void 0 ? _a : [];