@firestone-hs/simulate-bgs-battle 1.1.722 → 1.1.723

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Files changed (55) hide show
  1. package/dist/cards/card.interface.d.ts +4 -0
  2. package/dist/cards/card.interface.js +4 -2
  3. package/dist/cards/card.interface.js.map +1 -1
  4. package/dist/cards/impl/_card-mappings.js +2 -0
  5. package/dist/cards/impl/_card-mappings.js.map +1 -1
  6. package/dist/cards/impl/hero-power/lightning-invocation.js +4 -1
  7. package/dist/cards/impl/hero-power/lightning-invocation.js.map +1 -1
  8. package/dist/cards/impl/minion/timewarped-embalmer.d.ts +2 -2
  9. package/dist/cards/impl/minion/timewarped-embalmer.js +5 -1
  10. package/dist/cards/impl/minion/timewarped-embalmer.js.map +1 -1
  11. package/dist/cards/impl/minion/timewarped-pagle.d.ts +2 -0
  12. package/dist/cards/impl/minion/timewarped-pagle.js +15 -0
  13. package/dist/cards/impl/minion/timewarped-pagle.js.map +1 -0
  14. package/dist/input-clone.d.ts +1 -0
  15. package/dist/input-clone.js +13 -1
  16. package/dist/input-clone.js.map +1 -1
  17. package/dist/mechanics/rally.js +14 -12
  18. package/dist/mechanics/rally.js.map +1 -1
  19. package/dist/mechanics/tavern-spell-repeat.js +3 -4
  20. package/dist/mechanics/tavern-spell-repeat.js.map +1 -1
  21. package/dist/simulate-bgs-battle.d.ts +1 -1
  22. package/dist/simulate-bgs-battle.js +80 -77
  23. package/dist/simulate-bgs-battle.js.map +1 -1
  24. package/dist/simulation/add-minion-to-board.js +3 -3
  25. package/dist/simulation/add-minion-to-board.js.map +1 -1
  26. package/dist/simulation/attack.js +3 -3
  27. package/dist/simulation/attack.js.map +1 -1
  28. package/dist/simulation/avenge.js +2 -2
  29. package/dist/simulation/avenge.js.map +1 -1
  30. package/dist/simulation/deathrattle-effects.js +48 -14
  31. package/dist/simulation/deathrattle-effects.js.map +1 -1
  32. package/dist/simulation/deathrattle-spawns.js +19 -12
  33. package/dist/simulation/deathrattle-spawns.js.map +1 -1
  34. package/dist/simulation/deathrattle-utils.d.ts +1 -0
  35. package/dist/simulation/deathrattle-utils.js +45 -5
  36. package/dist/simulation/deathrattle-utils.js.map +1 -1
  37. package/dist/simulation/on-attack.js +13 -14
  38. package/dist/simulation/on-attack.js.map +1 -1
  39. package/dist/simulation/reborn.js +11 -0
  40. package/dist/simulation/reborn.js.map +1 -1
  41. package/dist/simulation/simulator.d.ts +1 -0
  42. package/dist/simulation/simulator.js +39 -74
  43. package/dist/simulation/simulator.js.map +1 -1
  44. package/dist/simulation/spectator/resolve-trinket-hero-power.js +11 -2
  45. package/dist/simulation/spectator/resolve-trinket-hero-power.js.map +1 -1
  46. package/dist/simulation/spectator/spectator.d.ts +4 -0
  47. package/dist/simulation/spectator/spectator.js +39 -19
  48. package/dist/simulation/spectator/spectator.js.map +1 -1
  49. package/dist/simulation/stats.js +95 -66
  50. package/dist/simulation/stats.js.map +1 -1
  51. package/dist/simulation/summon-when-space.js +24 -21
  52. package/dist/simulation/summon-when-space.js.map +1 -1
  53. package/dist/utils.js +89 -48
  54. package/dist/utils.js.map +1 -1
  55. package/package.json +3 -2
@@ -29,8 +29,10 @@ const applyOnAttackEffects = (attacker, attackingBoard, attackingBoardHero, defe
29
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  damageDoneByDefender += dmgDoneByDefender;
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  }
31
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  }
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- const attackingBoardOtherEntities = attackingBoard.filter((e) => e !== attacker);
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- for (const boardEntity of attackingBoardOtherEntities) {
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+ for (const boardEntity of attackingBoard.slice()) {
33
+ if (boardEntity === attacker) {
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+ continue;
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+ }
34
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  const onAttackImpl = _card_mappings_1.cardMappings[boardEntity.cardId];
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  if ((0, card_interface_1.hasOnWheneverAnotherMinionAttacks)(onAttackImpl)) {
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  const { dmgDoneByAttacker, dmgDoneByDefender } = onAttackImpl.onWheneverAnotherMinionAttacks(boardEntity, {
@@ -91,20 +93,17 @@ const applyOnAttackEffects = (attacker, attackingBoard, attackingBoardHero, defe
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  }
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  }
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  }
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- const eclipsion = attackingBoard.find((e) => [
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- "TB_BaconShop_HERO_08_Buddy",
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- "TB_BaconShop_HERO_08_Buddy_G",
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- ].includes(e.cardId) && e.abiityChargesLeft > 0);
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+ const eclipsion = attackingBoard.find((e) => (e.cardId === "TB_BaconShop_HERO_08_Buddy" ||
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+ e.cardId === "TB_BaconShop_HERO_08_Buddy_G") &&
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+ e.abiityChargesLeft > 0);
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  if (!!eclipsion && attacker.immuneWhenAttackCharges == null) {
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  attacker.immuneWhenAttackCharges = 1;
100
- attackingBoard
101
- .filter((e) => [
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- "TB_BaconShop_HERO_08_Buddy",
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- "TB_BaconShop_HERO_08_Buddy_G",
104
- ].includes(e.cardId))
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- .forEach((e) => {
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- e.abiityChargesLeft--;
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- });
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+ for (const e of attackingBoard) {
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+ if (e.cardId === "TB_BaconShop_HERO_08_Buddy" ||
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+ e.cardId === "TB_BaconShop_HERO_08_Buddy_G") {
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+ e.abiityChargesLeft--;
105
+ }
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+ }
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  }
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  for (const trinket of attackingBoardHero.trinkets) {
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  switch (trinket.cardId) {
@@ -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 { hasOnWheneverAnotherMinionAttacks } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { updateReborn } from '../keywords/reborn';\r\nimport { triggerRally } from '../mechanics/rally';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { hasCorrectTribe } from '../utils';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { modifyStats } from './stats';\r\n\r\n// Whenever it attacks\r\nexport const applyOnAttackEffects = (\r\n\tattacker: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): { damageDoneByAttacker: number; damageDoneByDefender: number } => {\r\n\tlet damageDoneByAttacker = 0;\r\n\tlet damageDoneByDefender = 0;\r\n\r\n\tfor (const trinket of attackingBoardHero.trinkets ?? []) {\r\n\t\tconst onAttackImpl = cardMappings[trinket.cardId];\r\n\t\tif (hasOnWheneverAnotherMinionAttacks(onAttackImpl)) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onAttackImpl.onWheneverAnotherMinionAttacks(trinket, {\r\n\t\t\t\tattacker: attacker,\r\n\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\tgameState,\r\n\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t});\r\n\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t}\r\n\t}\r\n\r\n\t// \"Whenever friendly minion attacks\" triggers before the rally itself?\r\n\t// https://replays.firestoneapp.com/?reviewId=04e6a624-ccd5-4068-9420-884843f3685f&turn=25&action=1\r\n\tconst attackingBoardOtherEntities = attackingBoard.filter((e) => e !== attacker);\r\n\tfor (const boardEntity of attackingBoardOtherEntities) {\r\n\t\tconst onAttackImpl = cardMappings[boardEntity.cardId];\r\n\t\tif (hasOnWheneverAnotherMinionAttacks(onAttackImpl)) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onAttackImpl.onWheneverAnotherMinionAttacks(boardEntity, {\r\n\t\t\t\tattacker: attacker,\r\n\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\tgameState,\r\n\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t});\r\n\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t}\r\n\t\tconst enchantments = boardEntity.enchantments;\r\n\t\tfor (const enchantment of enchantments) {\r\n\t\t\tconst onAttackImpl = cardMappings[enchantment.cardId];\r\n\t\t\tif (hasOnWheneverAnotherMinionAttacks(onAttackImpl)) {\r\n\t\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onAttackImpl.onWheneverAnotherMinionAttacks(\r\n\t\t\t\t\tenchantment,\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tattacker: attacker,\r\n\t\t\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t\t\t},\r\n\t\t\t\t);\r\n\t\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t// This assumes that only \"Rally\" effects trigger on attack\r\n\t// 2025-08-20: this is false. \"Whenever a friendly minion attacks\" is not a rally effect\r\n\tconst { dmgDoneByAttacker: dmgDoneByRally, dmgDoneByDefender: dmgDoneByRallyDefender } = triggerRally(\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tattacker,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tdefendingEntity,\r\n\t\tgameState,\r\n\t);\r\n\tdamageDoneByAttacker += dmgDoneByRally;\r\n\tdamageDoneByDefender += dmgDoneByRallyDefender;\r\n\r\n\t// if (attacker.cardId === CardIds.GlyphGuardian_BGS_045) {\r\n\t// \t// For now the utility method only works additively, so we hack around it\r\n\t// \tmodifyStats(\r\n\t// \t\tattacker,\r\n\t// \t\tnull,\r\n\t// \t\t2 * attacker.attack - attacker.attack,\r\n\t// \t\t0,\r\n\t// \t\tattackingBoard,\r\n\t// \t\tattackingBoardHero,\r\n\t// \t\tgameState,\r\n\t// \t);\r\n\t// } else if (attacker.cardId === CardIds.GlyphGuardian_TB_BaconUps_115) {\r\n\t// \tmodifyStats(\r\n\t// \t\tattacker,\r\n\t// \t\tnull,\r\n\t// \t\t3 * attacker.attack - attacker.attack,\r\n\t// \t\t0,\r\n\t// \t\tattackingBoard,\r\n\t// \t\tattackingBoardHero,\r\n\t// \t\tgameState,\r\n\t// \t);\r\n\t// } else\r\n\tif (attacker.cardId === CardIds.GlimGuardian_BG29_888 || attacker.cardId === CardIds.GlimGuardian_BG29_888_G) {\r\n\t\tconst multiplier = attacker.cardId === CardIds.GlimGuardian_BG29_888_G ? 2 : 1;\r\n\t\tmodifyStats(attacker, attacker, 2 * multiplier, 0, attackingBoard, attackingBoardHero, gameState);\r\n\t} else if (\r\n\t\tattacker.cardId === CardIds.VanessaVancleef_BG24_708 ||\r\n\t\tattacker.cardId === CardIds.VanessaVancleef_BG24_708_G\r\n\t) {\r\n\t\tattackingBoard\r\n\t\t\t.filter((e) => hasCorrectTribe(e, attackingBoardHero, Race.PIRATE, gameState.anomalies, gameState.allCards))\r\n\t\t\t.forEach((e) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\te,\r\n\t\t\t\t\tattacker,\r\n\t\t\t\t\tattacker.cardId === CardIds.VanessaVancleef_BG24_708_G ? 4 : 2,\r\n\t\t\t\t\tattacker.cardId === CardIds.VanessaVancleef_BG24_708_G ? 4 : 2,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t} else if (attacker.cardId === CardIds.HatefulHag_BG29_120 || attacker.cardId === CardIds.HatefulHag_BG29_120_G) {\r\n\t\tconst loops = attacker.cardId === CardIds.HatefulHag_BG29_120_G ? 2 : 1;\r\n\t\tconst attackerIndex = attackingBoard.indexOf(attacker);\r\n\t\tfor (let i = 1; i <= loops; i++) {\r\n\t\t\tconst target = attackingBoard[attackerIndex + i];\r\n\t\t\tif (!!target) {\r\n\t\t\t\tupdateReborn(target, true, attackingBoard, attackingBoardHero, defendingBoardHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tattacker,\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tconst eclipsion = attackingBoard.find(\r\n\t\t(e) =>\r\n\t\t\t[\r\n\t\t\t\tCardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy,\r\n\t\t\t\tCardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy_G,\r\n\t\t\t].includes(e.cardId as CardIds) && e.abiityChargesLeft > 0,\r\n\t);\r\n\t// Only once per minion\r\n\tif (!!eclipsion && attacker.immuneWhenAttackCharges == null) {\r\n\t\tattacker.immuneWhenAttackCharges = 1;\r\n\t\t// If we have 2 eclipsions, the first minion that attacks eats both charges\r\n\t\tattackingBoard\r\n\t\t\t.filter((e) =>\r\n\t\t\t\t[\r\n\t\t\t\t\tCardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy,\r\n\t\t\t\t\tCardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy_G,\r\n\t\t\t\t].includes(e.cardId as CardIds),\r\n\t\t\t)\r\n\t\t\t.forEach((e) => {\r\n\t\t\t\te.abiityChargesLeft--;\r\n\t\t\t});\r\n\t}\r\n\r\n\tfor (const trinket of attackingBoardHero.trinkets) {\r\n\t\tswitch (trinket.cardId) {\r\n\t\t\tcase CardIds.CeremonialSword_BG30_MagicItem_925:\r\n\t\t\t\tmodifyStats(attacker, trinket, 4, 0, attackingBoard, attackingBoardHero, gameState);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\treturn { damageDoneByAttacker, damageDoneByDefender };\r\n};\r\n\r\nexport interface OnAttackInput {\r\n\tattacker: BoardEntity;\r\n\tattackingHero: BgsPlayerEntity;\r\n\tattackingBoard: BoardEntity[];\r\n\tdefendingEntity: BoardEntity;\r\n\tdefendingHero: BgsPlayerEntity;\r\n\tdefendingBoard: BoardEntity[];\r\n\tgameState: FullGameState;\r\n\tplayerIsFriendly: 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 { hasOnWheneverAnotherMinionAttacks } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { updateReborn } from '../keywords/reborn';\r\nimport { triggerRally } from '../mechanics/rally';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { hasCorrectTribe } from '../utils';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { modifyStats } from './stats';\r\n\r\n// Whenever it attacks\r\nexport const applyOnAttackEffects = (\r\n\tattacker: BoardEntity,\r\n\tattackingBoard: BoardEntity[],\r\n\tattackingBoardHero: BgsPlayerEntity,\r\n\tdefendingEntity: BoardEntity,\r\n\tdefendingBoard: BoardEntity[],\r\n\tdefendingBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): { damageDoneByAttacker: number; damageDoneByDefender: number } => {\r\n\tlet damageDoneByAttacker = 0;\r\n\tlet damageDoneByDefender = 0;\r\n\r\n\tfor (const trinket of attackingBoardHero.trinkets ?? []) {\r\n\t\tconst onAttackImpl = cardMappings[trinket.cardId];\r\n\t\tif (hasOnWheneverAnotherMinionAttacks(onAttackImpl)) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onAttackImpl.onWheneverAnotherMinionAttacks(trinket, {\r\n\t\t\t\tattacker: attacker,\r\n\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\tgameState,\r\n\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t});\r\n\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t}\r\n\t}\r\n\r\n\t// \"Whenever friendly minion attacks\" triggers before the rally itself?\r\n\t// https://replays.firestoneapp.com/?reviewId=04e6a624-ccd5-4068-9420-884843f3685f&turn=25&action=1\r\n\t// (slice() gives us a snapshot in case a handler mutates the board mid-iteration)\r\n\tfor (const boardEntity of attackingBoard.slice()) {\r\n\t\tif (boardEntity === attacker) {\r\n\t\t\tcontinue;\r\n\t\t}\r\n\t\tconst onAttackImpl = cardMappings[boardEntity.cardId];\r\n\t\tif (hasOnWheneverAnotherMinionAttacks(onAttackImpl)) {\r\n\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onAttackImpl.onWheneverAnotherMinionAttacks(boardEntity, {\r\n\t\t\t\tattacker: attacker,\r\n\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\tgameState,\r\n\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t});\r\n\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t}\r\n\t\tconst enchantments = boardEntity.enchantments;\r\n\t\tfor (const enchantment of enchantments) {\r\n\t\t\tconst onAttackImpl = cardMappings[enchantment.cardId];\r\n\t\t\tif (hasOnWheneverAnotherMinionAttacks(onAttackImpl)) {\r\n\t\t\t\tconst { dmgDoneByAttacker, dmgDoneByDefender } = onAttackImpl.onWheneverAnotherMinionAttacks(\r\n\t\t\t\t\tenchantment,\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tattacker: attacker,\r\n\t\t\t\t\t\tattackingHero: attackingBoardHero,\r\n\t\t\t\t\t\tattackingBoard: attackingBoard,\r\n\t\t\t\t\t\tdefendingEntity: defendingEntity,\r\n\t\t\t\t\t\tdefendingHero: defendingBoardHero,\r\n\t\t\t\t\t\tdefendingBoard: defendingBoard,\r\n\t\t\t\t\t\tgameState,\r\n\t\t\t\t\t\tplayerIsFriendly: attackingBoardHero.friendly,\r\n\t\t\t\t\t},\r\n\t\t\t\t);\r\n\t\t\t\tdamageDoneByAttacker += dmgDoneByAttacker;\r\n\t\t\t\tdamageDoneByDefender += dmgDoneByDefender;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t// This assumes that only \"Rally\" effects trigger on attack\r\n\t// 2025-08-20: this is false. \"Whenever a friendly minion attacks\" is not a rally effect\r\n\tconst { dmgDoneByAttacker: dmgDoneByRally, dmgDoneByDefender: dmgDoneByRallyDefender } = triggerRally(\r\n\t\tattackingBoard,\r\n\t\tattackingBoardHero,\r\n\t\tattacker,\r\n\t\tdefendingBoard,\r\n\t\tdefendingBoardHero,\r\n\t\tdefendingEntity,\r\n\t\tgameState,\r\n\t);\r\n\tdamageDoneByAttacker += dmgDoneByRally;\r\n\tdamageDoneByDefender += dmgDoneByRallyDefender;\r\n\r\n\t// if (attacker.cardId === CardIds.GlyphGuardian_BGS_045) {\r\n\t// \t// For now the utility method only works additively, so we hack around it\r\n\t// \tmodifyStats(\r\n\t// \t\tattacker,\r\n\t// \t\tnull,\r\n\t// \t\t2 * attacker.attack - attacker.attack,\r\n\t// \t\t0,\r\n\t// \t\tattackingBoard,\r\n\t// \t\tattackingBoardHero,\r\n\t// \t\tgameState,\r\n\t// \t);\r\n\t// } else if (attacker.cardId === CardIds.GlyphGuardian_TB_BaconUps_115) {\r\n\t// \tmodifyStats(\r\n\t// \t\tattacker,\r\n\t// \t\tnull,\r\n\t// \t\t3 * attacker.attack - attacker.attack,\r\n\t// \t\t0,\r\n\t// \t\tattackingBoard,\r\n\t// \t\tattackingBoardHero,\r\n\t// \t\tgameState,\r\n\t// \t);\r\n\t// } else\r\n\tif (attacker.cardId === CardIds.GlimGuardian_BG29_888 || attacker.cardId === CardIds.GlimGuardian_BG29_888_G) {\r\n\t\tconst multiplier = attacker.cardId === CardIds.GlimGuardian_BG29_888_G ? 2 : 1;\r\n\t\tmodifyStats(attacker, attacker, 2 * multiplier, 0, attackingBoard, attackingBoardHero, gameState);\r\n\t} else if (\r\n\t\tattacker.cardId === CardIds.VanessaVancleef_BG24_708 ||\r\n\t\tattacker.cardId === CardIds.VanessaVancleef_BG24_708_G\r\n\t) {\r\n\t\tattackingBoard\r\n\t\t\t.filter((e) => hasCorrectTribe(e, attackingBoardHero, Race.PIRATE, gameState.anomalies, gameState.allCards))\r\n\t\t\t.forEach((e) => {\r\n\t\t\t\tmodifyStats(\r\n\t\t\t\t\te,\r\n\t\t\t\t\tattacker,\r\n\t\t\t\t\tattacker.cardId === CardIds.VanessaVancleef_BG24_708_G ? 4 : 2,\r\n\t\t\t\t\tattacker.cardId === CardIds.VanessaVancleef_BG24_708_G ? 4 : 2,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t} else if (attacker.cardId === CardIds.HatefulHag_BG29_120 || attacker.cardId === CardIds.HatefulHag_BG29_120_G) {\r\n\t\tconst loops = attacker.cardId === CardIds.HatefulHag_BG29_120_G ? 2 : 1;\r\n\t\tconst attackerIndex = attackingBoard.indexOf(attacker);\r\n\t\tfor (let i = 1; i <= loops; i++) {\r\n\t\t\tconst target = attackingBoard[attackerIndex + i];\r\n\t\t\tif (!!target) {\r\n\t\t\t\tupdateReborn(target, true, attackingBoard, attackingBoardHero, defendingBoardHero, gameState);\r\n\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\tattacker,\r\n\t\t\t\t\ttarget,\r\n\t\t\t\t\tattackingBoard,\r\n\t\t\t\t\tattackingBoardHero,\r\n\t\t\t\t\tdefendingBoardHero,\r\n\t\t\t\t);\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tconst eclipsion = attackingBoard.find(\r\n\t\t(e) =>\r\n\t\t\t(e.cardId === CardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy ||\r\n\t\t\t\te.cardId === CardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy_G) &&\r\n\t\t\te.abiityChargesLeft > 0,\r\n\t);\r\n\t// Only once per minion\r\n\tif (!!eclipsion && attacker.immuneWhenAttackCharges == null) {\r\n\t\tattacker.immuneWhenAttackCharges = 1;\r\n\t\t// If we have 2 eclipsions, the first minion that attacks eats both charges\r\n\t\tfor (const e of attackingBoard) {\r\n\t\t\tif (\r\n\t\t\t\te.cardId === CardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy ||\r\n\t\t\t\te.cardId === CardIds.EclipsionIllidari_TB_BaconShop_HERO_08_Buddy_G\r\n\t\t\t) {\r\n\t\t\t\te.abiityChargesLeft--;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const trinket of attackingBoardHero.trinkets) {\r\n\t\tswitch (trinket.cardId) {\r\n\t\t\tcase CardIds.CeremonialSword_BG30_MagicItem_925:\r\n\t\t\t\tmodifyStats(attacker, trinket, 4, 0, attackingBoard, attackingBoardHero, gameState);\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\treturn { damageDoneByAttacker, damageDoneByDefender };\r\n};\r\n\r\nexport interface OnAttackInput {\r\n\tattacker: BoardEntity;\r\n\tattackingHero: BgsPlayerEntity;\r\n\tattackingBoard: BoardEntity[];\r\n\tdefendingEntity: BoardEntity;\r\n\tdefendingHero: BgsPlayerEntity;\r\n\tdefendingBoard: BoardEntity[];\r\n\tgameState: FullGameState;\r\n\tplayerIsFriendly: boolean;\r\n}\r\n"]}
@@ -16,6 +16,17 @@ const handleRebornForEntity = (boardWithKilledMinion, boardWithKilledMinionHero,
16
16
  ((_a = deadEntity.enchantments) === null || _a === void 0 ? void 0 : _a.some((e) => e.cardId === "BG31_HERO_801ptje"))) {
17
17
  entityToSpawn = (0, sinrunner_blanchy_1.buildSinrunnerBlanchyRebornEntity)(deadEntity);
18
18
  }
19
+ const rebornImpl = _card_mappings_1.cardMappings[deadEntity.cardId];
20
+ if ((0, card_interface_1.hasBeforeRebornSelfEffect)(rebornImpl)) {
21
+ rebornImpl.beforeRebornSelfEffect(deadEntity, {
22
+ rebornEntity: deadEntity,
23
+ boardWithKilledMinion,
24
+ boardWithKilledMinionHero,
25
+ opponentBoard,
26
+ opponentBoardHero,
27
+ gameState,
28
+ });
29
+ }
19
30
  const entitiesFromReborn = deadEntity.reborn && deadMinionIndexFromRight >= 0
20
31
  ? (0, deathrattle_spawns_1.spawnEntities)(deadEntity.cardId, numberOfReborns, boardWithKilledMinion, boardWithKilledMinionHero, opponentBoard, opponentBoardHero, gameState, deadEntity.friendly, false, true, true, entityToSpawn, deadEntity)
21
32
  : [];
@@ -1 +1 @@
1
- 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{ BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { hasAfterReborn, hasRebornEffect, hasRebornSelfEffect } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { buildSinrunnerBlanchyRebornEntity, isSinrunnerBlanchy } from '../cards/impl/minion/sinrunner-blanchy';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { addStatsToBoard } from '../utils';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { performEntitySpawns } from './spawns';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const handleRebornForEntity = (\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadMinionIndexFromRight: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst numberOfReborns = 1;\r\n\tlet entityToSpawn: BoardEntity = null;\r\n\tif (\r\n\t\tisSinrunnerBlanchy(deadEntity.cardId) ||\r\n\t\tdeadEntity.enchantments?.some(\r\n\t\t\t(e) => e.cardId === CardIds.UltraCapacitor_UltraCapacitorEnchantment_BG31_HERO_801ptje,\r\n\t\t)\r\n\t) {\r\n\t\tentityToSpawn = buildSinrunnerBlanchyRebornEntity(deadEntity);\r\n\t}\r\n\tconst entitiesFromReborn: readonly BoardEntity[] =\r\n\t\tdeadEntity.reborn && deadMinionIndexFromRight >= 0\r\n\t\t\t? spawnEntities(\r\n\t\t\t\tdeadEntity.cardId,\r\n\t\t\t\tnumberOfReborns,\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\tfalse,\r\n\t\t\t\ttrue,\r\n\t\t\t\ttrue,\r\n\t\t\t\tentityToSpawn,\r\n\t\t\t\tdeadEntity,\r\n\t\t\t)\r\n\t\t\t: [];\r\n\tif (!entitiesFromReborn.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.WannabeGargoyle_BG30_109 ||\r\n\t\tdeadEntity.cardId === CardIds.WannabeGargoyle_BG30_109_G\r\n\t) {\r\n\t\tentitiesFromReborn.forEach((e) => {\r\n\t\t\tconst attack = deadEntity.maxAttack;\r\n\t\t\tconst health = deadEntity.cardId === CardIds.WannabeGargoyle_BG30_109_G ? deadEntity.maxHealth : 1;\r\n\t\t\te.attack = attack;\r\n\t\t\te.health = health;\r\n\t\t});\r\n\t}\r\n\r\n\tfor (const entity of entitiesFromReborn) {\r\n\t\tconst rebornImpl = cardMappings[entity.cardId];\r\n\t\tif (hasRebornSelfEffect(rebornImpl)) {\r\n\t\t\trebornImpl.rebornSelfEffect(entity, {\r\n\t\t\t\trebornEntity: deadEntity,\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const entity of boardWithKilledMinion) {\r\n\t\tconst rebornImpl = cardMappings[entity.cardId];\r\n\t\tif (hasRebornEffect(rebornImpl)) {\r\n\t\t\trebornImpl.rebornEffect(entity, {\r\n\t\t\t\trebornEntity: deadEntity,\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tconst entitiesThatWereReborn = performEntitySpawns(\r\n\t\tentitiesFromReborn,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\tdeadEntity,\r\n\t\tdeadMinionIndexFromRight,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tgameState,\r\n\t);\r\n\tentitiesThatWereReborn.forEach((e) => (e.rebornFromEntityId = deadEntity.entityId));\r\n\tconst entityRightToSpawns =\r\n\t\tdeadMinionIndexFromRight === 0\r\n\t\t\t? null\r\n\t\t\t: boardWithKilledMinion[boardWithKilledMinion.length - deadMinionIndexFromRight];\r\n\tentitiesThatWereReborn.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? undefined;\r\n\t});\r\n\r\n\tfor (const rebornEntity of entitiesThatWereReborn) {\r\n\t\tfor (const entity of boardWithKilledMinion) {\r\n\t\t\tconst rebornImpl = cardMappings[entity.cardId];\r\n\t\t\tif (hasAfterReborn(rebornImpl)) {\r\n\t\t\t\trebornImpl.afterReborn(entity, {\r\n\t\t\t\t\trebornEntity: rebornEntity,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\topponentBoard,\r\n\t\t\t\t\topponentBoardHero,\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\tfor (const trinket of boardWithKilledMinionHero.trinkets ?? []) {\r\n\t\t\tconst rebornImpl = cardMappings[trinket.cardId];\r\n\t\t\tif (hasAfterReborn(rebornImpl)) {\r\n\t\t\t\trebornImpl.afterReborn(trinket, {\r\n\t\t\t\t\trebornEntity: rebornEntity,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\topponentBoard,\r\n\t\t\t\t\topponentBoardHero,\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\t// Arfus\r\n\tboardWithKilledMinion\r\n\t\t.filter(\r\n\t\t\t(e) =>\r\n\t\t\t\te.cardId === CardIds.Arfus_TB_BaconShop_HERO_22_Buddy ||\r\n\t\t\t\te.cardId === CardIds.Arfus_TB_BaconShop_HERO_22_Buddy_G,\r\n\t\t)\r\n\t\t.forEach((arfus) => {\r\n\t\t\tconst multiplier = arfus.cardId === CardIds.Arfus_TB_BaconShop_HERO_22_Buddy_G ? 2 : 1;\r\n\t\t\tconst attackBonus = arfus.attack * multiplier;\r\n\t\t\tentitiesThatWereReborn\r\n\t\t\t\t.filter((e) => e.entityId !== arfus.entityId && e.rebornFromEntityId !== arfus.entityId)\r\n\t\t\t\t.forEach((e) => {\r\n\t\t\t\t\tmodifyStats(e, arfus, attackBonus, 0, boardWithKilledMinion, boardWithKilledMinionHero, gameState);\r\n\t\t\t\t});\r\n\t\t});\r\n\r\n\tconst numberOfTriggersForDeathwhisper = Math.min(entitiesThatWereReborn.length, 1);\r\n\tfor (let i = 0; i < numberOfTriggersForDeathwhisper; i++) {\r\n\t\tboardWithKilledMinion\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId === CardIds.SisterDeathwhisper_BG25_020 ||\r\n\t\t\t\t\te.cardId === CardIds.SisterDeathwhisper_BG25_020_G,\r\n\t\t\t)\r\n\t\t\t.forEach((e) => {\r\n\t\t\t\tconst multiplier = e.cardId === CardIds.SisterDeathwhisper_BG25_020_G ? 2 : 1;\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\te,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\tmultiplier * 1,\r\n\t\t\t\t\tmultiplier * 3,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t}\r\n};\r\n\r\nexport interface RebornEffectInput {\r\n\treadonly rebornEntity: BoardEntity;\r\n\treadonly boardWithKilledMinion: BoardEntity[];\r\n\treadonly boardWithKilledMinionHero: BgsPlayerEntity;\r\n\treadonly opponentBoard: BoardEntity[];\r\n\treadonly opponentBoardHero: BgsPlayerEntity;\r\n\treadonly gameState: FullGameState;\r\n}\r\n"]}
1
+ 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{ BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport {\r\n\thasAfterReborn,\r\n\thasBeforeRebornSelfEffect,\r\n\thasRebornEffect,\r\n\thasRebornSelfEffect,\r\n} from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { buildSinrunnerBlanchyRebornEntity, isSinrunnerBlanchy } from '../cards/impl/minion/sinrunner-blanchy';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { addStatsToBoard } from '../utils';\r\nimport { spawnEntities } from './deathrattle-spawns';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { performEntitySpawns } from './spawns';\r\nimport { modifyStats } from './stats';\r\n\r\nexport const handleRebornForEntity = (\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tdeadEntity: BoardEntity,\r\n\tdeadMinionIndexFromRight: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst numberOfReborns = 1;\r\n\tlet entityToSpawn: BoardEntity = null;\r\n\tif (\r\n\t\tisSinrunnerBlanchy(deadEntity.cardId) ||\r\n\t\tdeadEntity.enchantments?.some(\r\n\t\t\t(e) => e.cardId === CardIds.UltraCapacitor_UltraCapacitorEnchantment_BG31_HERO_801ptje,\r\n\t\t)\r\n\t) {\r\n\t\tentityToSpawn = buildSinrunnerBlanchyRebornEntity(deadEntity);\r\n\t}\r\n\r\n\tconst rebornImpl = cardMappings[deadEntity.cardId];\r\n\tif (hasBeforeRebornSelfEffect(rebornImpl)) {\r\n\t\trebornImpl.beforeRebornSelfEffect(deadEntity, {\r\n\t\t\trebornEntity: deadEntity,\r\n\t\t\tboardWithKilledMinion,\r\n\t\t\tboardWithKilledMinionHero,\r\n\t\t\topponentBoard,\r\n\t\t\topponentBoardHero,\r\n\t\t\tgameState,\r\n\t\t});\r\n\t}\r\n\r\n\tconst entitiesFromReborn: readonly BoardEntity[] =\r\n\t\tdeadEntity.reborn && deadMinionIndexFromRight >= 0\r\n\t\t\t? spawnEntities(\r\n\t\t\t\t\tdeadEntity.cardId,\r\n\t\t\t\t\tnumberOfReborns,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\topponentBoard,\r\n\t\t\t\t\topponentBoardHero,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t\tdeadEntity.friendly,\r\n\t\t\t\t\tfalse,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\ttrue,\r\n\t\t\t\t\tentityToSpawn,\r\n\t\t\t\t\tdeadEntity,\r\n\t\t\t )\r\n\t\t\t: [];\r\n\tif (!entitiesFromReborn.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tif (\r\n\t\tdeadEntity.cardId === CardIds.WannabeGargoyle_BG30_109 ||\r\n\t\tdeadEntity.cardId === CardIds.WannabeGargoyle_BG30_109_G\r\n\t) {\r\n\t\tentitiesFromReborn.forEach((e) => {\r\n\t\t\tconst attack = deadEntity.maxAttack;\r\n\t\t\tconst health = deadEntity.cardId === CardIds.WannabeGargoyle_BG30_109_G ? deadEntity.maxHealth : 1;\r\n\t\t\te.attack = attack;\r\n\t\t\te.health = health;\r\n\t\t});\r\n\t}\r\n\r\n\tfor (const entity of entitiesFromReborn) {\r\n\t\tconst rebornImpl = cardMappings[entity.cardId];\r\n\t\tif (hasRebornSelfEffect(rebornImpl)) {\r\n\t\t\trebornImpl.rebornSelfEffect(entity, {\r\n\t\t\t\trebornEntity: deadEntity,\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tfor (const entity of boardWithKilledMinion) {\r\n\t\tconst rebornImpl = cardMappings[entity.cardId];\r\n\t\tif (hasRebornEffect(rebornImpl)) {\r\n\t\t\trebornImpl.rebornEffect(entity, {\r\n\t\t\t\trebornEntity: deadEntity,\r\n\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\topponentBoard,\r\n\t\t\t\topponentBoardHero,\r\n\t\t\t\tgameState,\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tconst entitiesThatWereReborn = performEntitySpawns(\r\n\t\tentitiesFromReborn,\r\n\t\tboardWithKilledMinion,\r\n\t\tboardWithKilledMinionHero,\r\n\t\tdeadEntity,\r\n\t\tdeadMinionIndexFromRight,\r\n\t\topponentBoard,\r\n\t\topponentBoardHero,\r\n\t\tgameState,\r\n\t);\r\n\tentitiesThatWereReborn.forEach((e) => (e.rebornFromEntityId = deadEntity.entityId));\r\n\tconst entityRightToSpawns =\r\n\t\tdeadMinionIndexFromRight === 0\r\n\t\t\t? null\r\n\t\t\t: boardWithKilledMinion[boardWithKilledMinion.length - deadMinionIndexFromRight];\r\n\tentitiesThatWereReborn.forEach((entity) => {\r\n\t\tentity.hasAttacked = deadEntity.hasAttacked > 1 ? 1 : entityRightToSpawns?.hasAttacked ?? undefined;\r\n\t});\r\n\r\n\tfor (const rebornEntity of entitiesThatWereReborn) {\r\n\t\tfor (const entity of boardWithKilledMinion) {\r\n\t\t\tconst rebornImpl = cardMappings[entity.cardId];\r\n\t\t\tif (hasAfterReborn(rebornImpl)) {\r\n\t\t\t\trebornImpl.afterReborn(entity, {\r\n\t\t\t\t\trebornEntity: rebornEntity,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\topponentBoard,\r\n\t\t\t\t\topponentBoardHero,\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\tfor (const trinket of boardWithKilledMinionHero.trinkets ?? []) {\r\n\t\t\tconst rebornImpl = cardMappings[trinket.cardId];\r\n\t\t\tif (hasAfterReborn(rebornImpl)) {\r\n\t\t\t\trebornImpl.afterReborn(trinket, {\r\n\t\t\t\t\trebornEntity: rebornEntity,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\topponentBoard,\r\n\t\t\t\t\topponentBoardHero,\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\t// Arfus\r\n\tboardWithKilledMinion\r\n\t\t.filter(\r\n\t\t\t(e) =>\r\n\t\t\t\te.cardId === CardIds.Arfus_TB_BaconShop_HERO_22_Buddy ||\r\n\t\t\t\te.cardId === CardIds.Arfus_TB_BaconShop_HERO_22_Buddy_G,\r\n\t\t)\r\n\t\t.forEach((arfus) => {\r\n\t\t\tconst multiplier = arfus.cardId === CardIds.Arfus_TB_BaconShop_HERO_22_Buddy_G ? 2 : 1;\r\n\t\t\tconst attackBonus = arfus.attack * multiplier;\r\n\t\t\tentitiesThatWereReborn\r\n\t\t\t\t.filter((e) => e.entityId !== arfus.entityId && e.rebornFromEntityId !== arfus.entityId)\r\n\t\t\t\t.forEach((e) => {\r\n\t\t\t\t\tmodifyStats(e, arfus, attackBonus, 0, boardWithKilledMinion, boardWithKilledMinionHero, gameState);\r\n\t\t\t\t});\r\n\t\t});\r\n\r\n\tconst numberOfTriggersForDeathwhisper = Math.min(entitiesThatWereReborn.length, 1);\r\n\tfor (let i = 0; i < numberOfTriggersForDeathwhisper; i++) {\r\n\t\tboardWithKilledMinion\r\n\t\t\t.filter(\r\n\t\t\t\t(e) =>\r\n\t\t\t\t\te.cardId === CardIds.SisterDeathwhisper_BG25_020 ||\r\n\t\t\t\t\te.cardId === CardIds.SisterDeathwhisper_BG25_020_G,\r\n\t\t\t)\r\n\t\t\t.forEach((e) => {\r\n\t\t\t\tconst multiplier = e.cardId === CardIds.SisterDeathwhisper_BG25_020_G ? 2 : 1;\r\n\t\t\t\taddStatsToBoard(\r\n\t\t\t\t\te,\r\n\t\t\t\t\tboardWithKilledMinion,\r\n\t\t\t\t\tboardWithKilledMinionHero,\r\n\t\t\t\t\tmultiplier * 1,\r\n\t\t\t\t\tmultiplier * 3,\r\n\t\t\t\t\tgameState,\r\n\t\t\t\t);\r\n\t\t\t});\r\n\t}\r\n};\r\n\r\nexport interface RebornEffectInput {\r\n\treadonly rebornEntity: BoardEntity;\r\n\treadonly boardWithKilledMinion: BoardEntity[];\r\n\treadonly boardWithKilledMinionHero: BgsPlayerEntity;\r\n\treadonly opponentBoard: BoardEntity[];\r\n\treadonly opponentBoardHero: BgsPlayerEntity;\r\n\treadonly gameState: FullGameState;\r\n}\r\n"]}
@@ -7,6 +7,7 @@ export declare class Simulator {
7
7
  private hasShowShortCircuitWarning;
8
8
  constructor(gameState: FullGameState);
9
9
  simulateSingleBattle(playerState: PlayerState, opponentState: PlayerState): SingleSimulationResult;
10
+ private logRunawayEntityDiagnostics;
10
11
  private simulateSingleBattlePass;
11
12
  private buildBoardTotalDamage;
12
13
  }
@@ -16,81 +16,30 @@ class Simulator {
16
16
  this.hasShowShortCircuitWarning = false;
17
17
  }
18
18
  simulateSingleBattle(playerState, opponentState) {
19
- var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m;
19
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j;
20
20
  let playerBoard = playerState.board;
21
21
  let playerEntity = playerState.player;
22
22
  let opponentBoard = opponentState.board;
23
23
  let opponentEntity = opponentState.player;
24
- const allEntityIds = [
25
- ...playerBoard.flatMap((entity) => {
26
- var _a, _b;
27
- return [
28
- entity.entityId,
29
- ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : []),
30
- ];
31
- }),
32
- ...opponentBoard.flatMap((entity) => {
33
- var _a, _b;
34
- return [
35
- entity.entityId,
36
- ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : []),
37
- ];
38
- }),
39
- ...((_b = (_a = playerEntity.hand) === null || _a === void 0 ? void 0 : _a.flatMap((entity) => {
40
- var _a, _b;
41
- return [
42
- entity.entityId,
43
- ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : []),
44
- ];
45
- })) !== null && _b !== void 0 ? _b : []),
46
- ...((_d = (_c = opponentEntity.hand) === null || _c === void 0 ? void 0 : _c.flatMap((entity) => {
47
- var _a, _b;
48
- return [
49
- entity.entityId,
50
- ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : []),
51
- ];
52
- })) !== null && _d !== void 0 ? _d : []),
53
- ];
54
- this.gameState.sharedState.currentEntityId = Math.max(...allEntityIds) + 1;
24
+ let maxEntityId = -Infinity;
25
+ for (const group of [playerBoard, opponentBoard, playerEntity.hand, opponentEntity.hand]) {
26
+ for (const entity of group !== null && group !== void 0 ? group : []) {
27
+ if (entity.entityId > maxEntityId) {
28
+ maxEntityId = entity.entityId;
29
+ }
30
+ for (const enchantment of (_a = entity.enchantments) !== null && _a !== void 0 ? _a : []) {
31
+ if (enchantment.originEntityId > maxEntityId) {
32
+ maxEntityId = enchantment.originEntityId;
33
+ }
34
+ }
35
+ }
36
+ }
37
+ this.gameState.sharedState.currentEntityId = maxEntityId + 1;
55
38
  while (!playerEntity.startOfCombatDone ||
56
39
  !opponentEntity.startOfCombatDone ||
57
40
  ((playerBoard === null || playerBoard === void 0 ? void 0 : playerBoard.length) > 0 && (opponentBoard === null || opponentBoard === void 0 ? void 0 : opponentBoard.length) > 0)) {
58
- const allEntityIds = [
59
- ...playerBoard.flatMap((entity) => {
60
- var _a, _b;
61
- const result = [entity.entityId, ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : [])];
62
- if (result.length > 200) {
63
- console.log('too many entities for entity', result.length, (0, utils_1.stringifySimpleCard)(entity, this.gameState.allCards));
64
- }
65
- return result;
66
- }),
67
- ...opponentBoard.flatMap((entity) => {
68
- var _a, _b;
69
- const result = [entity.entityId, ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : [])];
70
- if (result.length > 200) {
71
- console.log('too many entities for entity', result.length, (0, utils_1.stringifySimpleCard)(entity, this.gameState.allCards));
72
- }
73
- return result;
74
- }),
75
- ...playerEntity.hand.flatMap((entity) => {
76
- var _a, _b;
77
- const result = [entity.entityId, ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : [])];
78
- if (result.length > 200) {
79
- console.log('too many entities for entity', result.length, (0, utils_1.stringifySimpleCard)(entity, this.gameState.allCards));
80
- }
81
- return result;
82
- }),
83
- ...opponentEntity.hand.flatMap((entity) => {
84
- var _a, _b;
85
- const result = [entity.entityId, ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : [])];
86
- if (result.length > 200) {
87
- console.log('too many entities for entity', result.length, (0, utils_1.stringifySimpleCard)(entity, this.gameState.allCards));
88
- }
89
- return result;
90
- }),
91
- ];
92
- if (allEntityIds.length > 10000) {
93
- console.log('allEntityIds2', allEntityIds, new Error().stack);
41
+ if (debug_state_1.debugState === null || debug_state_1.debugState === void 0 ? void 0 : debug_state_1.debugState.active) {
42
+ this.logRunawayEntityDiagnostics(playerBoard, playerEntity, opponentBoard, opponentEntity);
94
43
  }
95
44
  this.simulateSingleBattlePass(playerBoard, playerEntity, opponentBoard, opponentEntity);
96
45
  if (this.hasShowShortCircuitWarning) {
@@ -107,18 +56,18 @@ class Simulator {
107
56
  const isPlayerDefeated = playerState.board.length === 0 || playerState.player.hpLeft <= 0;
108
57
  const isOpponentDefeated = opponentState.board.length === 0 || opponentState.player.hpLeft <= 0;
109
58
  if (isPlayerDefeated) {
110
- playerBoard = (_e = playerState.teammate) === null || _e === void 0 ? void 0 : _e.board;
59
+ playerBoard = (_b = playerState.teammate) === null || _b === void 0 ? void 0 : _b.board;
111
60
  playerState.board = [];
112
- playerEntity = (_f = playerState.teammate) === null || _f === void 0 ? void 0 : _f.player;
61
+ playerEntity = (_c = playerState.teammate) === null || _c === void 0 ? void 0 : _c.player;
113
62
  }
114
63
  else {
115
64
  playerBoard = playerState.board;
116
65
  playerEntity = playerState.player;
117
66
  }
118
67
  if (isOpponentDefeated) {
119
- opponentBoard = (_g = opponentState.teammate) === null || _g === void 0 ? void 0 : _g.board;
68
+ opponentBoard = (_d = opponentState.teammate) === null || _d === void 0 ? void 0 : _d.board;
120
69
  opponentState.board = [];
121
- opponentEntity = (_h = opponentState.teammate) === null || _h === void 0 ? void 0 : _h.player;
70
+ opponentEntity = (_e = opponentState.teammate) === null || _e === void 0 ? void 0 : _e.player;
122
71
  }
123
72
  else {
124
73
  opponentBoard = opponentState.board;
@@ -153,7 +102,7 @@ class Simulator {
153
102
  };
154
103
  }
155
104
  if (!(playerBoard === null || playerBoard === void 0 ? void 0 : playerBoard.length) || playerEntity.hpLeft <= 0) {
156
- const damage = this.buildBoardTotalDamage(opponentBoard, (_k = (_j = this.gameState.gameState.opponent) === null || _j === void 0 ? void 0 : _j.teammate) === null || _k === void 0 ? void 0 : _k.board) +
105
+ const damage = this.buildBoardTotalDamage(opponentBoard, (_g = (_f = this.gameState.gameState.opponent) === null || _f === void 0 ? void 0 : _f.teammate) === null || _g === void 0 ? void 0 : _g.board) +
157
106
  opponentEntity.tavernTier;
158
107
  this.gameState.spectator.registerOpponentAttack(playerBoard, opponentBoard, damage);
159
108
  return {
@@ -161,7 +110,7 @@ class Simulator {
161
110
  damageDealt: damage,
162
111
  };
163
112
  }
164
- const damage = this.buildBoardTotalDamage(playerBoard, (_m = (_l = this.gameState.gameState.player) === null || _l === void 0 ? void 0 : _l.teammate) === null || _m === void 0 ? void 0 : _m.board) +
113
+ const damage = this.buildBoardTotalDamage(playerBoard, (_j = (_h = this.gameState.gameState.player) === null || _h === void 0 ? void 0 : _h.teammate) === null || _j === void 0 ? void 0 : _j.board) +
165
114
  playerEntity.tavernTier;
166
115
  this.gameState.spectator.registerPlayerAttack(playerBoard, opponentBoard, damage);
167
116
  return {
@@ -169,6 +118,22 @@ class Simulator {
169
118
  damageDealt: damage,
170
119
  };
171
120
  }
121
+ logRunawayEntityDiagnostics(playerBoard, playerEntity, opponentBoard, opponentEntity) {
122
+ var _a, _b;
123
+ const allEntityIds = [];
124
+ for (const group of [playerBoard, opponentBoard, playerEntity.hand, opponentEntity.hand]) {
125
+ for (const entity of group !== null && group !== void 0 ? group : []) {
126
+ const result = [entity.entityId, ...((_b = (_a = entity.enchantments) === null || _a === void 0 ? void 0 : _a.map((e) => e.originEntityId)) !== null && _b !== void 0 ? _b : [])];
127
+ if (result.length > 200) {
128
+ console.log('too many entities for entity', result.length, (0, utils_1.stringifySimpleCard)(entity, this.gameState.allCards));
129
+ }
130
+ allEntityIds.push(...result);
131
+ }
132
+ }
133
+ if (allEntityIds.length > 10000) {
134
+ console.log('allEntityIds2', allEntityIds, new Error().stack);
135
+ }
136
+ }
172
137
  simulateSingleBattlePass(playerBoard, playerEntity, opponentBoard, opponentEntity) {
173
138
  var _a;
174
139
  if (debug_state_1.debugState === null || debug_state_1.debugState === void 0 ? void 0 : debug_state_1.debugState.active) {
@@ -1 +1 @@
1
- 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{ getEffectiveTechLevel } from '@firestone-hs/reference-data';\r\nimport { BgsPlayerEntity } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { debugState } from '../debug-state';\r\nimport { SingleSimulationResult } from '../single-simulation-result';\r\nimport { stringifySimple, stringifySimpleCard } from '../utils';\r\nimport { simulateAttack } from './attack';\r\nimport { clearStealthIfNeeded } from './auras';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { resolvePendingEffects } from './pending-effects';\r\nimport { handleStartOfCombat } from './start-of-combat/start-of-combat';\r\nimport { handleSummonsWhenSpace } from './summon-when-space';\r\n\r\n// New simulator should be instantiated for each match\r\nexport class Simulator {\r\n\tprivate currentAttacker: number;\r\n\tprivate currentSpeedAttacker = -1;\r\n\r\n\tprivate hasShowShortCircuitWarning = false;\r\n\r\n\t// It should come already initialized\r\n\tconstructor(private readonly gameState: FullGameState) {}\r\n\r\n\t// Here we suppose that the BoardEntity only contain at most the enchantments that are linked\r\n\t// to auras (so we probably should hand-filter that, since there are actually few auras)\r\n\tpublic simulateSingleBattle(playerState: PlayerState, opponentState: PlayerState): SingleSimulationResult {\r\n\t\tlet playerBoard: BoardEntity[] = playerState.board;\r\n\t\tlet playerEntity: BgsPlayerEntity = playerState.player;\r\n\t\tlet opponentBoard: BoardEntity[] = opponentState.board;\r\n\t\tlet opponentEntity: BgsPlayerEntity = opponentState.player;\r\n\r\n\t\tconst allEntityIds = [\r\n\t\t\t...playerBoard.flatMap((entity) => [\r\n\t\t\t\tentity.entityId,\r\n\t\t\t\t...(entity.enchantments?.map((e) => e.originEntityId) ?? []),\r\n\t\t\t]),\r\n\t\t\t...opponentBoard.flatMap((entity) => [\r\n\t\t\t\tentity.entityId,\r\n\t\t\t\t...(entity.enchantments?.map((e) => e.originEntityId) ?? []),\r\n\t\t\t]),\r\n\t\t\t...(playerEntity.hand?.flatMap((entity) => [\r\n\t\t\t\tentity.entityId,\r\n\t\t\t\t...(entity.enchantments?.map((e) => e.originEntityId) ?? []),\r\n\t\t\t]) ?? []),\r\n\t\t\t...(opponentEntity.hand?.flatMap((entity) => [\r\n\t\t\t\tentity.entityId,\r\n\t\t\t\t...(entity.enchantments?.map((e) => e.originEntityId) ?? []),\r\n\t\t\t]) ?? []),\r\n\t\t];\r\n\t\tthis.gameState.sharedState.currentEntityId = Math.max(...allEntityIds) + 1;\r\n\r\n\t\twhile (\r\n\t\t\t!playerEntity.startOfCombatDone ||\r\n\t\t\t!opponentEntity.startOfCombatDone ||\r\n\t\t\t(playerBoard?.length > 0 && opponentBoard?.length > 0)\r\n\t\t) {\r\n\t\t\tconst allEntityIds = [\r\n\t\t\t\t...playerBoard.flatMap((entity) => {\r\n\t\t\t\t\tconst result = [entity.entityId, ...(entity.enchantments?.map((e) => e.originEntityId) ?? [])];\r\n\t\t\t\t\tif (result.length > 200) {\r\n\t\t\t\t\t\tconsole.log(\r\n\t\t\t\t\t\t\t'too many entities for entity',\r\n\t\t\t\t\t\t\tresult.length,\r\n\t\t\t\t\t\t\tstringifySimpleCard(entity, this.gameState.allCards),\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t\treturn result;\r\n\t\t\t\t}),\r\n\t\t\t\t...opponentBoard.flatMap((entity) => {\r\n\t\t\t\t\tconst result = [entity.entityId, ...(entity.enchantments?.map((e) => e.originEntityId) ?? [])];\r\n\t\t\t\t\tif (result.length > 200) {\r\n\t\t\t\t\t\tconsole.log(\r\n\t\t\t\t\t\t\t'too many entities for entity',\r\n\t\t\t\t\t\t\tresult.length,\r\n\t\t\t\t\t\t\tstringifySimpleCard(entity, this.gameState.allCards),\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t\treturn result;\r\n\t\t\t\t}),\r\n\t\t\t\t...playerEntity.hand.flatMap((entity) => {\r\n\t\t\t\t\tconst result = [entity.entityId, ...(entity.enchantments?.map((e) => e.originEntityId) ?? [])];\r\n\t\t\t\t\tif (result.length > 200) {\r\n\t\t\t\t\t\tconsole.log(\r\n\t\t\t\t\t\t\t'too many entities for entity',\r\n\t\t\t\t\t\t\tresult.length,\r\n\t\t\t\t\t\t\tstringifySimpleCard(entity, this.gameState.allCards),\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t\treturn result;\r\n\t\t\t\t}),\r\n\t\t\t\t...opponentEntity.hand.flatMap((entity) => {\r\n\t\t\t\t\tconst result = [entity.entityId, ...(entity.enchantments?.map((e) => e.originEntityId) ?? [])];\r\n\t\t\t\t\tif (result.length > 200) {\r\n\t\t\t\t\t\tconsole.log(\r\n\t\t\t\t\t\t\t'too many entities for entity',\r\n\t\t\t\t\t\t\tresult.length,\r\n\t\t\t\t\t\t\tstringifySimpleCard(entity, this.gameState.allCards),\r\n\t\t\t\t\t\t);\r\n\t\t\t\t\t}\r\n\t\t\t\t\treturn result;\r\n\t\t\t\t}),\r\n\t\t\t];\r\n\t\t\tif (allEntityIds.length > 10000) {\r\n\t\t\t\tconsole.log('allEntityIds2', allEntityIds, new Error().stack);\r\n\t\t\t}\r\n\t\t\tthis.simulateSingleBattlePass(playerBoard, playerEntity, opponentBoard, opponentEntity);\r\n\t\t\tif (this.hasShowShortCircuitWarning) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\t// The only case where there can only 0-attack minions on a board is when both boards\r\n\t\t\t// are that way (otherwise one side would kill the other)\r\n\t\t\tconst areBothBoards0Attack =\r\n\t\t\t\tplayerState.board.length > 0 &&\r\n\t\t\t\tplayerState.board.every((entity) => entity.attack === 0) &&\r\n\t\t\t\topponentState.board.length > 0 &&\r\n\t\t\t\topponentState.board.every((entity) => entity.attack === 0);\r\n\t\t\tif (areBothBoards0Attack) {\r\n\t\t\t\tplayerState.board = [];\r\n\t\t\t\topponentState.board = [];\r\n\t\t\t}\r\n\r\n\t\t\tconst isPlayerDefeated = playerState.board.length === 0 || playerState.player.hpLeft <= 0;\r\n\t\t\tconst isOpponentDefeated = opponentState.board.length === 0 || opponentState.player.hpLeft <= 0;\r\n\t\t\tif (isPlayerDefeated) {\r\n\t\t\t\tplayerBoard = playerState.teammate?.board;\r\n\t\t\t\tplayerState.board = [];\r\n\t\t\t\tplayerEntity = playerState.teammate?.player;\r\n\t\t\t} else {\r\n\t\t\t\tplayerBoard = playerState.board;\r\n\t\t\t\tplayerEntity = playerState.player;\r\n\t\t\t}\r\n\t\t\tif (isOpponentDefeated) {\r\n\t\t\t\topponentBoard = opponentState.teammate?.board;\r\n\t\t\t\topponentState.board = [];\r\n\t\t\t\topponentEntity = opponentState.teammate?.player;\r\n\t\t\t} else {\r\n\t\t\t\topponentBoard = opponentState.board;\r\n\t\t\t\topponentEntity = opponentState.player;\r\n\t\t\t}\r\n\t\t\t// So that gameState.player always refers to the active player\r\n\t\t\tif (isPlayerDefeated) {\r\n\t\t\t\t// Reset deaths\r\n\t\t\t\tthis.gameState.sharedState.deaths = this.gameState.sharedState.deaths.filter(\r\n\t\t\t\t\t(e) => e.friendly !== this.gameState.gameState.player.player.friendly,\r\n\t\t\t\t);\r\n\t\t\t\tthis.gameState.gameState.player.teammate = {\r\n\t\t\t\t\tboard: this.gameState.gameState.player.board,\r\n\t\t\t\t\tplayer: this.gameState.gameState.player.player,\r\n\t\t\t\t};\r\n\t\t\t\tthis.gameState.gameState.player.player = playerEntity;\r\n\t\t\t\tthis.gameState.gameState.player.board = playerBoard;\r\n\r\n\t\t\t\t// const initialPlayer = this.gameState.gameState.playerInitial;\r\n\t\t\t\t// const initialPlayerTeammate = initialPlayer.teammate;\r\n\t\t\t}\r\n\t\t\tif (isOpponentDefeated) {\r\n\t\t\t\t// Reset deaths\r\n\t\t\t\tthis.gameState.sharedState.deaths = this.gameState.sharedState.deaths.filter(\r\n\t\t\t\t\t(e) => e.friendly !== this.gameState.gameState.opponent.player.friendly,\r\n\t\t\t\t);\r\n\t\t\t\tthis.gameState.gameState.opponent.teammate = {\r\n\t\t\t\t\tboard: this.gameState.gameState.opponent.board,\r\n\t\t\t\t\tplayer: this.gameState.gameState.opponent.player,\r\n\t\t\t\t};\r\n\t\t\t\tthis.gameState.gameState.opponent.player = opponentEntity;\r\n\t\t\t\tthis.gameState.gameState.opponent.board = opponentBoard;\r\n\t\t\t}\r\n\r\n\t\t\tif (!playerEntity || !opponentEntity) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tif (\r\n\t\t\t(!playerBoard?.length && !opponentBoard?.length) ||\r\n\t\t\t// E.g. when both players have a 0-attack minion\r\n\t\t\t(playerBoard?.length > 0 && opponentBoard?.length > 0)\r\n\t\t) {\r\n\t\t\treturn {\r\n\t\t\t\tresult: 'tied',\r\n\t\t\t} as SingleSimulationResult;\r\n\t\t}\r\n\t\tif (!playerBoard?.length || playerEntity.hpLeft <= 0) {\r\n\t\t\tconst damage =\r\n\t\t\t\tthis.buildBoardTotalDamage(opponentBoard, this.gameState.gameState.opponent?.teammate?.board) +\r\n\t\t\t\topponentEntity.tavernTier;\r\n\t\t\tthis.gameState.spectator.registerOpponentAttack(playerBoard, opponentBoard, damage);\r\n\t\t\treturn {\r\n\t\t\t\tresult: 'lost',\r\n\t\t\t\tdamageDealt: damage,\r\n\t\t\t};\r\n\t\t}\r\n\r\n\t\tconst damage =\r\n\t\t\tthis.buildBoardTotalDamage(playerBoard, this.gameState.gameState.player?.teammate?.board) +\r\n\t\t\tplayerEntity.tavernTier;\r\n\t\tthis.gameState.spectator.registerPlayerAttack(playerBoard, opponentBoard, damage);\r\n\t\treturn {\r\n\t\t\tresult: 'won',\r\n\t\t\tdamageDealt: damage,\r\n\t\t};\r\n\t}\r\n\r\n\tprivate simulateSingleBattlePass(\r\n\t\tplayerBoard: BoardEntity[],\r\n\t\tplayerEntity: BgsPlayerEntity,\r\n\t\topponentBoard: BoardEntity[],\r\n\t\topponentEntity: BgsPlayerEntity,\r\n\t) {\r\n\t\tif (debugState?.active) {\r\n\t\t\tdebugState.onBattleStart();\r\n\t\t}\r\n\t\t// Start of combat happens only once, so we need to flag whether it has already happened for a\r\n\t\t// given player\r\n\t\tthis.gameState.spectator.registerStartOfCombat(playerBoard, opponentBoard, playerEntity, opponentEntity);\r\n\r\n\t\t// Who attacks first is decided by the game before the hero power comes into effect. However, the full board (with the generated minion)\r\n\t\t// is sent tothe simulator\r\n\t\t// But in fact, the first player decision takes into account that additional minion. See\r\n\t\t// https://replays.firestoneapp.com/?reviewId=ddbbbe93-464b-4400-8e8d-4abca8680a2e\r\n\t\tconst effectivePlayerBoardLength = playerBoard.length;\r\n\t\tconst effectiveOpponentBoardLength = opponentBoard.length;\r\n\t\tthis.currentAttacker =\r\n\t\t\teffectivePlayerBoardLength > effectiveOpponentBoardLength\r\n\t\t\t\t? 0\r\n\t\t\t\t: effectiveOpponentBoardLength > effectivePlayerBoardLength\r\n\t\t\t\t? 1\r\n\t\t\t\t: Math.round(Math.random());\r\n\t\tconst suggestedNewCurrentAttacker = handleStartOfCombat(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tthis.currentAttacker,\r\n\t\t\tthis.gameState,\r\n\t\t);\r\n\t\tthis.currentAttacker = suggestedNewCurrentAttacker;\r\n\t\tlet counter = 0;\r\n\t\tif (debugState?.active) {\r\n\t\t\tthis.currentAttacker = debugState.forcedCurrentAttacker ?? this.currentAttacker;\r\n\t\t}\r\n\t\twhile (\r\n\t\t\tplayerBoard.length > 0 &&\r\n\t\t\topponentBoard.length > 0 &&\r\n\t\t\tplayerEntity.hpLeft > 0 &&\r\n\t\t\topponentEntity.hpLeft > 0\r\n\t\t) {\r\n\t\t\thandleSummonsWhenSpace(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\tclearStealthIfNeeded(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\t// console.log('this.currentSpeedAttacker', this.currentAttacker);\r\n\t\t\t// If there are \"attack immediately\" minions, we keep the same player\r\n\t\t\t// We put it here so that it can kick in after the start of combat effects. However here we don't want\r\n\t\t\t// to change who attacks first, so we repeat that block again after all the attacks have been resolved\r\n\t\t\t// FIXME: This is not strictly correct - if there are multiple attack immediately\r\n\t\t\t// minions that spawn on both player sides it might get a bit more complex\r\n\t\t\t// but overall it works\r\n\t\t\t// Also, this doesn't work when there are several deathrattle competing\r\n\t\t\t// to know who triggers first. See the second test case of the scallywag.test.ts\r\n\t\t\t// that is not handled properly today (the attack should in some cases happen before\r\n\t\t\t// the other deathrattle procs)\r\n\t\t\tif (playerBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 0;\r\n\t\t\t} else if (opponentBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 1;\r\n\t\t\t} else {\r\n\t\t\t\tthis.currentSpeedAttacker = -1;\r\n\t\t\t}\r\n\t\t\tif (\r\n\t\t\t\tplayerBoard.filter((e) => e.attack > 0).length === 0 &&\r\n\t\t\t\topponentBoard.filter((e) => e.attack > 0).length === 0\r\n\t\t\t) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\t// console.log('this.currentSpeedAttacker 2', this.currentAttacker, this.currentSpeedAttacker);\r\n\t\t\tif (this.currentSpeedAttacker === 0 || (this.currentSpeedAttacker === -1 && this.currentAttacker === 0)) {\r\n\t\t\t\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\t} else {\r\n\t\t\t\tsimulateAttack(opponentBoard, opponentEntity, playerBoard, playerEntity, this.gameState);\r\n\t\t\t}\r\n\r\n\t\t\tresolvePendingEffects(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\t// Update the attacker indices in case there were some deaths\r\n\t\t\tif (playerBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 0;\r\n\t\t\t} else if (opponentBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 1;\r\n\t\t\t} else {\r\n\t\t\t\tthis.currentSpeedAttacker = -1;\r\n\t\t\t\tthis.currentAttacker = (this.currentAttacker + 1) % 2;\r\n\t\t\t}\r\n\t\t\tcounter++;\r\n\t\t\tif (counter > 400 && !this.hasShowShortCircuitWarning) {\r\n\t\t\t\tconsole.warn(\r\n\t\t\t\t\t'short-circuiting simulation, too many iterations',\r\n\t\t\t\t\tcounter,\r\n\t\t\t\t\t'\\n',\r\n\t\t\t\t\tstringifySimple(playerBoard, this.gameState.allCards),\r\n\t\t\t\t\t'\\n',\r\n\t\t\t\t\tstringifySimple(opponentBoard, this.gameState.allCards),\r\n\t\t\t\t);\r\n\t\t\t\tthis.hasShowShortCircuitWarning = true;\r\n\t\t\t\tbreak;\r\n\t\t\t\t// return null;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tprivate buildBoardTotalDamage(playerBoard: readonly BoardEntity[], teammateBoard?: BoardEntity[]): number {\r\n\t\tconst damageFromPlayerBoard = playerBoard\r\n\t\t\t.map((entity) =>\r\n\t\t\t\tgetEffectiveTechLevel(this.gameState.allCards.getCard(entity.cardId), this.gameState.allCards),\r\n\t\t\t)\r\n\t\t\t.reduce((a, b) => a + b, 0);\r\n\t\tconst numberOfTeamateMinionsToSummnon = 7 - playerBoard.length;\r\n\t\tconst damageFromTeammateBoard =\r\n\t\t\tteammateBoard\r\n\t\t\t\t?.slice(0, numberOfTeamateMinionsToSummnon)\r\n\t\t\t\t.map((entity) =>\r\n\t\t\t\t\tgetEffectiveTechLevel(this.gameState.allCards.getCard(entity.cardId), this.gameState.allCards),\r\n\t\t\t\t)\r\n\t\t\t\t.reduce((a, b) => a + b, 0) ?? 0;\r\n\t\treturn damageFromPlayerBoard + damageFromTeammateBoard;\r\n\t}\r\n}\r\n"]}
1
+ 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initialized\r\n\tconstructor(private readonly gameState: FullGameState) {}\r\n\r\n\t// Here we suppose that the BoardEntity only contain at most the enchantments that are linked\r\n\t// to auras (so we probably should hand-filter that, since there are actually few auras)\r\n\tpublic simulateSingleBattle(playerState: PlayerState, opponentState: PlayerState): SingleSimulationResult {\r\n\t\tlet playerBoard: BoardEntity[] = playerState.board;\r\n\t\tlet playerEntity: BgsPlayerEntity = playerState.player;\r\n\t\tlet opponentBoard: BoardEntity[] = opponentState.board;\r\n\t\tlet opponentEntity: BgsPlayerEntity = opponentState.player;\r\n\r\n\t\tlet maxEntityId = -Infinity;\r\n\t\tfor (const group of [playerBoard, opponentBoard, playerEntity.hand, opponentEntity.hand]) {\r\n\t\t\tfor (const entity of group ?? []) {\r\n\t\t\t\tif (entity.entityId > maxEntityId) {\r\n\t\t\t\t\tmaxEntityId = entity.entityId;\r\n\t\t\t\t}\r\n\t\t\t\tfor (const enchantment of entity.enchantments ?? []) {\r\n\t\t\t\t\tif (enchantment.originEntityId > maxEntityId) {\r\n\t\t\t\t\t\tmaxEntityId = enchantment.originEntityId;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\tthis.gameState.sharedState.currentEntityId = maxEntityId + 1;\r\n\r\n\t\twhile (\r\n\t\t\t!playerEntity.startOfCombatDone ||\r\n\t\t\t!opponentEntity.startOfCombatDone ||\r\n\t\t\t(playerBoard?.length > 0 && opponentBoard?.length > 0)\r\n\t\t) {\r\n\t\t\t// Diagnostic only: detect runaway enchantment growth. The full entity id arrays are\r\n\t\t\t// only built in debug mode, since this allocates a lot on every battle pass\r\n\t\t\tif (debugState?.active) {\r\n\t\t\t\tthis.logRunawayEntityDiagnostics(playerBoard, playerEntity, opponentBoard, opponentEntity);\r\n\t\t\t}\r\n\t\t\tthis.simulateSingleBattlePass(playerBoard, playerEntity, opponentBoard, opponentEntity);\r\n\t\t\tif (this.hasShowShortCircuitWarning) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\t// The only case where there can only 0-attack minions on a board is when both boards\r\n\t\t\t// are that way (otherwise one side would kill the other)\r\n\t\t\tconst areBothBoards0Attack =\r\n\t\t\t\tplayerState.board.length > 0 &&\r\n\t\t\t\tplayerState.board.every((entity) => entity.attack === 0) &&\r\n\t\t\t\topponentState.board.length > 0 &&\r\n\t\t\t\topponentState.board.every((entity) => entity.attack === 0);\r\n\t\t\tif (areBothBoards0Attack) {\r\n\t\t\t\tplayerState.board = [];\r\n\t\t\t\topponentState.board = [];\r\n\t\t\t}\r\n\r\n\t\t\tconst isPlayerDefeated = playerState.board.length === 0 || playerState.player.hpLeft <= 0;\r\n\t\t\tconst isOpponentDefeated = opponentState.board.length === 0 || opponentState.player.hpLeft <= 0;\r\n\t\t\tif (isPlayerDefeated) {\r\n\t\t\t\tplayerBoard = playerState.teammate?.board;\r\n\t\t\t\tplayerState.board = [];\r\n\t\t\t\tplayerEntity = playerState.teammate?.player;\r\n\t\t\t} else {\r\n\t\t\t\tplayerBoard = playerState.board;\r\n\t\t\t\tplayerEntity = playerState.player;\r\n\t\t\t}\r\n\t\t\tif (isOpponentDefeated) {\r\n\t\t\t\topponentBoard = opponentState.teammate?.board;\r\n\t\t\t\topponentState.board = [];\r\n\t\t\t\topponentEntity = opponentState.teammate?.player;\r\n\t\t\t} else {\r\n\t\t\t\topponentBoard = opponentState.board;\r\n\t\t\t\topponentEntity = opponentState.player;\r\n\t\t\t}\r\n\t\t\t// So that gameState.player always refers to the active player\r\n\t\t\tif (isPlayerDefeated) {\r\n\t\t\t\t// Reset deaths\r\n\t\t\t\tthis.gameState.sharedState.deaths = this.gameState.sharedState.deaths.filter(\r\n\t\t\t\t\t(e) => e.friendly !== this.gameState.gameState.player.player.friendly,\r\n\t\t\t\t);\r\n\t\t\t\tthis.gameState.gameState.player.teammate = {\r\n\t\t\t\t\tboard: this.gameState.gameState.player.board,\r\n\t\t\t\t\tplayer: this.gameState.gameState.player.player,\r\n\t\t\t\t};\r\n\t\t\t\tthis.gameState.gameState.player.player = playerEntity;\r\n\t\t\t\tthis.gameState.gameState.player.board = playerBoard;\r\n\r\n\t\t\t\t// const initialPlayer = this.gameState.gameState.playerInitial;\r\n\t\t\t\t// const initialPlayerTeammate = initialPlayer.teammate;\r\n\t\t\t}\r\n\t\t\tif (isOpponentDefeated) {\r\n\t\t\t\t// Reset deaths\r\n\t\t\t\tthis.gameState.sharedState.deaths = this.gameState.sharedState.deaths.filter(\r\n\t\t\t\t\t(e) => e.friendly !== this.gameState.gameState.opponent.player.friendly,\r\n\t\t\t\t);\r\n\t\t\t\tthis.gameState.gameState.opponent.teammate = {\r\n\t\t\t\t\tboard: this.gameState.gameState.opponent.board,\r\n\t\t\t\t\tplayer: this.gameState.gameState.opponent.player,\r\n\t\t\t\t};\r\n\t\t\t\tthis.gameState.gameState.opponent.player = opponentEntity;\r\n\t\t\t\tthis.gameState.gameState.opponent.board = opponentBoard;\r\n\t\t\t}\r\n\r\n\t\t\tif (!playerEntity || !opponentEntity) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tif (\r\n\t\t\t(!playerBoard?.length && !opponentBoard?.length) ||\r\n\t\t\t// E.g. when both players have a 0-attack minion\r\n\t\t\t(playerBoard?.length > 0 && opponentBoard?.length > 0)\r\n\t\t) {\r\n\t\t\treturn {\r\n\t\t\t\tresult: 'tied',\r\n\t\t\t} as SingleSimulationResult;\r\n\t\t}\r\n\t\tif (!playerBoard?.length || playerEntity.hpLeft <= 0) {\r\n\t\t\tconst damage =\r\n\t\t\t\tthis.buildBoardTotalDamage(opponentBoard, this.gameState.gameState.opponent?.teammate?.board) +\r\n\t\t\t\topponentEntity.tavernTier;\r\n\t\t\tthis.gameState.spectator.registerOpponentAttack(playerBoard, opponentBoard, damage);\r\n\t\t\treturn {\r\n\t\t\t\tresult: 'lost',\r\n\t\t\t\tdamageDealt: damage,\r\n\t\t\t};\r\n\t\t}\r\n\r\n\t\tconst damage =\r\n\t\t\tthis.buildBoardTotalDamage(playerBoard, this.gameState.gameState.player?.teammate?.board) +\r\n\t\t\tplayerEntity.tavernTier;\r\n\t\tthis.gameState.spectator.registerPlayerAttack(playerBoard, opponentBoard, damage);\r\n\t\treturn {\r\n\t\t\tresult: 'won',\r\n\t\t\tdamageDealt: damage,\r\n\t\t};\r\n\t}\r\n\r\n\tprivate logRunawayEntityDiagnostics(\r\n\t\tplayerBoard: BoardEntity[],\r\n\t\tplayerEntity: BgsPlayerEntity,\r\n\t\topponentBoard: BoardEntity[],\r\n\t\topponentEntity: BgsPlayerEntity,\r\n\t): void {\r\n\t\tconst allEntityIds: number[] = [];\r\n\t\tfor (const group of [playerBoard, opponentBoard, playerEntity.hand, opponentEntity.hand]) {\r\n\t\t\tfor (const entity of group ?? []) {\r\n\t\t\t\tconst result = [entity.entityId, ...(entity.enchantments?.map((e) => e.originEntityId) ?? [])];\r\n\t\t\t\tif (result.length > 200) {\r\n\t\t\t\t\tconsole.log(\r\n\t\t\t\t\t\t'too many entities for entity',\r\n\t\t\t\t\t\tresult.length,\r\n\t\t\t\t\t\tstringifySimpleCard(entity, this.gameState.allCards),\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tallEntityIds.push(...result);\r\n\t\t\t}\r\n\t\t}\r\n\t\tif (allEntityIds.length > 10000) {\r\n\t\t\tconsole.log('allEntityIds2', allEntityIds, new Error().stack);\r\n\t\t}\r\n\t}\r\n\r\n\tprivate simulateSingleBattlePass(\r\n\t\tplayerBoard: BoardEntity[],\r\n\t\tplayerEntity: BgsPlayerEntity,\r\n\t\topponentBoard: BoardEntity[],\r\n\t\topponentEntity: BgsPlayerEntity,\r\n\t) {\r\n\t\tif (debugState?.active) {\r\n\t\t\tdebugState.onBattleStart();\r\n\t\t}\r\n\t\t// Start of combat happens only once, so we need to flag whether it has already happened for a\r\n\t\t// given player\r\n\t\tthis.gameState.spectator.registerStartOfCombat(playerBoard, opponentBoard, playerEntity, opponentEntity);\r\n\r\n\t\t// Who attacks first is decided by the game before the hero power comes into effect. However, the full board (with the generated minion)\r\n\t\t// is sent tothe simulator\r\n\t\t// But in fact, the first player decision takes into account that additional minion. See\r\n\t\t// https://replays.firestoneapp.com/?reviewId=ddbbbe93-464b-4400-8e8d-4abca8680a2e\r\n\t\tconst effectivePlayerBoardLength = playerBoard.length;\r\n\t\tconst effectiveOpponentBoardLength = opponentBoard.length;\r\n\t\tthis.currentAttacker =\r\n\t\t\teffectivePlayerBoardLength > effectiveOpponentBoardLength\r\n\t\t\t\t? 0\r\n\t\t\t\t: effectiveOpponentBoardLength > effectivePlayerBoardLength\r\n\t\t\t\t? 1\r\n\t\t\t\t: Math.round(Math.random());\r\n\t\tconst suggestedNewCurrentAttacker = handleStartOfCombat(\r\n\t\t\tplayerEntity,\r\n\t\t\tplayerBoard,\r\n\t\t\topponentEntity,\r\n\t\t\topponentBoard,\r\n\t\t\tthis.currentAttacker,\r\n\t\t\tthis.gameState,\r\n\t\t);\r\n\t\tthis.currentAttacker = suggestedNewCurrentAttacker;\r\n\t\tlet counter = 0;\r\n\t\tif (debugState?.active) {\r\n\t\t\tthis.currentAttacker = debugState.forcedCurrentAttacker ?? this.currentAttacker;\r\n\t\t}\r\n\t\twhile (\r\n\t\t\tplayerBoard.length > 0 &&\r\n\t\t\topponentBoard.length > 0 &&\r\n\t\t\tplayerEntity.hpLeft > 0 &&\r\n\t\t\topponentEntity.hpLeft > 0\r\n\t\t) {\r\n\t\t\thandleSummonsWhenSpace(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\tclearStealthIfNeeded(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\t// console.log('this.currentSpeedAttacker', this.currentAttacker);\r\n\t\t\t// If there are \"attack immediately\" minions, we keep the same player\r\n\t\t\t// We put it here so that it can kick in after the start of combat effects. However here we don't want\r\n\t\t\t// to change who attacks first, so we repeat that block again after all the attacks have been resolved\r\n\t\t\t// FIXME: This is not strictly correct - if there are multiple attack immediately\r\n\t\t\t// minions that spawn on both player sides it might get a bit more complex\r\n\t\t\t// but overall it works\r\n\t\t\t// Also, this doesn't work when there are several deathrattle competing\r\n\t\t\t// to know who triggers first. See the second test case of the scallywag.test.ts\r\n\t\t\t// that is not handled properly today (the attack should in some cases happen before\r\n\t\t\t// the other deathrattle procs)\r\n\t\t\tif (playerBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 0;\r\n\t\t\t} else if (opponentBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 1;\r\n\t\t\t} else {\r\n\t\t\t\tthis.currentSpeedAttacker = -1;\r\n\t\t\t}\r\n\t\t\tif (\r\n\t\t\t\tplayerBoard.filter((e) => e.attack > 0).length === 0 &&\r\n\t\t\t\topponentBoard.filter((e) => e.attack > 0).length === 0\r\n\t\t\t) {\r\n\t\t\t\tbreak;\r\n\t\t\t}\r\n\r\n\t\t\t// console.log('this.currentSpeedAttacker 2', this.currentAttacker, this.currentSpeedAttacker);\r\n\t\t\tif (this.currentSpeedAttacker === 0 || (this.currentSpeedAttacker === -1 && this.currentAttacker === 0)) {\r\n\t\t\t\tsimulateAttack(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\t} else {\r\n\t\t\t\tsimulateAttack(opponentBoard, opponentEntity, playerBoard, playerEntity, this.gameState);\r\n\t\t\t}\r\n\r\n\t\t\tresolvePendingEffects(playerBoard, playerEntity, opponentBoard, opponentEntity, this.gameState);\r\n\t\t\t// Update the attacker indices in case there were some deaths\r\n\t\t\tif (playerBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 0;\r\n\t\t\t} else if (opponentBoard.some((entity) => entity.attackImmediately)) {\r\n\t\t\t\tthis.currentSpeedAttacker = 1;\r\n\t\t\t} else {\r\n\t\t\t\tthis.currentSpeedAttacker = -1;\r\n\t\t\t\tthis.currentAttacker = (this.currentAttacker + 1) % 2;\r\n\t\t\t}\r\n\t\t\tcounter++;\r\n\t\t\tif (counter > 400 && !this.hasShowShortCircuitWarning) {\r\n\t\t\t\tconsole.warn(\r\n\t\t\t\t\t'short-circuiting simulation, too many iterations',\r\n\t\t\t\t\tcounter,\r\n\t\t\t\t\t'\\n',\r\n\t\t\t\t\tstringifySimple(playerBoard, this.gameState.allCards),\r\n\t\t\t\t\t'\\n',\r\n\t\t\t\t\tstringifySimple(opponentBoard, this.gameState.allCards),\r\n\t\t\t\t);\r\n\t\t\t\tthis.hasShowShortCircuitWarning = true;\r\n\t\t\t\tbreak;\r\n\t\t\t\t// return null;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tprivate buildBoardTotalDamage(playerBoard: readonly BoardEntity[], teammateBoard?: BoardEntity[]): number {\r\n\t\tconst damageFromPlayerBoard = playerBoard\r\n\t\t\t.map((entity) =>\r\n\t\t\t\tgetEffectiveTechLevel(this.gameState.allCards.getCard(entity.cardId), this.gameState.allCards),\r\n\t\t\t)\r\n\t\t\t.reduce((a, b) => a + b, 0);\r\n\t\tconst numberOfTeamateMinionsToSummnon = 7 - playerBoard.length;\r\n\t\tconst damageFromTeammateBoard =\r\n\t\t\tteammateBoard\r\n\t\t\t\t?.slice(0, numberOfTeamateMinionsToSummnon)\r\n\t\t\t\t.map((entity) =>\r\n\t\t\t\t\tgetEffectiveTechLevel(this.gameState.allCards.getCard(entity.cardId), this.gameState.allCards),\r\n\t\t\t\t)\r\n\t\t\t\t.reduce((a, b) => a + b, 0) ?? 0;\r\n\t\treturn damageFromPlayerBoard + damageFromTeammateBoard;\r\n\t}\r\n}\r\n"]}
@@ -3,11 +3,21 @@ Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.resolveTrinketHeroPowerCardId = void 0;
4
4
  const reference_data_1 = require("@firestone-hs/reference-data");
5
5
  const TRINKET_SLOT_HERO_POWER = 3;
6
+ const resolutionCache = new WeakMap();
6
7
  const resolveTrinketHeroPowerCardId = (trinkets) => {
7
- var _a;
8
8
  if (!(trinkets === null || trinkets === void 0 ? void 0 : trinkets.length)) {
9
9
  return null;
10
10
  }
11
+ if (resolutionCache.has(trinkets)) {
12
+ return resolutionCache.get(trinkets);
13
+ }
14
+ const result = doResolveTrinketHeroPowerCardId(trinkets);
15
+ resolutionCache.set(trinkets, result);
16
+ return result;
17
+ };
18
+ exports.resolveTrinketHeroPowerCardId = resolveTrinketHeroPowerCardId;
19
+ const doResolveTrinketHeroPowerCardId = (trinkets) => {
20
+ var _a;
11
21
  const regularTrinketCardIds = new Set(trinkets
12
22
  .filter((trinket) => trinket.scriptDataNum6 !== TRINKET_SLOT_HERO_POWER && !!trinket.cardId)
13
23
  .map((trinket) => trinket.cardId));
@@ -23,5 +33,4 @@ const resolveTrinketHeroPowerCardId = (trinkets) => {
23
33
  }
24
34
  return slot3Trinket.cardId;
25
35
  };
26
- exports.resolveTrinketHeroPowerCardId = resolveTrinketHeroPowerCardId;
27
36
  //# sourceMappingURL=resolve-trinket-hero-power.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"resolve-trinket-hero-power.js","sourceRoot":"","sources":["../../../src/simulation/spectator/resolve-trinket-hero-power.ts"],"names":[],"mappings":";;;AAAA,iEAAuD;AAGvD,MAAM,uBAAuB,GAAG,CAAC,CAAC;AAE3B,MAAM,6BAA6B,GAAG,CAC5C,QAAoD,EACpC,EAAE;;IAClB,IAAI,CAAC,CAAA,QAAQ,aAAR,QAAQ,uBAAR,QAAQ,CAAE,MAAM,CAAA,EAAE;QACtB,OAAO,IAAI,CAAC;KACZ;IAED,MAAM,qBAAqB,GAAG,IAAI,GAAG,CACpC,QAAQ;SACN,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,cAAc,KAAK,uBAAuB,IAAI,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC;SAC3F,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,CAClC,CAAC;IACF,MAAM,YAAY,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,cAAc,KAAK,uBAAuB,CAAC,CAAC;IACpG,IAAI,CAAC,CAAA,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAE,MAAM,CAAA,EAAE;QAC1B,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,CAAA,MAAA,YAAY,CAAC,IAAI,0CAAG,wBAAO,CAAC,2BAA2B,CAAC,MAAK,CAAC,EAAE;QACnE,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,qBAAqB,CAAC,GAAG,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE;QACnD,OAAO,IAAI,CAAC;KACZ;IACD,OAAO,YAAY,CAAC,MAAM,CAAC;AAC5B,CAAC,CAAC;AAvBW,QAAA,6BAA6B,iCAuBxC","sourcesContent":["import { GameTag } from '@firestone-hs/reference-data';\r\nimport { BoardTrinket } from '../../bgs-player-entity';\r\n\r\nconst TRINKET_SLOT_HERO_POWER = 3;\r\n\r\nexport const resolveTrinketHeroPowerCardId = (\r\n\ttrinkets: readonly BoardTrinket[] | null | undefined,\r\n): string | null => {\r\n\tif (!trinkets?.length) {\r\n\t\treturn null;\r\n\t}\r\n\r\n\tconst regularTrinketCardIds = new Set(\r\n\t\ttrinkets\r\n\t\t\t.filter((trinket) => trinket.scriptDataNum6 !== TRINKET_SLOT_HERO_POWER && !!trinket.cardId)\r\n\t\t\t.map((trinket) => trinket.cardId),\r\n\t);\r\n\tconst slot3Trinket = trinkets.find((trinket) => trinket.scriptDataNum6 === TRINKET_SLOT_HERO_POWER);\r\n\tif (!slot3Trinket?.cardId) {\r\n\t\treturn null;\r\n\t}\r\n\tif (slot3Trinket.tags?.[GameTag.ADDITIONAL_HERO_POWER_INDEX] === 1) {\r\n\t\treturn null;\r\n\t}\r\n\tif (regularTrinketCardIds.has(slot3Trinket.cardId)) {\r\n\t\treturn null;\r\n\t}\r\n\treturn slot3Trinket.cardId;\r\n};\r\n"]}
1
+ {"version":3,"file":"resolve-trinket-hero-power.js","sourceRoot":"","sources":["../../../src/simulation/spectator/resolve-trinket-hero-power.ts"],"names":[],"mappings":";;;AAAA,iEAAuD;AAGvD,MAAM,uBAAuB,GAAG,CAAC,CAAC;AAKlC,MAAM,eAAe,GAAG,IAAI,OAAO,EAAyB,CAAC;AAEtD,MAAM,6BAA6B,GAAG,CAC5C,QAAoD,EACpC,EAAE;IAClB,IAAI,CAAC,CAAA,QAAQ,aAAR,QAAQ,uBAAR,QAAQ,CAAE,MAAM,CAAA,EAAE;QACtB,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,eAAe,CAAC,GAAG,CAAC,QAAQ,CAAC,EAAE;QAClC,OAAO,eAAe,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;KACrC;IACD,MAAM,MAAM,GAAG,+BAA+B,CAAC,QAAQ,CAAC,CAAC;IACzD,eAAe,CAAC,GAAG,CAAC,QAAQ,EAAE,MAAM,CAAC,CAAC;IACtC,OAAO,MAAM,CAAC;AACf,CAAC,CAAC;AAZW,QAAA,6BAA6B,iCAYxC;AAEF,MAAM,+BAA+B,GAAG,CAAC,QAAiC,EAAiB,EAAE;;IAC5F,MAAM,qBAAqB,GAAG,IAAI,GAAG,CACpC,QAAQ;SACN,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,cAAc,KAAK,uBAAuB,IAAI,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC;SAC3F,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,CAClC,CAAC;IACF,MAAM,YAAY,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,cAAc,KAAK,uBAAuB,CAAC,CAAC;IACpG,IAAI,CAAC,CAAA,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAE,MAAM,CAAA,EAAE;QAC1B,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,CAAA,MAAA,YAAY,CAAC,IAAI,0CAAG,wBAAO,CAAC,2BAA2B,CAAC,MAAK,CAAC,EAAE;QACnE,OAAO,IAAI,CAAC;KACZ;IACD,IAAI,qBAAqB,CAAC,GAAG,CAAC,YAAY,CAAC,MAAM,CAAC,EAAE;QACnD,OAAO,IAAI,CAAC;KACZ;IACD,OAAO,YAAY,CAAC,MAAM,CAAC;AAC5B,CAAC,CAAC","sourcesContent":["import { GameTag } from '@firestone-hs/reference-data';\r\nimport { BoardTrinket } from '../../bgs-player-entity';\r\n\r\nconst TRINKET_SLOT_HERO_POWER = 3;\r\n\r\n// The fields this resolution depends on (cardId, scriptDataNum6, ADDITIONAL_HERO_POWER_INDEX tag)\r\n// never change during a battle, and this is called for every recorded action, so cache the\r\n// result per trinkets array instance\r\nconst resolutionCache = new WeakMap<object, string | null>();\r\n\r\nexport const resolveTrinketHeroPowerCardId = (\r\n\ttrinkets: readonly BoardTrinket[] | null | undefined,\r\n): string | null => {\r\n\tif (!trinkets?.length) {\r\n\t\treturn null;\r\n\t}\r\n\tif (resolutionCache.has(trinkets)) {\r\n\t\treturn resolutionCache.get(trinkets);\r\n\t}\r\n\tconst result = doResolveTrinketHeroPowerCardId(trinkets);\r\n\tresolutionCache.set(trinkets, result);\r\n\treturn result;\r\n};\r\n\r\nconst doResolveTrinketHeroPowerCardId = (trinkets: readonly BoardTrinket[]): string | null => {\r\n\tconst regularTrinketCardIds = new Set(\r\n\t\ttrinkets\r\n\t\t\t.filter((trinket) => trinket.scriptDataNum6 !== TRINKET_SLOT_HERO_POWER && !!trinket.cardId)\r\n\t\t\t.map((trinket) => trinket.cardId),\r\n\t);\r\n\tconst slot3Trinket = trinkets.find((trinket) => trinket.scriptDataNum6 === TRINKET_SLOT_HERO_POWER);\r\n\tif (!slot3Trinket?.cardId) {\r\n\t\treturn null;\r\n\t}\r\n\tif (slot3Trinket.tags?.[GameTag.ADDITIONAL_HERO_POWER_INDEX] === 1) {\r\n\t\treturn null;\r\n\t}\r\n\tif (regularTrinketCardIds.has(slot3Trinket.cardId)) {\r\n\t\treturn null;\r\n\t}\r\n\treturn slot3Trinket.cardId;\r\n};\r\n"]}
@@ -9,7 +9,11 @@ export declare class Spectator {
9
9
  private wonBattles;
10
10
  private tiedBattles;
11
11
  private lostBattles;
12
+ private recording;
12
13
  constructor(enabled: boolean);
14
+ startRecording(): void;
15
+ stopRecording(): void;
16
+ hasSampleFor(result: 'won' | 'lost' | 'tied'): boolean;
13
17
  prune(): void;
14
18
  buildOutcomeSamples(gameState: BgsGameState): {
15
19
  won: readonly GameSample[];