@firestone-hs/simulate-bgs-battle 1.1.714 → 1.1.715

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Files changed (56) hide show
  1. package/dist/bgs-player-entity.d.ts +2 -1
  2. package/dist/bgs-player-entity.js.map +1 -1
  3. package/dist/cards/card.interface.d.ts +5 -1
  4. package/dist/cards/card.interface.js +4 -2
  5. package/dist/cards/card.interface.js.map +1 -1
  6. package/dist/cards/impl/_card-mappings.js +20 -0
  7. package/dist/cards/impl/_card-mappings.js.map +1 -1
  8. package/dist/cards/impl/minion/dead-sea-ravager.d.ts +2 -0
  9. package/dist/cards/impl/minion/dead-sea-ravager.js +21 -0
  10. package/dist/cards/impl/minion/dead-sea-ravager.js.map +1 -0
  11. package/dist/cards/impl/minion/ingenious-inventor.d.ts +2 -0
  12. package/dist/cards/impl/minion/ingenious-inventor.js +15 -0
  13. package/dist/cards/impl/minion/ingenious-inventor.js.map +1 -0
  14. package/dist/cards/impl/minion/vinespeaker.js +5 -0
  15. package/dist/cards/impl/minion/vinespeaker.js.map +1 -1
  16. package/dist/cards/impl/spellcraft/trudge-through-lava.d.ts +2 -0
  17. package/dist/cards/impl/spellcraft/trudge-through-lava.js +15 -0
  18. package/dist/cards/impl/spellcraft/trudge-through-lava.js.map +1 -0
  19. package/dist/cards/impl/spellcraft/use-supplies.d.ts +2 -0
  20. package/dist/cards/impl/spellcraft/use-supplies.js +15 -0
  21. package/dist/cards/impl/spellcraft/use-supplies.js.map +1 -0
  22. package/dist/cards/impl/spellcraft/volcanic-visitor.d.ts +2 -0
  23. package/dist/cards/impl/spellcraft/volcanic-visitor.js +17 -0
  24. package/dist/cards/impl/spellcraft/volcanic-visitor.js.map +1 -0
  25. package/dist/cards/impl/trinket/deathtouch-apple.d.ts +2 -0
  26. package/dist/cards/impl/trinket/deathtouch-apple.js +22 -0
  27. package/dist/cards/impl/trinket/deathtouch-apple.js.map +1 -0
  28. package/dist/cards/impl/trinket/rylak-portrait.d.ts +2 -0
  29. package/dist/cards/impl/trinket/rylak-portrait.js +19 -0
  30. package/dist/cards/impl/trinket/rylak-portrait.js.map +1 -0
  31. package/dist/cards/impl/trinket/sky-golem-portrait-enchantment.d.ts +2 -0
  32. package/dist/cards/impl/trinket/sky-golem-portrait-enchantment.js +17 -0
  33. package/dist/cards/impl/trinket/sky-golem-portrait-enchantment.js.map +1 -0
  34. package/dist/cards/impl/trinket/sky-golem-portrait.d.ts +2 -0
  35. package/dist/cards/impl/trinket/sky-golem-portrait.js +21 -0
  36. package/dist/cards/impl/trinket/sky-golem-portrait.js.map +1 -0
  37. package/dist/cards/impl/trinket/soul-fermenter.d.ts +2 -0
  38. package/dist/cards/impl/trinket/soul-fermenter.js +36 -0
  39. package/dist/cards/impl/trinket/soul-fermenter.js.map +1 -0
  40. package/dist/input-sanitation.js +3 -2
  41. package/dist/input-sanitation.js.map +1 -1
  42. package/dist/simulation/add-minion-to-board.js +11 -4
  43. package/dist/simulation/add-minion-to-board.js.map +1 -1
  44. package/dist/simulation/deathrattle-spawns.d.ts +2 -2
  45. package/dist/simulation/deathrattle-spawns.js.map +1 -1
  46. package/dist/simulation/global-info-helpers.d.ts +1 -0
  47. package/dist/simulation/global-info-helpers.js +7 -1
  48. package/dist/simulation/global-info-helpers.js.map +1 -1
  49. package/dist/simulation/reborn.js +28 -2
  50. package/dist/simulation/reborn.js.map +1 -1
  51. package/dist/simulation/summon-when-space.js +3 -3
  52. package/dist/simulation/summon-when-space.js.map +1 -1
  53. package/dist/temp-card-ids.d.ts +12 -1
  54. package/dist/temp-card-ids.js +12 -1
  55. package/dist/temp-card-ids.js.map +1 -1
  56. package/package.json +1 -1
@@ -0,0 +1,19 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.RylakPortrait = void 0;
4
+ const deathrattle_orchestration_1 = require("../../../simulation/deathrattle-orchestration");
5
+ const temp_card_ids_1 = require("../../../temp-card-ids");
6
+ const rylak_metalhead_1 = require("../minion/rylak-metalhead");
7
+ exports.RylakPortrait = {
8
+ cardIds: [temp_card_ids_1.TempCardIds.RylakPortrait],
9
+ startOfCombat: (trinket, input) => {
10
+ const targets = input.playerBoard.filter((e) => rylak_metalhead_1.RylakMetalhead.cardIds.includes(e.cardId));
11
+ for (const target of targets) {
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+ input.gameState.spectator.registerPowerTarget(trinket, target, input.playerBoard, input.playerEntity, input.opponentEntity);
13
+ const indexFromRight = input.playerBoard.length - (input.playerBoard.indexOf(target) + 1);
14
+ (0, deathrattle_orchestration_1.processDeathrattleForMinion)(target, indexFromRight, [target], input.playerEntity.friendly ? input.gameState.gameState.player : input.gameState.gameState.opponent, input.playerEntity.friendly ? input.gameState.gameState.opponent : input.gameState.gameState.player, input.gameState, false);
15
+ }
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+ return true;
17
+ },
18
+ };
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+ //# sourceMappingURL=rylak-portrait.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"rylak-portrait.js","sourceRoot":"","sources":["../../../../src/cards/impl/trinket/rylak-portrait.ts"],"names":[],"mappings":";;;AACA,6FAA4F;AAE5F,0DAAqD;AAErD,+DAA2D;AAE9C,QAAA,aAAa,GAAsB;IAC/C,OAAO,EAAE,CAAC,2BAAW,CAAC,aAAa,CAAC;IACpC,aAAa,EAAE,CAAC,OAAqB,EAAE,KAAe,EAAE,EAAE;QACzD,MAAM,OAAO,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,gCAAc,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC;QAC3F,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;YAC7B,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAC5C,OAAO,EACP,MAAM,EACN,KAAK,CAAC,WAAW,EACjB,KAAK,CAAC,YAAY,EAClB,KAAK,CAAC,cAAc,CACpB,CAAC;YACF,MAAM,cAAc,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,CAAC,KAAK,CAAC,WAAW,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC;YAC1F,IAAA,uDAA2B,EAC1B,MAAM,EACN,cAAc,EACd,CAAC,MAAM,CAAC,EACR,KAAK,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,EACnG,KAAK,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,MAAM,EACnG,KAAK,CAAC,SAAS,EACf,KAAK,CACL,CAAC;SACF;QACD,OAAO,IAAI,CAAC;IACb,CAAC;CACD,CAAC","sourcesContent":["import { BoardTrinket } from '../../../bgs-player-entity';\r\nimport { processDeathrattleForMinion } from '../../../simulation/deathrattle-orchestration';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { TempCardIds } from '../../../temp-card-ids';\r\nimport { StartOfCombatCard } from '../../card.interface';\r\nimport { RylakMetalhead } from '../minion/rylak-metalhead';\r\n\r\nexport const RylakPortrait: StartOfCombatCard = {\r\n\tcardIds: [TempCardIds.RylakPortrait],\r\n\tstartOfCombat: (trinket: BoardTrinket, input: SoCInput) => {\r\n\t\tconst targets = input.playerBoard.filter((e) => RylakMetalhead.cardIds.includes(e.cardId));\r\n\t\tfor (const target of targets) {\r\n\t\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\t\ttrinket,\r\n\t\t\t\ttarget,\r\n\t\t\t\tinput.playerBoard,\r\n\t\t\t\tinput.playerEntity,\r\n\t\t\t\tinput.opponentEntity,\r\n\t\t\t);\r\n\t\t\tconst indexFromRight = input.playerBoard.length - (input.playerBoard.indexOf(target) + 1);\r\n\t\t\tprocessDeathrattleForMinion(\r\n\t\t\t\ttarget,\r\n\t\t\t\tindexFromRight,\r\n\t\t\t\t[target],\r\n\t\t\t\tinput.playerEntity.friendly ? input.gameState.gameState.player : input.gameState.gameState.opponent,\r\n\t\t\t\tinput.playerEntity.friendly ? input.gameState.gameState.opponent : input.gameState.gameState.player,\r\n\t\t\t\tinput.gameState,\r\n\t\t\t\tfalse,\r\n\t\t\t);\r\n\t\t}\r\n\t\treturn true;\r\n\t},\r\n};\r\n"]}
@@ -0,0 +1,2 @@
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+ import { DeathrattleSpawnEnchantmentCard } from '../../card.interface';
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+ export declare const SkyGolemPortraitEnchantment: DeathrattleSpawnEnchantmentCard;
@@ -0,0 +1,17 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.SkyGolemPortraitEnchantment = void 0;
4
+ const stats_1 = require("../../../simulation/stats");
5
+ const temp_card_ids_1 = require("../../../temp-card-ids");
6
+ exports.SkyGolemPortraitEnchantment = {
7
+ cardIds: [temp_card_ids_1.TempCardIds.SkyGolemPortraitEnchantment],
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+ deathrattleSpawnEnchantmentEffect: (enchantment, minion, input) => {
9
+ const targets = input.boardWithDeadEntity.filter((e) => !e.definitelyDead && e.health > 0);
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+ for (const target of targets) {
11
+ (0, stats_1.modifyStats)(target, minion, 3, 3, input.boardWithDeadEntity, input.boardWithDeadEntityHero, input.gameState);
12
+ input.gameState.spectator.registerPowerTarget(minion, target, input.boardWithDeadEntity, input.boardWithDeadEntityHero, input.otherBoardHero);
13
+ }
14
+ return null;
15
+ },
16
+ };
17
+ //# sourceMappingURL=sky-golem-portrait-enchantment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sky-golem-portrait-enchantment.js","sourceRoot":"","sources":["../../../../src/cards/impl/trinket/sky-golem-portrait-enchantment.ts"],"names":[],"mappings":";;;AAEA,qDAAwD;AACxD,0DAAqD;AAGxC,QAAA,2BAA2B,GAAoC;IAC3E,OAAO,EAAE,CAAC,2BAAW,CAAC,2BAA2B,CAAC;IAClD,iCAAiC,EAAE,CAClC,WAA6B,EAC7B,MAAsC,EACtC,KAAgC,EAC/B,EAAE;QACH,MAAM,OAAO,GAAG,KAAK,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,cAAc,IAAI,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QAC3F,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;YAC7B,IAAA,mBAAW,EACV,MAAM,EACN,MAAM,EACN,CAAC,EACD,CAAC,EACD,KAAK,CAAC,mBAAmB,EACzB,KAAK,CAAC,uBAAuB,EAC7B,KAAK,CAAC,SAAS,CACf,CAAC;YACF,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAC5C,MAAM,EACN,MAAM,EACN,KAAK,CAAC,mBAAmB,EACzB,KAAK,CAAC,uBAAuB,EAC7B,KAAK,CAAC,cAAc,CACpB,CAAC;SACF;QACD,OAAO,IAAI,CAAC;IACb,CAAC;CACD,CAAC","sourcesContent":["import { BoardEnchantment, BoardEntity } from '../../../board-entity';\r\nimport { DeathrattleTriggeredInput } from '../../../simulation/deathrattle-on-trigger';\r\nimport { modifyStats } from '../../../simulation/stats';\r\nimport { TempCardIds } from '../../../temp-card-ids';\r\nimport { DeathrattleSpawnEnchantmentCard } from '../../card.interface';\r\n\r\nexport const SkyGolemPortraitEnchantment: DeathrattleSpawnEnchantmentCard = {\r\n\tcardIds: [TempCardIds.SkyGolemPortraitEnchantment],\r\n\tdeathrattleSpawnEnchantmentEffect: (\r\n\t\tenchantment: BoardEnchantment,\r\n\t\tminion: BoardEntity | null | undefined,\r\n\t\tinput: DeathrattleTriggeredInput,\r\n\t) => {\r\n\t\tconst targets = input.boardWithDeadEntity.filter((e) => !e.definitelyDead && e.health > 0);\r\n\t\tfor (const target of targets) {\r\n\t\t\tmodifyStats(\r\n\t\t\t\ttarget,\r\n\t\t\t\tminion,\r\n\t\t\t\t3,\r\n\t\t\t\t3,\r\n\t\t\t\tinput.boardWithDeadEntity,\r\n\t\t\t\tinput.boardWithDeadEntityHero,\r\n\t\t\t\tinput.gameState,\r\n\t\t\t);\r\n\t\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\t\tminion,\r\n\t\t\t\ttarget,\r\n\t\t\t\tinput.boardWithDeadEntity,\r\n\t\t\t\tinput.boardWithDeadEntityHero,\r\n\t\t\t\tinput.otherBoardHero,\r\n\t\t\t);\r\n\t\t}\r\n\t\treturn null;\r\n\t},\r\n};\r\n"]}
@@ -0,0 +1,2 @@
1
+ import { StartOfCombatCard } from '../../card.interface';
2
+ export declare const SkyGolemPortrait: StartOfCombatCard;
@@ -0,0 +1,21 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.SkyGolemPortrait = void 0;
4
+ const temp_card_ids_1 = require("../../../temp-card-ids");
5
+ exports.SkyGolemPortrait = {
6
+ cardIds: [temp_card_ids_1.TempCardIds.SkyGolemPortrait],
7
+ startOfCombat: (trinket, input) => {
8
+ const targets = input.playerBoard;
9
+ for (const target of targets) {
10
+ target.enchantments.push({
11
+ cardId: temp_card_ids_1.TempCardIds.SkyGolemPortraitEnchantment,
12
+ originEntityId: trinket.entityId,
13
+ repeats: 1,
14
+ timing: input.gameState.sharedState.currentEntityId++,
15
+ });
16
+ input.gameState.spectator.registerPowerTarget(trinket, target, input.playerBoard, input.playerEntity, input.opponentEntity);
17
+ }
18
+ return { hasTriggered: true, shouldRecomputeCurrentAttacker: false };
19
+ },
20
+ };
21
+ //# sourceMappingURL=sky-golem-portrait.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sky-golem-portrait.js","sourceRoot":"","sources":["../../../../src/cards/impl/trinket/sky-golem-portrait.ts"],"names":[],"mappings":";;;AAEA,0DAAqD;AAGxC,QAAA,gBAAgB,GAAsB;IAClD,OAAO,EAAE,CAAC,2BAAW,CAAC,gBAAgB,CAAC;IACvC,aAAa,EAAE,CAAC,OAAqB,EAAE,KAAe,EAAE,EAAE;QACzD,MAAM,OAAO,GAAG,KAAK,CAAC,WAAW,CAAC;QAClC,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;YAC7B,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC;gBACxB,MAAM,EAAE,2BAAW,CAAC,2BAA2B;gBAC/C,cAAc,EAAE,OAAO,CAAC,QAAQ;gBAChC,OAAO,EAAE,CAAC;gBACV,MAAM,EAAE,KAAK,CAAC,SAAS,CAAC,WAAW,CAAC,eAAe,EAAE;aACrD,CAAC,CAAC;YACH,KAAK,CAAC,SAAS,CAAC,SAAS,CAAC,mBAAmB,CAC5C,OAAO,EACP,MAAM,EACN,KAAK,CAAC,WAAW,EACjB,KAAK,CAAC,YAAY,EAClB,KAAK,CAAC,cAAc,CACpB,CAAC;SACF;QACD,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,8BAA8B,EAAE,KAAK,EAAE,CAAC;IACtE,CAAC;CACD,CAAC","sourcesContent":["import { BoardTrinket } from '../../../bgs-player-entity';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { TempCardIds } from '../../../temp-card-ids';\r\nimport { StartOfCombatCard } from '../../card.interface';\r\n\r\nexport const SkyGolemPortrait: StartOfCombatCard = {\r\n\tcardIds: [TempCardIds.SkyGolemPortrait],\r\n\tstartOfCombat: (trinket: BoardTrinket, input: SoCInput) => {\r\n\t\tconst targets = input.playerBoard;\r\n\t\tfor (const target of targets) {\r\n\t\t\ttarget.enchantments.push({\r\n\t\t\t\tcardId: TempCardIds.SkyGolemPortraitEnchantment,\r\n\t\t\t\toriginEntityId: trinket.entityId,\r\n\t\t\t\trepeats: 1,\r\n\t\t\t\ttiming: input.gameState.sharedState.currentEntityId++,\r\n\t\t\t});\r\n\t\t\tinput.gameState.spectator.registerPowerTarget(\r\n\t\t\t\ttrinket,\r\n\t\t\t\ttarget,\r\n\t\t\t\tinput.playerBoard,\r\n\t\t\t\tinput.playerEntity,\r\n\t\t\t\tinput.opponentEntity,\r\n\t\t\t);\r\n\t\t}\r\n\t\treturn { hasTriggered: true, shouldRecomputeCurrentAttacker: false };\r\n\t},\r\n};\r\n"]}
@@ -0,0 +1,2 @@
1
+ import { OnAfterFriendlyMinionDeathCard, StartOfCombatCard } from '../../card.interface';
2
+ export declare const SoulFermenter: StartOfCombatCard & OnAfterFriendlyMinionDeathCard;
@@ -0,0 +1,36 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.SoulFermenter = void 0;
4
+ const deathrattle_spawns_1 = require("../../../simulation/deathrattle-spawns");
5
+ const temp_card_ids_1 = require("../../../temp-card-ids");
6
+ const utils_1 = require("../../../utils");
7
+ exports.SoulFermenter = {
8
+ cardIds: [temp_card_ids_1.TempCardIds.SoulFermenter],
9
+ startOfCombatTiming: 'start-of-combat',
10
+ startOfCombat: (trinket, input) => {
11
+ const targets = input.playerBoard.slice(0, 3);
12
+ trinket.rememberedMinions = [];
13
+ for (const target of targets) {
14
+ trinket.rememberedMinions.push((0, utils_1.copyEntity)(target));
15
+ target.definitelyDead = true;
16
+ }
17
+ return true;
18
+ },
19
+ onAfterFriendlyMinionDeath: (trinket, input) => {
20
+ var _a;
21
+ if (input.board.length > 0 || ((_a = trinket.rememberedMinions) === null || _a === void 0 ? void 0 : _a.length) === 0) {
22
+ return;
23
+ }
24
+ for (const minion of trinket.rememberedMinions) {
25
+ (0, deathrattle_spawns_1.simplifiedSpawnEntitiesWithAddToBoard)(minion.cardId, 1, {
26
+ boardWithDeadEntity: input.board,
27
+ boardWithDeadEntityHero: input.hero,
28
+ otherBoard: input.otherBoard,
29
+ otherBoardHero: input.otherHero,
30
+ gameState: input.gameState,
31
+ deadEntity: minion,
32
+ }, trinket, 0, minion);
33
+ }
34
+ },
35
+ };
36
+ //# sourceMappingURL=soul-fermenter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"soul-fermenter.js","sourceRoot":"","sources":["../../../../src/cards/impl/trinket/soul-fermenter.ts"],"names":[],"mappings":";;;AAEA,+EAA+F;AAE/F,0DAAqD;AACrD,0CAA4C;AAG/B,QAAA,aAAa,GAAuD;IAChF,OAAO,EAAE,CAAC,2BAAW,CAAC,aAAa,CAAC;IACpC,mBAAmB,EAAE,iBAAiB;IACtC,aAAa,EAAE,CAAC,OAAqB,EAAE,KAAe,EAAE,EAAE;QACzD,MAAM,OAAO,GAAG,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC9C,OAAO,CAAC,iBAAiB,GAAG,EAAE,CAAC;QAC/B,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE;YAC7B,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAA,kBAAU,EAAC,MAAM,CAAC,CAAC,CAAC;YACnD,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC;SAC7B;QACD,OAAO,IAAI,CAAC;IACb,CAAC;IACD,0BAA0B,EAAE,CAAC,OAAqB,EAAE,KAAsC,EAAE,EAAE;;QAC7F,IAAI,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,IAAI,CAAA,MAAA,OAAO,CAAC,iBAAiB,0CAAE,MAAM,MAAK,CAAC,EAAE;YACtE,OAAO;SACP;QAED,KAAK,MAAM,MAAM,IAAI,OAAO,CAAC,iBAAiB,EAAE;YAC/C,IAAA,0DAAqC,EACpC,MAAM,CAAC,MAAM,EACb,CAAC,EACD;gBACC,mBAAmB,EAAE,KAAK,CAAC,KAAK;gBAChC,uBAAuB,EAAE,KAAK,CAAC,IAAI;gBACnC,UAAU,EAAE,KAAK,CAAC,UAAU;gBAC5B,cAAc,EAAE,KAAK,CAAC,SAAS;gBAC/B,SAAS,EAAE,KAAK,CAAC,SAAS;gBAC1B,UAAU,EAAE,MAAM;aAClB,EACD,OAAO,EACP,CAAC,EACD,MAAM,CACN,CAAC;SACF;IACF,CAAC;CACD,CAAC","sourcesContent":["import { BoardTrinket } from '../../../bgs-player-entity';\r\nimport { OnAfterFriendlyMinionDeathInput } from '../../../simulation/attack';\r\nimport { simplifiedSpawnEntitiesWithAddToBoard } from '../../../simulation/deathrattle-spawns';\r\nimport { SoCInput } from '../../../simulation/start-of-combat/start-of-combat-input';\r\nimport { TempCardIds } from '../../../temp-card-ids';\r\nimport { copyEntity } from '../../../utils';\r\nimport { OnAfterFriendlyMinionDeathCard, StartOfCombatCard } from '../../card.interface';\r\n\r\nexport const SoulFermenter: StartOfCombatCard & OnAfterFriendlyMinionDeathCard = {\r\n\tcardIds: [TempCardIds.SoulFermenter],\r\n\tstartOfCombatTiming: 'start-of-combat',\r\n\tstartOfCombat: (trinket: BoardTrinket, input: SoCInput) => {\r\n\t\tconst targets = input.playerBoard.slice(0, 3);\r\n\t\ttrinket.rememberedMinions = [];\r\n\t\tfor (const target of targets) {\r\n\t\t\ttrinket.rememberedMinions.push(copyEntity(target));\r\n\t\t\ttarget.definitelyDead = true;\r\n\t\t}\r\n\t\treturn true;\r\n\t},\r\n\tonAfterFriendlyMinionDeath: (trinket: BoardTrinket, input: OnAfterFriendlyMinionDeathInput) => {\r\n\t\tif (input.board.length > 0 || trinket.rememberedMinions?.length === 0) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tfor (const minion of trinket.rememberedMinions) {\r\n\t\t\tsimplifiedSpawnEntitiesWithAddToBoard(\r\n\t\t\t\tminion.cardId,\r\n\t\t\t\t1,\r\n\t\t\t\t{\r\n\t\t\t\t\tboardWithDeadEntity: input.board,\r\n\t\t\t\t\tboardWithDeadEntityHero: input.hero,\r\n\t\t\t\t\totherBoard: input.otherBoard,\r\n\t\t\t\t\totherBoardHero: input.otherHero,\r\n\t\t\t\t\tgameState: input.gameState,\r\n\t\t\t\t\tdeadEntity: minion,\r\n\t\t\t\t},\r\n\t\t\t\ttrinket,\r\n\t\t\t\t0,\r\n\t\t\t\tminion,\r\n\t\t\t);\r\n\t\t}\r\n\t},\r\n};\r\n"]}
@@ -53,7 +53,7 @@ const buildFinalInput = (battleInput, cards, cardsData) => {
53
53
  };
54
54
  exports.buildFinalInput = buildFinalInput;
55
55
  const buildFinalInputForPlayer = (playerInfo, isPlayer, anomalies, cards, cardsData, entityIdContainer) => {
56
- var _a, _b, _c, _d, _e, _f, _g, _h, _j;
56
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k;
57
57
  if (!playerInfo) {
58
58
  return { board: [], hand: [], player: null };
59
59
  }
@@ -64,7 +64,8 @@ const buildFinalInputForPlayer = (playerInfo, isPlayer, anomalies, cards, cardsD
64
64
  playerInfo.player.friendly = isPlayer;
65
65
  playerInfo.player.globalInfo = (_g = playerInfo.player.globalInfo) !== null && _g !== void 0 ? _g : {};
66
66
  playerInfo.player.globalInfo.PirateAttackBonus = (_h = playerInfo.player.globalInfo.PirateAttackBonus) !== null && _h !== void 0 ? _h : 0;
67
- playerInfo.player.heroPowers = ((_j = playerInfo.player.heroPowers) === null || _j === void 0 ? void 0 : _j.length)
67
+ playerInfo.player.globalInfo.MechAttackBonus = (_j = playerInfo.player.globalInfo.MechAttackBonus) !== null && _j !== void 0 ? _j : 0;
68
+ playerInfo.player.heroPowers = ((_k = playerInfo.player.heroPowers) === null || _k === void 0 ? void 0 : _k.length)
68
69
  ? playerInfo.player.heroPowers.map((hp, index) => sanitizeHeroPower(hp, index, playerInfo.player, cards))
69
70
  : [
70
71
  {
@@ -1 +1 @@
1
- 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AAE,IAAI,EAAE,CAAC;AACxB,CAAC,CAAC","sourcesContent":["import { AllCardsService } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { BgsBoardInfo } from './bgs-board-info';\r\nimport { BgsHeroPower, BgsPlayerEntity } from './bgs-player-entity';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { CardIds } from './services/card-ids';\r\nimport { setImplicitDataHero, setMissingAuras } from './simulation/auras';\r\nimport { fixEnchantments } from './simulation/enchantments';\r\nimport { addImpliedMechanics } from './utils';\r\n\r\nexport const buildFinalInput = (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): BgsBattleInfo => {\r\n\tconst entityIdContainer = { entityId: 999_999_999 };\r\n\r\n\tconst {\r\n\t\tboard: playerBoard,\r\n\t\thand: playerHand,\r\n\t\tplayer: playerEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.playerBoard,\r\n\t\ttrue,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\tconst {\r\n\t\tboard: playerTeammateBoard,\r\n\t\thand: playerTeammateHand,\r\n\t\tplayer: playerTeammateEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.playerTeammateBoard,\r\n\t\ttrue,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\r\n\tconst {\r\n\t\tboard: opponentBoard,\r\n\t\thand: opponentHand,\r\n\t\tplayer: opponentEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.opponentBoard,\r\n\t\tfalse,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\tconst {\r\n\t\tboard: opponentTeammateBoard,\r\n\t\thand: opponentTeammateHand,\r\n\t\tplayer: opponentTeammateEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.opponentTeammateBoard,\r\n\t\tfalse,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\r\n\t// We do this so that we can have mutated objects inside the simulation and still\r\n\t// be able to start from a fresh copy for each simulation\r\n\tconst inputReady: BgsBattleInfo = {\r\n\t\tplayerBoard: {\r\n\t\t\tboard: playerBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...playerEntity,\r\n\t\t\t\thand: playerHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\tplayerTeammateBoard: !!playerTeammateEntity\r\n\t\t\t? {\r\n\t\t\t\t\tboard: playerTeammateBoard,\r\n\t\t\t\t\tplayer: {\r\n\t\t\t\t\t\t...playerTeammateEntity,\r\n\t\t\t\t\t\thand: playerTeammateHand,\r\n\t\t\t\t\t},\r\n\t\t\t }\r\n\t\t\t: null,\r\n\t\topponentBoard: {\r\n\t\t\tboard: opponentBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...opponentEntity,\r\n\t\t\t\thand: opponentHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\topponentTeammateBoard: !!opponentTeammateEntity\r\n\t\t\t? {\r\n\t\t\t\t\tboard: opponentTeammateBoard,\r\n\t\t\t\t\tplayer: {\r\n\t\t\t\t\t\t...opponentTeammateEntity,\r\n\t\t\t\t\t\thand: opponentTeammateHand,\r\n\t\t\t\t\t},\r\n\t\t\t }\r\n\t\t\t: null,\r\n\t\tgameState: {\r\n\t\t\t...battleInput.gameState,\r\n\t\t\tanomalies: battleInput.gameState.anomalies?.filter((a) => !!a) ?? ([] as readonly string[]),\r\n\t\t},\r\n\t} as BgsBattleInfo;\r\n\treturn inputReady;\r\n};\r\n\r\nconst buildFinalInputForPlayer = (\r\n\tplayerInfo: BgsBoardInfo,\r\n\tisPlayer: boolean,\r\n\tanomalies: readonly string[],\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tentityIdContainer: { entityId: number },\r\n): { board: BoardEntity[]; hand: BoardEntity[]; player: BgsPlayerEntity } => {\r\n\tif (!playerInfo) {\r\n\t\treturn { board: [], hand: [], player: null };\r\n\t}\r\n\r\n\tconst { board, hand } = buildFinalInputBoard(playerInfo, isPlayer, cardsData, cards);\r\n\tconst isGhost = playerInfo.player?.hpLeft != null && playerInfo.player.hpLeft <= 0;\r\n\tplayerInfo.player.secrets = (playerInfo.player.secrets ?? playerInfo.secrets)?.filter((e) => !!e?.cardId) ?? [];\r\n\t// Add the scriptDataNum1 only on the start of combat phase, so that it doesn't trigger too soon\r\n\t// Don't do this, as secrets like Fleeting Vigor use this info to tell how much buff it will apply\r\n\t// playerInfo.player.secrets.forEach((secret) => (secret.scriptDataNum1 = 0));\r\n\t// Trinkets don't seem to trigger when facing the ghost\r\n\t// http://replays.firestoneapp.com/?reviewId=4ad32e03-2620-4fb1-8b43-cad55afd30fc&turn=27&action=2\r\n\t// One of the trinkets is Blood Golem Sticker, and no Blood Golem is summoned\r\n\t// Looks like that's not always the case:\r\n\t// http://replays.firestoneapp.com/?reviewId=9958e8d3-4388-4e6f-9b36-35f3a08be2f6&turn=25&action=4\r\n\t// playerInfo.player.trinkets = isGhost ? [] : playerInfo.player.trinkets?.filter((e) => !!e?.cardId) ?? [];\r\n\tplayerInfo.player.trinkets = (playerInfo.player.trinkets?.filter((e) => !!e?.cardId) ?? []).sort(\r\n\t\t(a, b) => a.entityId - b.entityId,\r\n\t);\r\n\tplayerInfo.player.friendly = isPlayer;\r\n\tplayerInfo.player.globalInfo = playerInfo.player.globalInfo ?? {};\r\n\tplayerInfo.player.globalInfo.PirateAttackBonus = playerInfo.player.globalInfo.PirateAttackBonus ?? 0;\r\n\tplayerInfo.player.heroPowers = playerInfo.player.heroPowers?.length\r\n\t\t? playerInfo.player.heroPowers.map((hp, index) => sanitizeHeroPower(hp, index, playerInfo.player, cards))\r\n\t\t: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: playerInfo.player.heroPowerId,\r\n\t\t\t\t\tentityId: playerInfo.player.heroPowerEntityId,\r\n\t\t\t\t\tused: playerInfo.player.heroPowerUsed,\r\n\t\t\t\t\tinfo: playerInfo.player.heroPowerInfo,\r\n\t\t\t\t\tinfo2: playerInfo.player.heroPowerInfo2,\r\n\t\t\t\t} as BgsHeroPower,\r\n\t\t ];\r\n\t// playerInfo.player.heroPowerId =\r\n\t// \tplayerInfo.player.trinkets.find((t) => t.scriptDataNum6 === 3)?.cardId ??\r\n\t// \t(normalizeHeroCardId(playerInfo.player.cardId, cards) === CardIds.SireDenathrius_BG24_HERO_100\r\n\t// \t\t? playerInfo.player.questRewardEntities?.[0]?.cardId\r\n\t// \t\t: null) ??\r\n\t// \tplayerInfo.player.heroPowerId;\r\n\tplayerInfo.player.cardId = isGhost ? CardIds.Kelthuzad_TB_BaconShop_HERO_KelThuzad : playerInfo.player.cardId;\r\n\tplayerInfo.player.hpLeft = Math.max(1, playerInfo.player.hpLeft);\r\n\t// When using the simulator, the aura is not applied when receiving the board state.\r\n\tsetMissingAuras(board, playerInfo.player, anomalies, cards);\r\n\t// Avenge, maxHealth, etc.\r\n\t// setImplicitData(playerBoard, cardsData);\r\n\t// setImplicitData(opponentBoard, cardsData);\r\n\t// Avenge, globalInfo\r\n\tsetImplicitDataHero(playerInfo.player, cardsData, isPlayer, entityIdContainer);\r\n\treturn { board, hand, player: playerInfo.player };\r\n};\r\n\r\nconst sanitizeHeroPower = (\r\n\thp: BgsHeroPower,\r\n\tindex: number,\r\n\tplayer: BgsPlayerEntity,\r\n\tcards: AllCardsService,\r\n): BgsHeroPower => {\r\n\treturn hp;\r\n\t// FIXME: fix this when the situation presents itself. At the moment, we already have trinkets / hero powers / quest rewards\r\n\t// handled separately, so maybe there is no need to map a quest reward to one of Sire D.'s hero power\r\n\t// if (index !== 0) {\r\n\t// \treturn hp;\r\n\t// }\r\n\r\n\t// hp.cardId =\r\n\t// \tplayer.trinkets.find((t) => t.scriptDataNum6 === 3)?.cardId ??\r\n\t// \t(normalizeHeroCardId(player.cardId, cards) === CardIds.SireDenathrius_BG24_HERO_100\r\n\t// \t\t? player.questRewardEntities?.[0]?.cardId\r\n\t// \t\t: null) ??\r\n\t// \thp.cardId;\r\n\t// return hp;\r\n};\r\n\r\nconst buildFinalInputBoard = (\r\n\tplayerInfo: BgsBoardInfo,\r\n\tisPlayer: boolean,\r\n\tcardsData: CardsData,\r\n\tcards: AllCardsService,\r\n): { board: BoardEntity[]; hand: BoardEntity[] } => {\r\n\tconst board = playerInfo.board\r\n\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t.map((entity) => ({\r\n\t\t\t...entity,\r\n\t\t\tinInitialState: true,\r\n\t\t\tscriptDataNum1: cardsData.defaultScriptDataNum(entity.cardId) || entity.scriptDataNum1,\r\n\t\t}))\r\n\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: isPlayer } as BoardEntity));\r\n\tconst hand =\r\n\t\tplayerInfo.player.hand\r\n\t\t\t?.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: isPlayer } as BoardEntity)) ?? [];\r\n\r\n\treturn { board, hand };\r\n};\r\n"]}
1
+ 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{ AllCardsService } from '@firestone-hs/reference-data';\r\nimport { BgsBattleInfo } from './bgs-battle-info';\r\nimport { BgsBoardInfo } from './bgs-board-info';\r\nimport { BgsHeroPower, BgsPlayerEntity } from './bgs-player-entity';\r\nimport { BoardEntity } from './board-entity';\r\nimport { CardsData } from './cards/cards-data';\r\nimport { CardIds } from './services/card-ids';\r\nimport { setImplicitDataHero, setMissingAuras } from './simulation/auras';\r\nimport { fixEnchantments } from './simulation/enchantments';\r\nimport { addImpliedMechanics } from './utils';\r\n\r\nexport const buildFinalInput = (\r\n\tbattleInput: BgsBattleInfo,\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n): BgsBattleInfo => {\r\n\tconst entityIdContainer = { entityId: 999_999_999 };\r\n\r\n\tconst {\r\n\t\tboard: playerBoard,\r\n\t\thand: playerHand,\r\n\t\tplayer: playerEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.playerBoard,\r\n\t\ttrue,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\tconst {\r\n\t\tboard: playerTeammateBoard,\r\n\t\thand: playerTeammateHand,\r\n\t\tplayer: playerTeammateEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.playerTeammateBoard,\r\n\t\ttrue,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\r\n\tconst {\r\n\t\tboard: opponentBoard,\r\n\t\thand: opponentHand,\r\n\t\tplayer: opponentEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.opponentBoard,\r\n\t\tfalse,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\tconst {\r\n\t\tboard: opponentTeammateBoard,\r\n\t\thand: opponentTeammateHand,\r\n\t\tplayer: opponentTeammateEntity,\r\n\t} = buildFinalInputForPlayer(\r\n\t\tbattleInput.opponentTeammateBoard,\r\n\t\tfalse,\r\n\t\tbattleInput.gameState.anomalies,\r\n\t\tcards,\r\n\t\tcardsData,\r\n\t\tentityIdContainer,\r\n\t);\r\n\r\n\t// We do this so that we can have mutated objects inside the simulation and still\r\n\t// be able to start from a fresh copy for each simulation\r\n\tconst inputReady: BgsBattleInfo = {\r\n\t\tplayerBoard: {\r\n\t\t\tboard: playerBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...playerEntity,\r\n\t\t\t\thand: playerHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\tplayerTeammateBoard: !!playerTeammateEntity\r\n\t\t\t? {\r\n\t\t\t\t\tboard: playerTeammateBoard,\r\n\t\t\t\t\tplayer: {\r\n\t\t\t\t\t\t...playerTeammateEntity,\r\n\t\t\t\t\t\thand: playerTeammateHand,\r\n\t\t\t\t\t},\r\n\t\t\t }\r\n\t\t\t: null,\r\n\t\topponentBoard: {\r\n\t\t\tboard: opponentBoard,\r\n\t\t\tplayer: {\r\n\t\t\t\t...opponentEntity,\r\n\t\t\t\thand: opponentHand,\r\n\t\t\t},\r\n\t\t},\r\n\t\topponentTeammateBoard: !!opponentTeammateEntity\r\n\t\t\t? {\r\n\t\t\t\t\tboard: opponentTeammateBoard,\r\n\t\t\t\t\tplayer: {\r\n\t\t\t\t\t\t...opponentTeammateEntity,\r\n\t\t\t\t\t\thand: opponentTeammateHand,\r\n\t\t\t\t\t},\r\n\t\t\t }\r\n\t\t\t: null,\r\n\t\tgameState: {\r\n\t\t\t...battleInput.gameState,\r\n\t\t\tanomalies: battleInput.gameState.anomalies?.filter((a) => !!a) ?? ([] as readonly string[]),\r\n\t\t},\r\n\t} as BgsBattleInfo;\r\n\treturn inputReady;\r\n};\r\n\r\nconst buildFinalInputForPlayer = (\r\n\tplayerInfo: BgsBoardInfo,\r\n\tisPlayer: boolean,\r\n\tanomalies: readonly string[],\r\n\tcards: AllCardsService,\r\n\tcardsData: CardsData,\r\n\tentityIdContainer: { entityId: number },\r\n): { board: BoardEntity[]; hand: BoardEntity[]; player: BgsPlayerEntity } => {\r\n\tif (!playerInfo) {\r\n\t\treturn { board: [], hand: [], player: null };\r\n\t}\r\n\r\n\tconst { board, hand } = buildFinalInputBoard(playerInfo, isPlayer, cardsData, cards);\r\n\tconst isGhost = playerInfo.player?.hpLeft != null && playerInfo.player.hpLeft <= 0;\r\n\tplayerInfo.player.secrets = (playerInfo.player.secrets ?? playerInfo.secrets)?.filter((e) => !!e?.cardId) ?? [];\r\n\t// Add the scriptDataNum1 only on the start of combat phase, so that it doesn't trigger too soon\r\n\t// Don't do this, as secrets like Fleeting Vigor use this info to tell how much buff it will apply\r\n\t// playerInfo.player.secrets.forEach((secret) => (secret.scriptDataNum1 = 0));\r\n\t// Trinkets don't seem to trigger when facing the ghost\r\n\t// http://replays.firestoneapp.com/?reviewId=4ad32e03-2620-4fb1-8b43-cad55afd30fc&turn=27&action=2\r\n\t// One of the trinkets is Blood Golem Sticker, and no Blood Golem is summoned\r\n\t// Looks like that's not always the case:\r\n\t// http://replays.firestoneapp.com/?reviewId=9958e8d3-4388-4e6f-9b36-35f3a08be2f6&turn=25&action=4\r\n\t// playerInfo.player.trinkets = isGhost ? [] : playerInfo.player.trinkets?.filter((e) => !!e?.cardId) ?? [];\r\n\tplayerInfo.player.trinkets = (playerInfo.player.trinkets?.filter((e) => !!e?.cardId) ?? []).sort(\r\n\t\t(a, b) => a.entityId - b.entityId,\r\n\t);\r\n\tplayerInfo.player.friendly = isPlayer;\r\n\tplayerInfo.player.globalInfo = playerInfo.player.globalInfo ?? {};\r\n\tplayerInfo.player.globalInfo.PirateAttackBonus = playerInfo.player.globalInfo.PirateAttackBonus ?? 0;\r\n\tplayerInfo.player.globalInfo.MechAttackBonus = playerInfo.player.globalInfo.MechAttackBonus ?? 0;\r\n\tplayerInfo.player.heroPowers = playerInfo.player.heroPowers?.length\r\n\t\t? playerInfo.player.heroPowers.map((hp, index) => sanitizeHeroPower(hp, index, playerInfo.player, cards))\r\n\t\t: [\r\n\t\t\t\t{\r\n\t\t\t\t\tcardId: playerInfo.player.heroPowerId,\r\n\t\t\t\t\tentityId: playerInfo.player.heroPowerEntityId,\r\n\t\t\t\t\tused: playerInfo.player.heroPowerUsed,\r\n\t\t\t\t\tinfo: playerInfo.player.heroPowerInfo,\r\n\t\t\t\t\tinfo2: playerInfo.player.heroPowerInfo2,\r\n\t\t\t\t} as BgsHeroPower,\r\n\t\t ];\r\n\t// playerInfo.player.heroPowerId =\r\n\t// \tplayerInfo.player.trinkets.find((t) => t.scriptDataNum6 === 3)?.cardId ??\r\n\t// \t(normalizeHeroCardId(playerInfo.player.cardId, cards) === CardIds.SireDenathrius_BG24_HERO_100\r\n\t// \t\t? playerInfo.player.questRewardEntities?.[0]?.cardId\r\n\t// \t\t: null) ??\r\n\t// \tplayerInfo.player.heroPowerId;\r\n\tplayerInfo.player.cardId = isGhost ? CardIds.Kelthuzad_TB_BaconShop_HERO_KelThuzad : playerInfo.player.cardId;\r\n\tplayerInfo.player.hpLeft = Math.max(1, playerInfo.player.hpLeft);\r\n\t// When using the simulator, the aura is not applied when receiving the board state.\r\n\tsetMissingAuras(board, playerInfo.player, anomalies, cards);\r\n\t// Avenge, maxHealth, etc.\r\n\t// setImplicitData(playerBoard, cardsData);\r\n\t// setImplicitData(opponentBoard, cardsData);\r\n\t// Avenge, globalInfo\r\n\tsetImplicitDataHero(playerInfo.player, cardsData, isPlayer, entityIdContainer);\r\n\treturn { board, hand, player: playerInfo.player };\r\n};\r\n\r\nconst sanitizeHeroPower = (\r\n\thp: BgsHeroPower,\r\n\tindex: number,\r\n\tplayer: BgsPlayerEntity,\r\n\tcards: AllCardsService,\r\n): BgsHeroPower => {\r\n\treturn hp;\r\n\t// FIXME: fix this when the situation presents itself. At the moment, we already have trinkets / hero powers / quest rewards\r\n\t// handled separately, so maybe there is no need to map a quest reward to one of Sire D.'s hero power\r\n\t// if (index !== 0) {\r\n\t// \treturn hp;\r\n\t// }\r\n\r\n\t// hp.cardId =\r\n\t// \tplayer.trinkets.find((t) => t.scriptDataNum6 === 3)?.cardId ??\r\n\t// \t(normalizeHeroCardId(player.cardId, cards) === CardIds.SireDenathrius_BG24_HERO_100\r\n\t// \t\t? player.questRewardEntities?.[0]?.cardId\r\n\t// \t\t: null) ??\r\n\t// \thp.cardId;\r\n\t// return hp;\r\n};\r\n\r\nconst buildFinalInputBoard = (\r\n\tplayerInfo: BgsBoardInfo,\r\n\tisPlayer: boolean,\r\n\tcardsData: CardsData,\r\n\tcards: AllCardsService,\r\n): { board: BoardEntity[]; hand: BoardEntity[] } => {\r\n\tconst board = playerInfo.board\r\n\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t.map((entity) => ({\r\n\t\t\t...entity,\r\n\t\t\tinInitialState: true,\r\n\t\t\tscriptDataNum1: cardsData.defaultScriptDataNum(entity.cardId) || entity.scriptDataNum1,\r\n\t\t}))\r\n\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: isPlayer } as BoardEntity));\r\n\tconst hand =\r\n\t\tplayerInfo.player.hand\r\n\t\t\t?.map((entity) => ({ ...entity, inInitialState: true }))\r\n\t\t\t.map((entity) => fixEnchantments(entity, cards))\r\n\t\t\t.map((entity) => ({ ...addImpliedMechanics(entity, cardsData), friendly: isPlayer } as BoardEntity)) ?? [];\r\n\r\n\treturn { board, hand };\r\n};\r\n"]}
@@ -96,7 +96,7 @@ const handleSpawnEffect = (board, boardHero, otherBoard, otherHero, spawned, gam
96
96
  }
97
97
  };
98
98
  const handleAddedMinionAuraEffect = (board, boardHero, otherBoard, otherHero, spawned, gameState, applySelfAuras = true, isActuallySpawned = true) => {
99
- var _a, _b, _c, _d, _e;
99
+ var _a, _b, _c, _d, _e, _f;
100
100
  for (const heroPower of boardHero.heroPowers) {
101
101
  switch (heroPower.cardId) {
102
102
  case "TB_BaconShop_HP_107":
@@ -136,14 +136,14 @@ const handleAddedMinionAuraEffect = (board, boardHero, otherBoard, otherHero, sp
136
136
  break;
137
137
  case "BG30_MagicItem_822":
138
138
  case "BG30_MagicItem_822t2":
139
- if (!trinket.rememberedMinion) {
140
- trinket.rememberedMinion = (0, utils_2.copyEntity)(spawned);
139
+ if (!((_e = trinket.rememberedMinions) === null || _e === void 0 ? void 0 : _e.length)) {
140
+ trinket.rememberedMinions = [(0, utils_2.copyEntity)(spawned)];
141
141
  }
142
142
  break;
143
143
  }
144
144
  }
145
145
  }
146
- const cardIds = [spawned.cardId, ...((_e = spawned.additionalCards) !== null && _e !== void 0 ? _e : [])];
146
+ const cardIds = [spawned.cardId, ...((_f = spawned.additionalCards) !== null && _f !== void 0 ? _f : [])];
147
147
  for (const spawnedCardId of cardIds) {
148
148
  handleMinionAddedAuraEffect(spawnedCardId, spawned, board, boardHero, gameState, isActuallySpawned);
149
149
  }
@@ -262,6 +262,13 @@ const applyAurasToSelf = (spawned, board, boardHero, gameState, applyAttackAuras
262
262
  }
263
263
  }
264
264
  }
265
+ if ((0, utils_2.hasCorrectTribe)(spawned, boardHero, reference_data_1.Race.MECH, gameState.anomalies, gameState.allCards)) {
266
+ if (boardHero.globalInfo.MechAttackBonus > 0) {
267
+ if (applyAttackAuras) {
268
+ (0, stats_1.modifyStats)(spawned, spawned, boardHero.globalInfo.MechAttackBonus, 0, board, boardHero, gameState, false);
269
+ }
270
+ }
271
+ }
265
272
  if ((0, utils_2.hasCorrectTribe)(spawned, boardHero, reference_data_1.Race.BEAST, gameState.anomalies, gameState.allCards)) {
266
273
  if (boardHero.globalInfo.GoldrinnBuffAtk > 0) {
267
274
  const attackBuff = applyAttackAuras ? boardHero.globalInfo.GoldrinnBuffAtk : 0;