@firestone-hs/simulate-bgs-battle 1.1.726 → 1.1.727

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (109) hide show
  1. package/dist/bgs-battle-info.d.ts +1 -0
  2. package/dist/bgs-battle-info.js.map +1 -1
  3. package/dist/bgs-battle-options.d.ts +1 -0
  4. package/dist/bgs-battle-options.js.map +1 -1
  5. package/dist/cards/impl/_card-mappings.js +36 -0
  6. package/dist/cards/impl/_card-mappings.js.map +1 -1
  7. package/dist/cards/impl/hero-power/die-insects.d.ts +2 -0
  8. package/dist/cards/impl/hero-power/die-insects.js +21 -0
  9. package/dist/cards/impl/hero-power/die-insects.js.map +1 -0
  10. package/dist/cards/impl/hero-power/fire-the-cannons.d.ts +2 -0
  11. package/dist/cards/impl/hero-power/fire-the-cannons.js +21 -0
  12. package/dist/cards/impl/hero-power/fire-the-cannons.js.map +1 -0
  13. package/dist/cards/impl/hero-power/murloc-king-enchantment.d.ts +2 -0
  14. package/dist/cards/impl/hero-power/murloc-king-enchantment.js +9 -0
  15. package/dist/cards/impl/hero-power/murloc-king-enchantment.js.map +1 -0
  16. package/dist/cards/impl/hero-power/murloc-king.d.ts +2 -0
  17. package/dist/cards/impl/hero-power/murloc-king.js +24 -0
  18. package/dist/cards/impl/hero-power/murloc-king.js.map +1 -0
  19. package/dist/cards/impl/hero-power/nefarious-fire.d.ts +2 -0
  20. package/dist/cards/impl/hero-power/nefarious-fire.js +19 -0
  21. package/dist/cards/impl/hero-power/nefarious-fire.js.map +1 -0
  22. package/dist/cards/impl/hero-power/wax-warband.js +5 -1
  23. package/dist/cards/impl/hero-power/wax-warband.js.map +1 -1
  24. package/dist/cards/impl/minion/arfus.d.ts +2 -0
  25. package/dist/cards/impl/minion/arfus.js +17 -0
  26. package/dist/cards/impl/minion/arfus.js.map +1 -0
  27. package/dist/cards/impl/minion/branns-epic-egg.d.ts +2 -0
  28. package/dist/cards/impl/minion/branns-epic-egg.js +23 -0
  29. package/dist/cards/impl/minion/branns-epic-egg.js.map +1 -0
  30. package/dist/cards/impl/minion/choral-mrrrglr.js +15 -5
  31. package/dist/cards/impl/minion/choral-mrrrglr.js.map +1 -1
  32. package/dist/cards/impl/minion/elder-taggawag.d.ts +2 -5
  33. package/dist/cards/impl/minion/elder-taggawag.js +1 -0
  34. package/dist/cards/impl/minion/elder-taggawag.js.map +1 -1
  35. package/dist/cards/impl/minion/elementium-squirrel-bomb.d.ts +2 -0
  36. package/dist/cards/impl/minion/elementium-squirrel-bomb.js +22 -0
  37. package/dist/cards/impl/minion/elementium-squirrel-bomb.js.map +1 -0
  38. package/dist/cards/impl/minion/kilrek.d.ts +2 -0
  39. package/dist/cards/impl/minion/kilrek.js +18 -0
  40. package/dist/cards/impl/minion/kilrek.js.map +1 -0
  41. package/dist/cards/impl/minion/lady-sinestra.d.ts +2 -0
  42. package/dist/cards/impl/minion/lady-sinestra.js +14 -0
  43. package/dist/cards/impl/minion/lady-sinestra.js.map +1 -0
  44. package/dist/cards/impl/minion/loyal-henchman.d.ts +2 -0
  45. package/dist/cards/impl/minion/loyal-henchman.js +21 -0
  46. package/dist/cards/impl/minion/loyal-henchman.js.map +1 -0
  47. package/dist/cards/impl/minion/mawsworn-soulkeeper.d.ts +2 -0
  48. package/dist/cards/impl/minion/mawsworn-soulkeeper.js +21 -0
  49. package/dist/cards/impl/minion/mawsworn-soulkeeper.js.map +1 -0
  50. package/dist/cards/impl/minion/probius.d.ts +2 -0
  51. package/dist/cards/impl/minion/probius.js +16 -0
  52. package/dist/cards/impl/minion/probius.js.map +1 -0
  53. package/dist/cards/impl/minion/sr-tomb-diver.d.ts +2 -0
  54. package/dist/cards/impl/minion/sr-tomb-diver.js +18 -0
  55. package/dist/cards/impl/minion/sr-tomb-diver.js.map +1 -0
  56. package/dist/cards/impl/minion/stalwart-kodo.js +3 -1
  57. package/dist/cards/impl/minion/stalwart-kodo.js.map +1 -1
  58. package/dist/cards/impl/minion/timewarped-mrrrglr.js +11 -5
  59. package/dist/cards/impl/minion/timewarped-mrrrglr.js.map +1 -1
  60. package/dist/cards/impl/minion/tuskarr-raider.d.ts +2 -0
  61. package/dist/cards/impl/minion/tuskarr-raider.js +36 -0
  62. package/dist/cards/impl/minion/tuskarr-raider.js.map +1 -0
  63. package/dist/cards/impl/minion/twilight-hatchling.js +1 -4
  64. package/dist/cards/impl/minion/twilight-hatchling.js.map +1 -1
  65. package/dist/cards/impl/minion/unearthed-underling.d.ts +2 -0
  66. package/dist/cards/impl/minion/unearthed-underling.js +14 -0
  67. package/dist/cards/impl/minion/unearthed-underling.js.map +1 -0
  68. package/dist/cards/impl/spell/fleeting-vigor.js +6 -1
  69. package/dist/cards/impl/spell/fleeting-vigor.js.map +1 -1
  70. package/dist/input-clone.js +5 -1
  71. package/dist/input-clone.js.map +1 -1
  72. package/dist/input-sanitation.js +3 -0
  73. package/dist/input-sanitation.js.map +1 -1
  74. package/dist/services/rng.d.ts +8 -0
  75. package/dist/services/rng.js +40 -0
  76. package/dist/services/rng.js.map +1 -0
  77. package/dist/services/utils.js +3 -2
  78. package/dist/services/utils.js.map +1 -1
  79. package/dist/simulate-bgs-battle.d.ts +10 -0
  80. package/dist/simulate-bgs-battle.js +119 -77
  81. package/dist/simulate-bgs-battle.js.map +1 -1
  82. package/dist/simulation/add-minion-to-board.js +8 -6
  83. package/dist/simulation/add-minion-to-board.js.map +1 -1
  84. package/dist/simulation/auras.js +42 -41
  85. package/dist/simulation/auras.js.map +1 -1
  86. package/dist/simulation/damage-cap.d.ts +2 -0
  87. package/dist/simulation/damage-cap.js +28 -0
  88. package/dist/simulation/damage-cap.js.map +1 -0
  89. package/dist/simulation/deathrattle-spawns.js +0 -57
  90. package/dist/simulation/deathrattle-spawns.js.map +1 -1
  91. package/dist/simulation/internal-game-state.d.ts +2 -0
  92. package/dist/simulation/internal-game-state.js.map +1 -1
  93. package/dist/simulation/reborn.js +0 -13
  94. package/dist/simulation/reborn.js.map +1 -1
  95. package/dist/simulation/shared-state.d.ts +3 -1
  96. package/dist/simulation/shared-state.js +4 -1
  97. package/dist/simulation/shared-state.js.map +1 -1
  98. package/dist/simulation/simulator.d.ts +1 -0
  99. package/dist/simulation/simulator.js +13 -4
  100. package/dist/simulation/simulator.js.map +1 -1
  101. package/dist/simulation/spawns.js +1 -1
  102. package/dist/simulation/spawns.js.map +1 -1
  103. package/dist/simulation/start-of-combat/soc-action-processor.js +12 -0
  104. package/dist/simulation/start-of-combat/soc-action-processor.js.map +1 -1
  105. package/dist/simulation/stats.js +41 -24
  106. package/dist/simulation/stats.js.map +1 -1
  107. package/dist/utils.js +4 -4
  108. package/dist/utils.js.map +1 -1
  109. package/package.json +2 -2
@@ -1 +1 @@
1
- {"version":3,"file":"shared-state.js","sourceRoot":"","sources":["../../src/simulation/shared-state.ts"],"names":[],"mappings":";;;AAEA,MAAa,WAAW;IASvB;QANO,cAAS,GAAsB,EAAE,CAAC;QAClC,oBAAe,GAAG,CAAC,CAAC;QACpB,4BAAuB,GAAG,IAAI,CAAC;QAC/B,WAAM,GAAkB,EAAE,CAAC;QAC3B,UAAK,GAAG,KAAK,CAAC;QAGpB,IAAI,CAAC,KAAK,GAAG,WAAW,CAAC,YAAY,CAAC;IACvC,CAAC;;AAVa,wBAAY,GAAG,KAAK,AAAR,CAAS;AADvB,kCAAW","sourcesContent":["import { BoardEntity } from '../board-entity';\r\n\r\nexport class SharedState {\r\n\tpublic static debugEnabled = false;\r\n\r\n\tpublic anomalies: readonly string[] = [];\r\n\tpublic currentEntityId = 1;\r\n\tpublic currentAttackerEntityId = null;\r\n\tpublic deaths: BoardEntity[] = [];\r\n\tpublic debug = false;\r\n\r\n\tconstructor() {\r\n\t\tthis.debug = SharedState.debugEnabled;\r\n\t}\r\n}\r\n"]}
1
+ {"version":3,"file":"shared-state.js","sourceRoot":"","sources":["../../src/simulation/shared-state.ts"],"names":[],"mappings":";;;AACA,yCAAkD;AAElD,MAAa,WAAW;IAWvB,YAAY,MAAW,gBAAU;QAR1B,cAAS,GAAsB,EAAE,CAAC;QAClC,oBAAe,GAAG,CAAC,CAAC;QACpB,4BAAuB,GAAG,IAAI,CAAC;QAC/B,WAAM,GAAkB,EAAE,CAAC;QAC3B,UAAK,GAAG,KAAK,CAAC;QAEd,QAAG,GAAQ,gBAAU,CAAC;QAG5B,IAAI,CAAC,KAAK,GAAG,WAAW,CAAC,YAAY,CAAC;QACtC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;IAChB,CAAC;;AAba,wBAAY,GAAG,KAAK,AAAR,CAAS;AADvB,kCAAW","sourcesContent":["import { BoardEntity } from '../board-entity';\r\nimport { defaultRng, Rng } from '../services/rng';\r\n\r\nexport class SharedState {\r\n\tpublic static debugEnabled = false;\r\n\r\n\tpublic anomalies: readonly string[] = [];\r\n\tpublic currentEntityId = 1;\r\n\tpublic currentAttackerEntityId = null;\r\n\tpublic deaths: BoardEntity[] = [];\r\n\tpublic debug = false;\r\n\t/** Active RNG for this battle (also mirrored via withRng / Math.random patch). */\r\n\tpublic rng: Rng = defaultRng;\r\n\r\n\tconstructor(rng: Rng = defaultRng) {\r\n\t\tthis.debug = SharedState.debugEnabled;\r\n\t\tthis.rng = rng;\r\n\t}\r\n}\r\n"]}
@@ -9,5 +9,6 @@ export declare class Simulator {
9
9
  simulateSingleBattle(playerState: PlayerState, opponentState: PlayerState): SingleSimulationResult;
10
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  private logRunawayEntityDiagnostics;
11
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  private simulateSingleBattlePass;
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+ private capDamage;
12
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  private buildBoardTotalDamage;
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  }
@@ -6,6 +6,7 @@ const debug_state_1 = require("../debug-state");
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  const utils_1 = require("../utils");
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  const attack_1 = require("./attack");
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  const auras_1 = require("./auras");
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+ const damage_cap_1 = require("./damage-cap");
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  const pending_effects_1 = require("./pending-effects");
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  const start_of_combat_1 = require("./start-of-combat/start-of-combat");
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  const summon_when_space_1 = require("./summon-when-space");
@@ -102,16 +103,16 @@ class Simulator {
102
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  };
103
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  }
104
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  if (!(playerBoard === null || playerBoard === void 0 ? void 0 : playerBoard.length) || playerEntity.hpLeft <= 0) {
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) +
106
- opponentEntity.tavernTier;
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+ const damage = this.capDamage(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) +
107
+ opponentEntity.tavernTier);
107
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  this.gameState.spectator.registerOpponentAttack(playerBoard, opponentBoard, damage);
108
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  return {
109
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  result: 'lost',
110
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  damageDealt: damage,
111
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  };
112
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  }
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) +
114
- playerEntity.tavernTier;
114
+ const damage = this.capDamage(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) +
115
+ playerEntity.tavernTier);
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  this.gameState.spectator.registerPlayerAttack(playerBoard, opponentBoard, damage);
116
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  return {
117
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  result: 'won',
@@ -198,6 +199,14 @@ class Simulator {
198
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  }
199
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  }
200
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  }
202
+ capDamage(damage) {
203
+ var _a, _b;
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+ if (!this.gameState.applyDamageCap) {
205
+ return damage;
206
+ }
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+ const isDuos = !!((_a = this.gameState.gameState.player) === null || _a === void 0 ? void 0 : _a.teammate) || !!((_b = this.gameState.gameState.opponent) === null || _b === void 0 ? void 0 : _b.teammate);
208
+ return (0, damage_cap_1.applyCombatDamageCap)(damage, this.gameState.currentTurn, this.gameState.numberOfPlayersAlive, isDuos);
209
+ }
201
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  buildBoardTotalDamage(playerBoard, teammateBoard) {
202
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  var _a;
203
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  const damageFromPlayerBoard = playerBoard
@@ -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\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"]}
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 { applyCombatDamageCap } from './damage-cap';\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\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 = this.capDamage(\r\n\t\t\t\tthis.buildBoardTotalDamage(opponentBoard, this.gameState.gameState.opponent?.teammate?.board) +\r\n\t\t\t\t\topponentEntity.tavernTier,\r\n\t\t\t);\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 = this.capDamage(\r\n\t\t\tthis.buildBoardTotalDamage(playerBoard, this.gameState.gameState.player?.teammate?.board) +\r\n\t\t\t\tplayerEntity.tavernTier,\r\n\t\t);\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 capDamage(damage: number): number {\r\n\t\tif (!this.gameState.applyDamageCap) {\r\n\t\t\treturn damage;\r\n\t\t}\r\n\t\tconst isDuos =\r\n\t\t\t!!this.gameState.gameState.player?.teammate || !!this.gameState.gameState.opponent?.teammate;\r\n\t\treturn applyCombatDamageCap(\r\n\t\t\tdamage,\r\n\t\t\tthis.gameState.currentTurn,\r\n\t\t\tthis.gameState.numberOfPlayersAlive,\r\n\t\t\tisDuos,\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"]}
@@ -19,6 +19,7 @@ const performEntitySpawns = (candidateEntities, boardWithKilledMinion, boardWith
19
19
  spawnSourceEntityIndexFromRight = (_a = newMinion.spawnIndexFromRight) !== null && _a !== void 0 ? _a : spawnSourceEntityIndexFromRight;
20
20
  const indexToSpawnAt = Math.max(0, boardWithKilledMinion.length - spawnSourceEntityIndexFromRight);
21
21
  (0, add_minion_to_board_1.addMinionToBoard)(boardWithKilledMinion, boardWithKilledMinionHero, opponentBoard, opponentBoardHero, indexToSpawnAt, newMinion, gameState, applySelfAuras);
22
+ (0, add_minion_to_board_1.handleAfterSpawnEffects)(boardWithKilledMinion, boardWithKilledMinionHero, opponentBoard, opponentBoardHero, [newMinion], gameState);
22
23
  if (newMinion.attackImmediately) {
23
24
  const actualAttacker = (0, attack_1.simulateAttack)(boardWithKilledMinion, boardWithKilledMinionHero, opponentBoard, opponentBoardHero, gameState, { forceTarget: forceTarget });
24
25
  if (actualAttacker) {
@@ -28,7 +29,6 @@ const performEntitySpawns = (candidateEntities, boardWithKilledMinion, boardWith
28
29
  newMinion.attackImmediately = false;
29
30
  }
30
31
  }
31
- (0, add_minion_to_board_1.handleAfterSpawnEffects)(boardWithKilledMinion, boardWithKilledMinionHero, opponentBoard, opponentBoardHero, [newMinion], gameState);
32
32
  if (newMinion.health > 0 && !newMinion.definitelyDead) {
33
33
  spawnedEntities.push(newMinion);
34
34
  }
@@ -1 +1 @@
1
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spawnSourceEntityIndexFromRight;\r\n\t\tconst indexToSpawnAt = Math.max(0, boardWithKilledMinion.length - spawnSourceEntityIndexFromRight);\r\n\t\taddMinionToBoard(\r\n\t\t\tboardWithKilledMinion,\r\n\t\t\tboardWithKilledMinionHero,\r\n\t\t\topponentBoard,\r\n\t\t\topponentBoardHero,\r\n\t\t\tindexToSpawnAt,\r\n\t\t\tnewMinion,\r\n\t\t\tgameState,\r\n\t\t\tapplySelfAuras,\r\n\t\t);\r\n\t\tif (newMinion.attackImmediately) {\r\n\t\t\t// Whenever we are already in a combat phase, we need to first clean up the state\r\n\t\t\tconst actualAttacker = simulateAttack(\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\t{ forceTarget: forceTarget },\r\n\t\t\t);\r\n\t\t\t// So that, even if the opponent's board is temporarily empty (e.g. no minion, but a token will\r\n\t\t\t// spawn in the enchantments resolution phase), the minion won't attack right away again\r\n\t\t\t// In case of attack immediately + multiple spawns minins, it's possible that the minion for which\r\n\t\t\t// we triggered the attack simulation was not the one who actually attacked\r\n\t\t\tif (actualAttacker) {\r\n\t\t\t\tactualAttacker.attackImmediately = false;\r\n\t\t\t}\r\n\t\t\t// Can happen if the attackImmediately minion spawns first, opponent board is empty, then opponent minino spawns\r\n\t\t\telse {\r\n\t\t\t\tnewMinion.attackImmediately = false;\r\n\t\t\t}\r\n\t\t}\r\n\t\t// See https://replays.firestoneapp.com/?reviewId=aa23c9a3-2851-4c50-81b4-2d47d228a8fc&turn=7&action=4\r\n\t\t// Attack immediately resolves first, then the \"after spawn\"\r\n\t\t// 2026-04-21: it looks like this isn't how it works anymore, the Stalwart Kodo now procs before the \"attack\r\n\t\t// immediately\"\r\n\t\t// https://replays.firestoneapp.com/?reviewId=124fdc93-41db-4994-a66a-692fb525d47f&turn=27&action=1\r\n\t\thandleAfterSpawnEffects(\r\n\t\t\tboardWithKilledMinion,\r\n\t\t\tboardWithKilledMinionHero,\r\n\t\t\topponentBoard,\r\n\t\t\topponentBoardHero,\r\n\t\t\t[newMinion],\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tif (newMinion.health > 0 && !newMinion.definitelyDead) {\r\n\t\t\tspawnedEntities.push(newMinion);\r\n\t\t}\r\n\t}\r\n\r\n\tgameState.spectator.registerMinionsSpawn(spawnSourceEntity, boardWithKilledMinion, spawnedEntities);\r\n\treturn spawnedEntities;\r\n};\r\n"]}
1
+ {"version":3,"file":"spawns.js","sourceRoot":"","sources":["../../src/simulation/spawns.ts"],"names":[],"mappings":";;;AAEA,+DAAkF;AAClF,qCAA0C;AAE1C,6CAAqD;AAE9C,MAAM,mBAAmB,GAAG,CAClC,iBAAyC,EACzC,qBAAoC,EACpC,yBAA0C,EAC1C,iBAA+D,EAC/D,+BAAuC,EACvC,aAA4B,EAC5B,iBAAkC,EAClC,SAAwB,EACxB,cAAc,GAAG,IAAI,EACrB,cAA2B,IAAI,EACN,EAAE;;IAC3B,MAAM,YAAY,GAAG,iBAAiB,CAAC,MAAM,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC;IACvG,MAAM,eAAe,GAAG,EAAE,CAAC;IAC3B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QAC7C,MAAM,SAAS,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC;QAElC,IAAI,qBAAqB,CAAC,MAAM,IAAI,CAAC,EAAE;YACtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC7C,IAAA,kCAAqB,EAAC,YAAY,CAAC,CAAC,CAAC,EAAE,qBAAqB,EAAE,yBAAyB,EAAE,SAAS,CAAC,CAAC;aACpG;YACD,MAAM;SACN;QAKD,+BAA+B,GAAG,MAAA,SAAS,CAAC,mBAAmB,mCAAI,+BAA+B,CAAC;QACnG,MAAM,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,qBAAqB,CAAC,MAAM,GAAG,+BAA+B,CAAC,CAAC;QACnG,IAAA,sCAAgB,EACf,qBAAqB,EACrB,yBAAyB,EACzB,aAAa,EACb,iBAAiB,EACjB,cAAc,EACd,SAAS,EACT,SAAS,EACT,cAAc,CACd,CAAC;QAMF,IAAA,6CAAuB,EACtB,qBAAqB,EACrB,yBAAyB,EACzB,aAAa,EACb,iBAAiB,EACjB,CAAC,SAAS,CAAC,EACX,SAAS,CACT,CAAC;QACF,IAAI,SAAS,CAAC,iBAAiB,EAAE;YAEhC,MAAM,cAAc,GAAG,IAAA,uBAAc,EACpC,qBAAqB,EACrB,yBAAyB,EACzB,aAAa,EACb,iBAAiB,EACjB,SAAS,EACT,EAAE,WAAW,EAAE,WAAW,EAAE,CAC5B,CAAC;YAKF,IAAI,cAAc,EAAE;gBACnB,cAAc,CAAC,iBAAiB,GAAG,KAAK,CAAC;aACzC;iBAEI;gBACJ,SAAS,CAAC,iBAAiB,GAAG,KAAK,CAAC;aACpC;SACD;QACD,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,cAAc,EAAE;YACtD,eAAe,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;SAChC;KACD;IAED,SAAS,CAAC,SAAS,CAAC,oBAAoB,CAAC,iBAAiB,EAAE,qBAAqB,EAAE,eAAe,CAAC,CAAC;IACpG,OAAO,eAAe,CAAC;AACxB,CAAC,CAAC;AAjFW,QAAA,mBAAmB,uBAiF9B","sourcesContent":["import { BgsPlayerEntity, BoardTrinket } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { addMinionToBoard, handleAfterSpawnEffects } from './add-minion-to-board';\r\nimport { simulateAttack } from './attack';\r\nimport { FullGameState } from './internal-game-state';\r\nimport { onMinionFailedToSpawn } from './spawn-fail';\r\n\r\nexport const performEntitySpawns = (\r\n\tcandidateEntities: readonly BoardEntity[],\r\n\tboardWithKilledMinion: BoardEntity[],\r\n\tboardWithKilledMinionHero: BgsPlayerEntity,\r\n\tspawnSourceEntity: BoardEntity | BgsPlayerEntity | BoardTrinket,\r\n\tspawnSourceEntityIndexFromRight: number,\r\n\topponentBoard: BoardEntity[],\r\n\topponentBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tapplySelfAuras = true,\r\n\tforceTarget: BoardEntity = null,\r\n): readonly BoardEntity[] => {\r\n\tconst aliveEntites = candidateEntities.filter((entity) => entity.health > 0 && !entity.definitelyDead);\r\n\tconst spawnedEntities = [];\r\n\tfor (let i = 0; i < aliveEntites.length; i++) {\r\n\t\tconst newMinion = aliveEntites[i];\r\n\t\t// All entities have been spawned\r\n\t\tif (boardWithKilledMinion.length >= 7) {\r\n\t\t\tfor (let j = i; j < aliveEntites.length; j++) {\r\n\t\t\t\tonMinionFailedToSpawn(aliveEntites[j], boardWithKilledMinion, boardWithKilledMinionHero, gameState);\r\n\t\t\t}\r\n\t\t\tbreak;\r\n\t\t}\r\n\t\t// Avoid minions spawning backwards (we don't have this issue if we add all elements at\r\n\t\t// the same time, but here we want to be able to attack after each spawn, which in turn\r\n\t\t// means that the minion can die before the other one spawns)\r\n\t\t// In boardWithKilledMinion, the dead minion has already been removed\r\n\t\tspawnSourceEntityIndexFromRight = newMinion.spawnIndexFromRight ?? spawnSourceEntityIndexFromRight;\r\n\t\tconst indexToSpawnAt = Math.max(0, boardWithKilledMinion.length - spawnSourceEntityIndexFromRight);\r\n\t\taddMinionToBoard(\r\n\t\t\tboardWithKilledMinion,\r\n\t\t\tboardWithKilledMinionHero,\r\n\t\t\topponentBoard,\r\n\t\t\topponentBoardHero,\r\n\t\t\tindexToSpawnAt,\r\n\t\t\tnewMinion,\r\n\t\t\tgameState,\r\n\t\t\tapplySelfAuras,\r\n\t\t);\r\n\t\t// After-spawn (e.g. Stalwart Kodo) must resolve before attack-immediately. Otherwise\r\n\t\t// tokens attack at base stats, get Kodo-buffed afterwards, then can attack again at\r\n\t\t// full stats once hasAttacked is cleared (Twilight Hatchling whelps) — a large\r\n\t\t// strength inflation vs live.\r\n\t\t// https://replays.firestoneapp.com/?reviewId=124fdc93-41db-4994-a66a-692fb525d47f&turn=27&action=1\r\n\t\thandleAfterSpawnEffects(\r\n\t\t\tboardWithKilledMinion,\r\n\t\t\tboardWithKilledMinionHero,\r\n\t\t\topponentBoard,\r\n\t\t\topponentBoardHero,\r\n\t\t\t[newMinion],\r\n\t\t\tgameState,\r\n\t\t);\r\n\t\tif (newMinion.attackImmediately) {\r\n\t\t\t// Whenever we are already in a combat phase, we need to first clean up the state\r\n\t\t\tconst actualAttacker = simulateAttack(\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\t{ forceTarget: forceTarget },\r\n\t\t\t);\r\n\t\t\t// So that, even if the opponent's board is temporarily empty (e.g. no minion, but a token will\r\n\t\t\t// spawn in the enchantments resolution phase), the minion won't attack right away again\r\n\t\t\t// In case of attack immediately + multiple spawns minins, it's possible that the minion for which\r\n\t\t\t// we triggered the attack simulation was not the one who actually attacked\r\n\t\t\tif (actualAttacker) {\r\n\t\t\t\tactualAttacker.attackImmediately = false;\r\n\t\t\t}\r\n\t\t\t// Can happen if the attackImmediately minion spawns first, opponent board is empty, then opponent minino spawns\r\n\t\t\telse {\r\n\t\t\t\tnewMinion.attackImmediately = false;\r\n\t\t\t}\r\n\t\t}\r\n\t\tif (newMinion.health > 0 && !newMinion.definitelyDead) {\r\n\t\t\tspawnedEntities.push(newMinion);\r\n\t\t}\r\n\t}\r\n\r\n\tgameState.spectator.registerMinionsSpawn(spawnSourceEntity, boardWithKilledMinion, spawnedEntities);\r\n\treturn spawnedEntities;\r\n};\r\n"]}
@@ -13,10 +13,14 @@ const aim_left_1 = require("../../cards/impl/hero-power/aim-left");
13
13
  const aim_low_1 = require("../../cards/impl/hero-power/aim-low");
14
14
  const aim_right_1 = require("../../cards/impl/hero-power/aim-right");
15
15
  const all_will_burn_1 = require("../../cards/impl/hero-power/all-will-burn");
16
+ const die_insects_1 = require("../../cards/impl/hero-power/die-insects");
16
17
  const earth_invocation_1 = require("../../cards/impl/hero-power/earth-invocation");
17
18
  const embrace_your_rage_1 = require("../../cards/impl/hero-power/embrace-your-rage");
18
19
  const fire_invocation_1 = require("../../cards/impl/hero-power/fire-invocation");
20
+ const fire_the_cannons_1 = require("../../cards/impl/hero-power/fire-the-cannons");
19
21
  const lightning_invocation_1 = require("../../cards/impl/hero-power/lightning-invocation");
22
+ const murloc_king_1 = require("../../cards/impl/hero-power/murloc-king");
23
+ const nefarious_fire_1 = require("../../cards/impl/hero-power/nefarious-fire");
20
24
  const rapid_reanimation_1 = require("../../cards/impl/hero-power/rapid-reanimation");
21
25
  const reborn_rites_1 = require("../../cards/impl/hero-power/reborn-rites");
22
26
  const tentacular_1 = require("../../cards/impl/hero-power/tentacular");
@@ -159,6 +163,14 @@ const getStartOfCombatAction = (cardId) => {
159
163
  return rapid_reanimation_1.RapidReanimation;
160
164
  case "TB_BaconShop_HP_037a":
161
165
  return wax_warband_1.WaxWarband;
166
+ case "TB_BaconShop_HP_019":
167
+ return die_insects_1.DieInsects;
168
+ case "TB_BaconShop_HP_027":
169
+ return fire_the_cannons_1.FireTheCannons;
170
+ case "TB_BaconShop_HP_043":
171
+ return nefarious_fire_1.NefariousFire;
172
+ case "TB_BaconShop_HP_017":
173
+ return murloc_king_1.MurlocKing;
162
174
  case "BG22_HERO_000p_t1":
163
175
  return aim_left_1.AimLeft;
164
176
  case "BG22_HERO_000p_t4":
@@ -1 +1 @@
1
- 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{ BgsPlayerEntity, BoardTrinket } from '../../bgs-player-entity';\r\nimport { BoardEntity } from '../../board-entity';\r\nimport { BoardSecret } from '../../board-secret';\r\nimport { hasStartOfCombat, StartOfCombatCard, StartOfCombatTiming } from '../../cards/card.interface';\r\nimport { cardMappings } from '../../cards/impl/_card-mappings';\r\nimport { AnomalousTwin } from '../../cards/impl/anomaly/anomalous-twin';\r\nimport { BlessedOrBlighted } from '../../cards/impl/anomaly/blessed-or-blighted';\r\nimport { BoonOfBeetles } from '../../cards/impl/bg-spell/boon-of-beetles';\r\nimport { ToxicTumbleweed } from '../../cards/impl/bg-spell/toxic-tumbleweed';\r\nimport { UpperHand } from '../../cards/impl/bg-spell/upper-hand';\r\nimport { AimHigh } from '../../cards/impl/hero-power/aim-high';\r\nimport { AimLeft } from '../../cards/impl/hero-power/aim-left';\r\nimport { AimLow } from '../../cards/impl/hero-power/aim-low';\r\nimport { AimRight } from '../../cards/impl/hero-power/aim-right';\r\nimport { AllWillBurn } from '../../cards/impl/hero-power/all-will-burn';\r\nimport { EarthInvocation } from '../../cards/impl/hero-power/earth-invocation';\r\nimport { EmbraceYourRage } from '../../cards/impl/hero-power/embrace-your-rage';\r\nimport { FireInvocation } from '../../cards/impl/hero-power/fire-invocation';\r\nimport { LightningInvocation } from '../../cards/impl/hero-power/lightning-invocation';\r\nimport { RapidReanimation } from '../../cards/impl/hero-power/rapid-reanimation';\r\nimport { RebornRites } from '../../cards/impl/hero-power/reborn-rites';\r\nimport { Tentacular } from '../../cards/impl/hero-power/tentacular';\r\nimport { WaterInvocation } from '../../cards/impl/hero-power/water-invocation';\r\nimport { WaxWarband } from '../../cards/impl/hero-power/wax-warband';\r\nimport { AmberGuardian } from '../../cards/impl/minion/amber-guardian';\r\nimport { AudaciousAnchor } from '../../cards/impl/minion/audacious-anchor';\r\nimport { CarbonicCopy } from '../../cards/impl/minion/carbonic-copy';\r\nimport { CorruptedMyrmidon } from '../../cards/impl/minion/corrupted-myrmidon';\r\nimport { ElderTaggawag } from '../../cards/impl/minion/elder-taggawag';\r\nimport { HawkstriderHerald } from '../../cards/impl/minion/hawkstrider-herald';\r\nimport { MantidQueen } from '../../cards/impl/minion/mantid-queen';\r\nimport { Sandy } from '../../cards/impl/minion/sandy';\r\nimport { SunScreener } from '../../cards/impl/minion/sun-screener';\r\nimport { TheUninvitedGuest } from '../../cards/impl/minion/the-uninvited-guest';\r\nimport { ThousandthPaperDrake } from '../../cards/impl/minion/thousandth-paper-drake';\r\nimport { YulonFortuneGranter } from '../../cards/impl/minion/yulon-fortune-granter';\r\nimport { EvilTwin } from '../../cards/impl/quest-reward/evil-twin';\r\nimport { StaffOfOrigination } from '../../cards/impl/quest-reward/staff-of-origination';\r\nimport { StolenGold } from '../../cards/impl/quest-reward/stolen-gold';\r\nimport { FleetingVigor } from '../../cards/impl/spell/fleeting-vigor';\r\nimport { BronzeTimepiece } from '../../cards/impl/trinket/bronze-timepiece';\r\nimport { EmeraldDreamcatcher } from '../../cards/impl/trinket/emerald-dreamcatcher';\r\nimport { EternalPortrait } from '../../cards/impl/trinket/eternal-portrait';\r\nimport { FishySticker } from '../../cards/impl/trinket/fishy-sticker';\r\nimport { HoggyBank } from '../../cards/impl/trinket/hoggy-bank';\r\nimport { HollyMallet } from '../../cards/impl/trinket/holly-mallet';\r\nimport { IronforgeAnvil } from '../../cards/impl/trinket/ironforge-anvil';\r\nimport { JarredFrostling } from '../../cards/impl/trinket/jarred-frostling';\r\nimport { KarazhanChessSet } from '../../cards/impl/trinket/karazhan-chess-set';\r\nimport { RivendarePortrait } from '../../cards/impl/trinket/rivendare-portrait';\r\nimport { RustyTrident } from '../../cards/impl/trinket/rusty-trident';\r\nimport { ShipInABottle } from '../../cards/impl/trinket/ship-in-a-bottle';\r\nimport { SummoningSphere } from '../../cards/impl/trinket/summoning-sphere';\r\nimport { TinyfinOnesie } from '../../cards/impl/trinket/tinyfin-onesie';\r\nimport { TrainingCertificate } from '../../cards/impl/trinket/training-certificate';\r\nimport { ValorousMedallion } from '../../cards/impl/trinket/valorous-medaillion';\r\nimport { CardIds } from '../../services/card-ids';\r\nimport { processMinionDeath } from '../attack';\r\nimport { handleSummonsWhenSpace } from '../summon-when-space';\r\nimport { SoCInput } from './start-of-combat-input';\r\n\r\nexport const performStartOfCombatAction = (\r\n\tcardId: string,\r\n\tentity: BoardEntity | BoardTrinket | BgsPlayerEntity | BoardSecret,\r\n\tinput: SoCInput,\r\n\tprocessDeaths: boolean,\r\n\ttiming?: StartOfCombatTiming,\r\n): boolean => {\r\n\tlet hasTriggered:\r\n\t\t| boolean\r\n\t\t| {\r\n\t\t\t\thasTriggered: boolean;\r\n\t\t\t\tshouldRecomputeCurrentAttacker: boolean;\r\n\t\t } = false;\r\n\tconst promoPortraitCount = getPromoPortraitCount(input.playerEntity);\r\n\tfor (let i = promoPortraitCount; i >= 0; i--) {\r\n\t\tconst card = getStartOfCombatAction(cardId);\r\n\t\tif (!!timing && card?.startOfCombatTiming !== timing) {\r\n\t\t\treturn false;\r\n\t\t}\r\n\r\n\t\tconst action = card?.startOfCombat;\r\n\t\tif (!!action) {\r\n\t\t\thasTriggered = action(entity, input);\r\n\t\t\t// Always proc it (for promo portrait), and use the hasTriggered for finer control\r\n\t\t\tonStartOfCombatTriggered(i, cardId, input.playerEntity);\r\n\t\t\tif (!!hasTriggered) {\r\n\t\t\t\tif (processDeaths) {\r\n\t\t\t\t\tprocessMinionDeath(\r\n\t\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\t\tinput.gameState,\r\n\t\t\t\t\t\t// See https://replays.firestoneapp.com/?reviewId=2eacbbc2-7dfa-487b-951d-0fa6d31d175e&turn=25&action=1\r\n\t\t\t\t\t\t// It looks like it doesn't look for the \"summons when space\" between Stitched Salvager's SoC and\r\n\t\t\t\t\t\t// Hawkstrider Herald SoC\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t);\r\n\t\t\t\t\t// https://replays.firestoneapp.com/?reviewId=6293597f-28fa-472e-ba8c-35f6b7deef58&turn=31&action=6\r\n\t\t\t\t\t// The first RapidReanimation triggers, resummons the target, then the second RapidReanimation triggers\r\n\t\t\t\t\t// So we need to process the resummon as soon as the minion dies, and before processing the second RapidReanimation\r\n\t\t\t\t\tconst shouldRecomputeCurrentAttacker = handleSummonsWhenSpace(\r\n\t\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\t\tinput.gameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (typeof hasTriggered === 'boolean') {\r\n\t\t\t\t\t\thasTriggered = hasTriggered || shouldRecomputeCurrentAttacker;\r\n\t\t\t\t\t} else {\r\n\t\t\t\t\t\thasTriggered.shouldRecomputeCurrentAttacker =\r\n\t\t\t\t\t\t\thasTriggered.shouldRecomputeCurrentAttacker || shouldRecomputeCurrentAttacker;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tif (typeof hasTriggered !== 'boolean' && hasTriggered.shouldRecomputeCurrentAttacker) {\r\n\t\t\t\t\tinput.currentAttacker =\r\n\t\t\t\t\t\tinput.playerBoard.length > input.opponentBoard.length\r\n\t\t\t\t\t\t\t? input.playerIsFriendly\r\n\t\t\t\t\t\t\t\t? 0\r\n\t\t\t\t\t\t\t\t: 1\r\n\t\t\t\t\t\t\t: input.opponentBoard.length > input.playerBoard.length\r\n\t\t\t\t\t\t\t? input.playerIsFriendly\r\n\t\t\t\t\t\t\t\t? 1\r\n\t\t\t\t\t\t\t\t: 0\r\n\t\t\t\t\t\t\t: Math.round(Math.random());\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn !!hasTriggered;\r\n};\r\n\r\n// TODO: load all cards on start, then do some programmatic mapping\r\nconst getStartOfCombatAction = (cardId: string): StartOfCombatCard => {\r\n\tswitch (cardId) {\r\n\t\t// Quest rewards\r\n\t\tcase CardIds.EvilTwin:\r\n\t\t\treturn EvilTwin;\r\n\t\tcase CardIds.StaffOfOrigination_BG24_Reward_312:\r\n\t\t\treturn StaffOfOrigination;\r\n\t\tcase CardIds.StolenGold:\r\n\t\t\treturn StolenGold;\r\n\r\n\t\t// Trinkets\r\n\t\tcase CardIds.HolyMallet_BG30_MagicItem_902:\r\n\t\t\treturn HollyMallet;\r\n\t\tcase CardIds.TrainingCertificate_BG30_MagicItem_962:\r\n\t\t\treturn TrainingCertificate;\r\n\t\tcase CardIds.ValorousMedallion_BG30_MagicItem_970:\r\n\t\tcase CardIds.ValorousMedallion_ValorousMedallionToken_BG30_MagicItem_970t:\r\n\t\t\treturn ValorousMedallion;\r\n\t\tcase CardIds.EmeraldDreamcatcher_BG30_MagicItem_542:\r\n\t\t\treturn EmeraldDreamcatcher;\r\n\t\tcase CardIds.JarredFrostling_BG30_MagicItem_952:\r\n\t\t\treturn JarredFrostling;\r\n\t\tcase CardIds.RustyTrident_BG30_MagicItem_917:\r\n\t\t\treturn RustyTrident;\r\n\t\tcase CardIds.HoggyBank_BG30_MagicItem_411:\r\n\t\t\treturn HoggyBank;\r\n\t\tcase CardIds.ShipInABottle_BG30_MagicItem_407:\r\n\t\t\treturn ShipInABottle;\r\n\t\tcase CardIds.EternalPortrait_BG30_MagicItem_301:\r\n\t\t\treturn EternalPortrait;\r\n\t\tcase CardIds.RivendarePortrait_BG30_MagicItem_310:\r\n\t\t\treturn RivendarePortrait;\r\n\t\tcase CardIds.TinyfinOnesie_BG30_MagicItem_441:\r\n\t\t\treturn TinyfinOnesie;\r\n\t\tcase CardIds.BronzeTimepiece_BG30_MagicItem_995:\r\n\t\t\treturn BronzeTimepiece;\r\n\t\tcase CardIds.IronforgeAnvil_BG30_MagicItem_403:\r\n\t\t\treturn IronforgeAnvil;\r\n\t\tcase CardIds.KarazhanChessSet_BG30_MagicItem_972:\r\n\t\t\treturn KarazhanChessSet;\r\n\t\t// case CardIds.FishySticker_BG30_MagicItem_821:\r\n\t\tcase CardIds.FishySticker_FishyStickerToken_BG30_MagicItem_821t2:\r\n\t\t\treturn FishySticker;\r\n\t\tcase CardIds.SummoningSphere_BGDUO_MagicItem_003:\r\n\t\t\treturn SummoningSphere;\r\n\r\n\t\t// Hero powers\r\n\t\tcase CardIds.EarthInvocationToken:\r\n\t\t\treturn EarthInvocation;\r\n\t\tcase CardIds.WaterInvocationToken:\r\n\t\t\treturn WaterInvocation;\r\n\t\tcase CardIds.FireInvocationToken:\r\n\t\t\treturn FireInvocation;\r\n\t\tcase CardIds.LightningInvocationToken:\r\n\t\t\treturn LightningInvocation;\r\n\t\tcase CardIds.AllWillBurn:\r\n\t\t\treturn AllWillBurn;\r\n\t\tcase CardIds.EmbraceYourRage:\r\n\t\t\treturn EmbraceYourRage;\r\n\t\tcase CardIds.Ozumat_Tentacular:\r\n\t\t\treturn Tentacular;\r\n\t\tcase CardIds.RebornRites:\r\n\t\t\treturn RebornRites;\r\n\t\tcase CardIds.TeronGorefiend_RapidReanimation:\r\n\t\t\treturn RapidReanimation;\r\n\t\tcase CardIds.WaxWarband:\r\n\t\t\treturn WaxWarband;\r\n\t\tcase CardIds.AimLeftToken:\r\n\t\t\treturn AimLeft;\r\n\t\tcase CardIds.AimRightToken:\r\n\t\t\treturn AimRight;\r\n\t\tcase CardIds.AimLowToken:\r\n\t\t\treturn AimLow;\r\n\t\tcase CardIds.AimHighToken:\r\n\t\t\treturn AimHigh;\r\n\r\n\t\t// Anomalies\r\n\t\tcase CardIds.BlessedOrBlighted_BG27_Anomaly_726:\r\n\t\t\treturn BlessedOrBlighted;\r\n\t\tcase CardIds.AnomalousTwin_BG27_Anomaly_560:\r\n\t\t\treturn AnomalousTwin;\r\n\t\tcase CardIds.BoonOfBeetles_BG28_603:\r\n\t\t\treturn BoonOfBeetles;\r\n\r\n\t\t// Spells\r\n\t\tcase CardIds.ToxicTumbleweed_BG28_641:\r\n\t\t\treturn ToxicTumbleweed;\r\n\t\tcase CardIds.UpperHand_BG28_573:\r\n\t\t\treturn UpperHand;\r\n\t\tcase CardIds.FleetingVigor_BG28_519:\r\n\t\t\treturn FleetingVigor;\r\n\r\n\t\t// Minions\r\n\t\tcase CardIds.AmberGuardian_BG24_500:\r\n\t\tcase CardIds.AmberGuardian_BG24_500_G:\r\n\t\t\treturn AmberGuardian;\r\n\t\t// case CardIds.SanctumRester_BG26_356:\r\n\t\t// case CardIds.SanctumRester_BG26_356_G:\r\n\t\t// \treturn SanctumRester;\r\n\t\tcase CardIds.CorruptedMyrmidon_BG23_012:\r\n\t\tcase CardIds.CorruptedMyrmidon_BG23_012_G:\r\n\t\t\treturn CorruptedMyrmidon;\r\n\t\tcase CardIds.MantidQueen_BG22_402:\r\n\t\tcase CardIds.MantidQueen_BG22_402_G:\r\n\t\t\treturn MantidQueen;\r\n\t\tcase CardIds.CarbonicCopy_BG27_503:\r\n\t\tcase CardIds.CarbonicCopy_BG27_503_G:\r\n\t\t\treturn CarbonicCopy;\r\n\t\tcase CardIds.HawkstriderHerald_BG27_079:\r\n\t\tcase CardIds.HawkstriderHerald_BG27_079_G:\r\n\t\t\treturn HawkstriderHerald;\r\n\t\tcase CardIds.AudaciousAnchor_BG28_904:\r\n\t\tcase CardIds.AudaciousAnchor_BG28_904_G:\r\n\t\t\treturn AudaciousAnchor;\r\n\t\tcase CardIds.ThousandthPaperDrake_BG29_810:\r\n\t\tcase CardIds.ThousandthPaperDrake_BG29_810_G:\r\n\t\t\treturn ThousandthPaperDrake;\r\n\t\tcase CardIds.YulonFortuneGranter_BG29_811:\r\n\t\tcase CardIds.YulonFortuneGranter_BG29_811_G:\r\n\t\t\treturn YulonFortuneGranter;\r\n\t\t// case CardIds.HoardingHatespawn_BG29_872:\r\n\t\t// case CardIds.HoardingHatespawn_BG29_872_G:\r\n\t\t// \treturn HoardingHatespawn;\r\n\t\tcase CardIds.TheUninvitedGuest_BG29_875:\r\n\t\tcase CardIds.TheUninvitedGuest_BG29_875_G:\r\n\t\t\treturn TheUninvitedGuest;\r\n\t\tcase CardIds.Sandy_BGDUO_125:\r\n\t\tcase CardIds.Sandy_BGDUO_125_G:\r\n\t\t\treturn Sandy;\r\n\t\tcase CardIds.ElderTaggawag_TB_BaconShop_HERO_14_Buddy:\r\n\t\tcase CardIds.ElderTaggawag_TB_BaconShop_HERO_14_Buddy_G:\r\n\t\t\treturn ElderTaggawag;\r\n\t\tcase CardIds.SunScreener_BG30_101:\r\n\t\tcase CardIds.SunScreener_BG30_101_G:\r\n\t\t\treturn SunScreener;\r\n\r\n\t\tdefault:\r\n\t\t\tconst candidate = cardMappings[cardId];\r\n\t\t\tif (hasStartOfCombat(candidate)) {\r\n\t\t\t\treturn candidate;\r\n\t\t\t}\r\n\t\t\treturn null;\r\n\t}\r\n};\r\n\r\nconst onStartOfCombatTriggered = (iteration: number, triggeredCardId: string, playerEntity: BgsPlayerEntity) => {\r\n\t// Some procs are iso-functional, and don't update the promo portrait\r\n\tconst promoPortraits = playerEntity.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.PromoPortrait_BG30_MagicItem_918 && t.scriptDataNum1 > 0,\r\n\t);\r\n\tif (promoPortraits.length === 0 || iteration === 0 || iteration > promoPortraits.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tswitch (triggeredCardId) {\r\n\t\tcase CardIds.StolenGold:\r\n\t\tcase CardIds.HolyMallet_BG30_MagicItem_902:\r\n\t\tcase CardIds.EmeraldDreamcatcher_BG30_MagicItem_542:\r\n\t\tcase CardIds.EternalPortrait_BG30_MagicItem_301:\r\n\t\tcase CardIds.BronzeTimepiece_BG30_MagicItem_995:\r\n\t\tcase CardIds.SwattingInsects:\r\n\t\tcase CardIds.RebornRites:\r\n\t\tcase CardIds.BoonOfBeetles_BG28_603:\r\n\t\t\treturn;\r\n\t}\r\n\r\n\tconst promoPortrait = promoPortraits[iteration - 1];\r\n\tpromoPortrait.scriptDataNum1--;\r\n};\r\n\r\nconst getPromoPortraitCount = (playerEntity: BgsPlayerEntity) => {\r\n\treturn playerEntity.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.PromoPortrait_BG30_MagicItem_918 && t.scriptDataNum1 > 0,\r\n\t).length;\r\n};\r\n"]}
1
+ 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{ BgsPlayerEntity, BoardTrinket } from '../../bgs-player-entity';\r\nimport { BoardEntity } from '../../board-entity';\r\nimport { BoardSecret } from '../../board-secret';\r\nimport { hasStartOfCombat, StartOfCombatCard, StartOfCombatTiming } from '../../cards/card.interface';\r\nimport { cardMappings } from '../../cards/impl/_card-mappings';\r\nimport { AnomalousTwin } from '../../cards/impl/anomaly/anomalous-twin';\r\nimport { BlessedOrBlighted } from '../../cards/impl/anomaly/blessed-or-blighted';\r\nimport { BoonOfBeetles } from '../../cards/impl/bg-spell/boon-of-beetles';\r\nimport { ToxicTumbleweed } from '../../cards/impl/bg-spell/toxic-tumbleweed';\r\nimport { UpperHand } from '../../cards/impl/bg-spell/upper-hand';\r\nimport { AimHigh } from '../../cards/impl/hero-power/aim-high';\r\nimport { AimLeft } from '../../cards/impl/hero-power/aim-left';\r\nimport { AimLow } from '../../cards/impl/hero-power/aim-low';\r\nimport { AimRight } from '../../cards/impl/hero-power/aim-right';\r\nimport { AllWillBurn } from '../../cards/impl/hero-power/all-will-burn';\r\nimport { DieInsects } from '../../cards/impl/hero-power/die-insects';\r\nimport { EarthInvocation } from '../../cards/impl/hero-power/earth-invocation';\r\nimport { EmbraceYourRage } from '../../cards/impl/hero-power/embrace-your-rage';\r\nimport { FireInvocation } from '../../cards/impl/hero-power/fire-invocation';\r\nimport { FireTheCannons } from '../../cards/impl/hero-power/fire-the-cannons';\r\nimport { LightningInvocation } from '../../cards/impl/hero-power/lightning-invocation';\r\nimport { MurlocKing } from '../../cards/impl/hero-power/murloc-king';\r\nimport { NefariousFire } from '../../cards/impl/hero-power/nefarious-fire';\r\nimport { RapidReanimation } from '../../cards/impl/hero-power/rapid-reanimation';\r\nimport { RebornRites } from '../../cards/impl/hero-power/reborn-rites';\r\nimport { Tentacular } from '../../cards/impl/hero-power/tentacular';\r\nimport { WaterInvocation } from '../../cards/impl/hero-power/water-invocation';\r\nimport { WaxWarband } from '../../cards/impl/hero-power/wax-warband';\r\nimport { AmberGuardian } from '../../cards/impl/minion/amber-guardian';\r\nimport { AudaciousAnchor } from '../../cards/impl/minion/audacious-anchor';\r\nimport { CarbonicCopy } from '../../cards/impl/minion/carbonic-copy';\r\nimport { CorruptedMyrmidon } from '../../cards/impl/minion/corrupted-myrmidon';\r\nimport { ElderTaggawag } from '../../cards/impl/minion/elder-taggawag';\r\nimport { HawkstriderHerald } from '../../cards/impl/minion/hawkstrider-herald';\r\nimport { MantidQueen } from '../../cards/impl/minion/mantid-queen';\r\nimport { Sandy } from '../../cards/impl/minion/sandy';\r\nimport { SunScreener } from '../../cards/impl/minion/sun-screener';\r\nimport { TheUninvitedGuest } from '../../cards/impl/minion/the-uninvited-guest';\r\nimport { ThousandthPaperDrake } from '../../cards/impl/minion/thousandth-paper-drake';\r\nimport { YulonFortuneGranter } from '../../cards/impl/minion/yulon-fortune-granter';\r\nimport { EvilTwin } from '../../cards/impl/quest-reward/evil-twin';\r\nimport { StaffOfOrigination } from '../../cards/impl/quest-reward/staff-of-origination';\r\nimport { StolenGold } from '../../cards/impl/quest-reward/stolen-gold';\r\nimport { FleetingVigor } from '../../cards/impl/spell/fleeting-vigor';\r\nimport { BronzeTimepiece } from '../../cards/impl/trinket/bronze-timepiece';\r\nimport { EmeraldDreamcatcher } from '../../cards/impl/trinket/emerald-dreamcatcher';\r\nimport { EternalPortrait } from '../../cards/impl/trinket/eternal-portrait';\r\nimport { FishySticker } from '../../cards/impl/trinket/fishy-sticker';\r\nimport { HoggyBank } from '../../cards/impl/trinket/hoggy-bank';\r\nimport { HollyMallet } from '../../cards/impl/trinket/holly-mallet';\r\nimport { IronforgeAnvil } from '../../cards/impl/trinket/ironforge-anvil';\r\nimport { JarredFrostling } from '../../cards/impl/trinket/jarred-frostling';\r\nimport { KarazhanChessSet } from '../../cards/impl/trinket/karazhan-chess-set';\r\nimport { RivendarePortrait } from '../../cards/impl/trinket/rivendare-portrait';\r\nimport { RustyTrident } from '../../cards/impl/trinket/rusty-trident';\r\nimport { ShipInABottle } from '../../cards/impl/trinket/ship-in-a-bottle';\r\nimport { SummoningSphere } from '../../cards/impl/trinket/summoning-sphere';\r\nimport { TinyfinOnesie } from '../../cards/impl/trinket/tinyfin-onesie';\r\nimport { TrainingCertificate } from '../../cards/impl/trinket/training-certificate';\r\nimport { ValorousMedallion } from '../../cards/impl/trinket/valorous-medaillion';\r\nimport { CardIds } from '../../services/card-ids';\r\nimport { processMinionDeath } from '../attack';\r\nimport { handleSummonsWhenSpace } from '../summon-when-space';\r\nimport { SoCInput } from './start-of-combat-input';\r\n\r\nexport const performStartOfCombatAction = (\r\n\tcardId: string,\r\n\tentity: BoardEntity | BoardTrinket | BgsPlayerEntity | BoardSecret,\r\n\tinput: SoCInput,\r\n\tprocessDeaths: boolean,\r\n\ttiming?: StartOfCombatTiming,\r\n): boolean => {\r\n\tlet hasTriggered:\r\n\t\t| boolean\r\n\t\t| {\r\n\t\t\t\thasTriggered: boolean;\r\n\t\t\t\tshouldRecomputeCurrentAttacker: boolean;\r\n\t\t } = false;\r\n\tconst promoPortraitCount = getPromoPortraitCount(input.playerEntity);\r\n\tfor (let i = promoPortraitCount; i >= 0; i--) {\r\n\t\tconst card = getStartOfCombatAction(cardId);\r\n\t\tif (!!timing && card?.startOfCombatTiming !== timing) {\r\n\t\t\treturn false;\r\n\t\t}\r\n\r\n\t\tconst action = card?.startOfCombat;\r\n\t\tif (!!action) {\r\n\t\t\thasTriggered = action(entity, input);\r\n\t\t\t// Always proc it (for promo portrait), and use the hasTriggered for finer control\r\n\t\t\tonStartOfCombatTriggered(i, cardId, input.playerEntity);\r\n\t\t\tif (!!hasTriggered) {\r\n\t\t\t\tif (processDeaths) {\r\n\t\t\t\t\tprocessMinionDeath(\r\n\t\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\t\tinput.gameState,\r\n\t\t\t\t\t\t// See https://replays.firestoneapp.com/?reviewId=2eacbbc2-7dfa-487b-951d-0fa6d31d175e&turn=25&action=1\r\n\t\t\t\t\t\t// It looks like it doesn't look for the \"summons when space\" between Stitched Salvager's SoC and\r\n\t\t\t\t\t\t// Hawkstrider Herald SoC\r\n\t\t\t\t\t\ttrue,\r\n\t\t\t\t\t);\r\n\t\t\t\t\t// https://replays.firestoneapp.com/?reviewId=6293597f-28fa-472e-ba8c-35f6b7deef58&turn=31&action=6\r\n\t\t\t\t\t// The first RapidReanimation triggers, resummons the target, then the second RapidReanimation triggers\r\n\t\t\t\t\t// So we need to process the resummon as soon as the minion dies, and before processing the second RapidReanimation\r\n\t\t\t\t\tconst shouldRecomputeCurrentAttacker = handleSummonsWhenSpace(\r\n\t\t\t\t\t\tinput.playerBoard,\r\n\t\t\t\t\t\tinput.playerEntity,\r\n\t\t\t\t\t\tinput.opponentBoard,\r\n\t\t\t\t\t\tinput.opponentEntity,\r\n\t\t\t\t\t\tinput.gameState,\r\n\t\t\t\t\t);\r\n\t\t\t\t\tif (typeof hasTriggered === 'boolean') {\r\n\t\t\t\t\t\thasTriggered = hasTriggered || shouldRecomputeCurrentAttacker;\r\n\t\t\t\t\t} else {\r\n\t\t\t\t\t\thasTriggered.shouldRecomputeCurrentAttacker =\r\n\t\t\t\t\t\t\thasTriggered.shouldRecomputeCurrentAttacker || shouldRecomputeCurrentAttacker;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tif (typeof hasTriggered !== 'boolean' && hasTriggered.shouldRecomputeCurrentAttacker) {\r\n\t\t\t\t\tinput.currentAttacker =\r\n\t\t\t\t\t\tinput.playerBoard.length > input.opponentBoard.length\r\n\t\t\t\t\t\t\t? input.playerIsFriendly\r\n\t\t\t\t\t\t\t\t? 0\r\n\t\t\t\t\t\t\t\t: 1\r\n\t\t\t\t\t\t\t: input.opponentBoard.length > input.playerBoard.length\r\n\t\t\t\t\t\t\t? input.playerIsFriendly\r\n\t\t\t\t\t\t\t\t? 1\r\n\t\t\t\t\t\t\t\t: 0\r\n\t\t\t\t\t\t\t: Math.round(Math.random());\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn !!hasTriggered;\r\n};\r\n\r\n// TODO: load all cards on start, then do some programmatic mapping\r\nconst getStartOfCombatAction = (cardId: string): StartOfCombatCard => {\r\n\tswitch (cardId) {\r\n\t\t// Quest rewards\r\n\t\tcase CardIds.EvilTwin:\r\n\t\t\treturn EvilTwin;\r\n\t\tcase CardIds.StaffOfOrigination_BG24_Reward_312:\r\n\t\t\treturn StaffOfOrigination;\r\n\t\tcase CardIds.StolenGold:\r\n\t\t\treturn StolenGold;\r\n\r\n\t\t// Trinkets\r\n\t\tcase CardIds.HolyMallet_BG30_MagicItem_902:\r\n\t\t\treturn HollyMallet;\r\n\t\tcase CardIds.TrainingCertificate_BG30_MagicItem_962:\r\n\t\t\treturn TrainingCertificate;\r\n\t\tcase CardIds.ValorousMedallion_BG30_MagicItem_970:\r\n\t\tcase CardIds.ValorousMedallion_ValorousMedallionToken_BG30_MagicItem_970t:\r\n\t\t\treturn ValorousMedallion;\r\n\t\tcase CardIds.EmeraldDreamcatcher_BG30_MagicItem_542:\r\n\t\t\treturn EmeraldDreamcatcher;\r\n\t\tcase CardIds.JarredFrostling_BG30_MagicItem_952:\r\n\t\t\treturn JarredFrostling;\r\n\t\tcase CardIds.RustyTrident_BG30_MagicItem_917:\r\n\t\t\treturn RustyTrident;\r\n\t\tcase CardIds.HoggyBank_BG30_MagicItem_411:\r\n\t\t\treturn HoggyBank;\r\n\t\tcase CardIds.ShipInABottle_BG30_MagicItem_407:\r\n\t\t\treturn ShipInABottle;\r\n\t\tcase CardIds.EternalPortrait_BG30_MagicItem_301:\r\n\t\t\treturn EternalPortrait;\r\n\t\tcase CardIds.RivendarePortrait_BG30_MagicItem_310:\r\n\t\t\treturn RivendarePortrait;\r\n\t\tcase CardIds.TinyfinOnesie_BG30_MagicItem_441:\r\n\t\t\treturn TinyfinOnesie;\r\n\t\tcase CardIds.BronzeTimepiece_BG30_MagicItem_995:\r\n\t\t\treturn BronzeTimepiece;\r\n\t\tcase CardIds.IronforgeAnvil_BG30_MagicItem_403:\r\n\t\t\treturn IronforgeAnvil;\r\n\t\tcase CardIds.KarazhanChessSet_BG30_MagicItem_972:\r\n\t\t\treturn KarazhanChessSet;\r\n\t\t// case CardIds.FishySticker_BG30_MagicItem_821:\r\n\t\tcase CardIds.FishySticker_FishyStickerToken_BG30_MagicItem_821t2:\r\n\t\t\treturn FishySticker;\r\n\t\tcase CardIds.SummoningSphere_BGDUO_MagicItem_003:\r\n\t\t\treturn SummoningSphere;\r\n\r\n\t\t// Hero powers\r\n\t\tcase CardIds.EarthInvocationToken:\r\n\t\t\treturn EarthInvocation;\r\n\t\tcase CardIds.WaterInvocationToken:\r\n\t\t\treturn WaterInvocation;\r\n\t\tcase CardIds.FireInvocationToken:\r\n\t\t\treturn FireInvocation;\r\n\t\tcase CardIds.LightningInvocationToken:\r\n\t\t\treturn LightningInvocation;\r\n\t\tcase CardIds.AllWillBurn:\r\n\t\t\treturn AllWillBurn;\r\n\t\tcase CardIds.EmbraceYourRage:\r\n\t\t\treturn EmbraceYourRage;\r\n\t\tcase CardIds.Ozumat_Tentacular:\r\n\t\t\treturn Tentacular;\r\n\t\tcase CardIds.RebornRites:\r\n\t\t\treturn RebornRites;\r\n\t\tcase CardIds.TeronGorefiend_RapidReanimation:\r\n\t\t\treturn RapidReanimation;\r\n\t\tcase CardIds.WaxWarband:\r\n\t\t\treturn WaxWarband;\r\n\t\tcase CardIds.DieInsects_TB_BaconShop_HP_019:\r\n\t\t\treturn DieInsects;\r\n\t\tcase CardIds.FireTheCannons:\r\n\t\t\treturn FireTheCannons;\r\n\t\tcase CardIds.NefariousFire:\r\n\t\t\treturn NefariousFire;\r\n\t\tcase CardIds.MurlocKing:\r\n\t\t\treturn MurlocKing;\r\n\t\tcase CardIds.AimLeftToken:\r\n\t\t\treturn AimLeft;\r\n\t\tcase CardIds.AimRightToken:\r\n\t\t\treturn AimRight;\r\n\t\tcase CardIds.AimLowToken:\r\n\t\t\treturn AimLow;\r\n\t\tcase CardIds.AimHighToken:\r\n\t\t\treturn AimHigh;\r\n\r\n\t\t// Anomalies\r\n\t\tcase CardIds.BlessedOrBlighted_BG27_Anomaly_726:\r\n\t\t\treturn BlessedOrBlighted;\r\n\t\tcase CardIds.AnomalousTwin_BG27_Anomaly_560:\r\n\t\t\treturn AnomalousTwin;\r\n\t\tcase CardIds.BoonOfBeetles_BG28_603:\r\n\t\t\treturn BoonOfBeetles;\r\n\r\n\t\t// Spells\r\n\t\tcase CardIds.ToxicTumbleweed_BG28_641:\r\n\t\t\treturn ToxicTumbleweed;\r\n\t\tcase CardIds.UpperHand_BG28_573:\r\n\t\t\treturn UpperHand;\r\n\t\tcase CardIds.FleetingVigor_BG28_519:\r\n\t\t\treturn FleetingVigor;\r\n\r\n\t\t// Minions\r\n\t\tcase CardIds.AmberGuardian_BG24_500:\r\n\t\tcase CardIds.AmberGuardian_BG24_500_G:\r\n\t\t\treturn AmberGuardian;\r\n\t\t// case CardIds.SanctumRester_BG26_356:\r\n\t\t// case CardIds.SanctumRester_BG26_356_G:\r\n\t\t// \treturn SanctumRester;\r\n\t\tcase CardIds.CorruptedMyrmidon_BG23_012:\r\n\t\tcase CardIds.CorruptedMyrmidon_BG23_012_G:\r\n\t\t\treturn CorruptedMyrmidon;\r\n\t\tcase CardIds.MantidQueen_BG22_402:\r\n\t\tcase CardIds.MantidQueen_BG22_402_G:\r\n\t\t\treturn MantidQueen;\r\n\t\tcase CardIds.CarbonicCopy_BG27_503:\r\n\t\tcase CardIds.CarbonicCopy_BG27_503_G:\r\n\t\t\treturn CarbonicCopy;\r\n\t\tcase CardIds.HawkstriderHerald_BG27_079:\r\n\t\tcase CardIds.HawkstriderHerald_BG27_079_G:\r\n\t\t\treturn HawkstriderHerald;\r\n\t\tcase CardIds.AudaciousAnchor_BG28_904:\r\n\t\tcase CardIds.AudaciousAnchor_BG28_904_G:\r\n\t\t\treturn AudaciousAnchor;\r\n\t\tcase CardIds.ThousandthPaperDrake_BG29_810:\r\n\t\tcase CardIds.ThousandthPaperDrake_BG29_810_G:\r\n\t\t\treturn ThousandthPaperDrake;\r\n\t\tcase CardIds.YulonFortuneGranter_BG29_811:\r\n\t\tcase CardIds.YulonFortuneGranter_BG29_811_G:\r\n\t\t\treturn YulonFortuneGranter;\r\n\t\t// case CardIds.HoardingHatespawn_BG29_872:\r\n\t\t// case CardIds.HoardingHatespawn_BG29_872_G:\r\n\t\t// \treturn HoardingHatespawn;\r\n\t\tcase CardIds.TheUninvitedGuest_BG29_875:\r\n\t\tcase CardIds.TheUninvitedGuest_BG29_875_G:\r\n\t\t\treturn TheUninvitedGuest;\r\n\t\tcase CardIds.Sandy_BGDUO_125:\r\n\t\tcase CardIds.Sandy_BGDUO_125_G:\r\n\t\t\treturn Sandy;\r\n\t\tcase CardIds.ElderTaggawag_TB_BaconShop_HERO_14_Buddy:\r\n\t\tcase CardIds.ElderTaggawag_TB_BaconShop_HERO_14_Buddy_G:\r\n\t\t\treturn ElderTaggawag;\r\n\t\tcase CardIds.SunScreener_BG30_101:\r\n\t\tcase CardIds.SunScreener_BG30_101_G:\r\n\t\t\treturn SunScreener;\r\n\r\n\t\tdefault:\r\n\t\t\tconst candidate = cardMappings[cardId];\r\n\t\t\tif (hasStartOfCombat(candidate)) {\r\n\t\t\t\treturn candidate;\r\n\t\t\t}\r\n\t\t\treturn null;\r\n\t}\r\n};\r\n\r\nconst onStartOfCombatTriggered = (iteration: number, triggeredCardId: string, playerEntity: BgsPlayerEntity) => {\r\n\t// Some procs are iso-functional, and don't update the promo portrait\r\n\tconst promoPortraits = playerEntity.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.PromoPortrait_BG30_MagicItem_918 && t.scriptDataNum1 > 0,\r\n\t);\r\n\tif (promoPortraits.length === 0 || iteration === 0 || iteration > promoPortraits.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tswitch (triggeredCardId) {\r\n\t\tcase CardIds.StolenGold:\r\n\t\tcase CardIds.HolyMallet_BG30_MagicItem_902:\r\n\t\tcase CardIds.EmeraldDreamcatcher_BG30_MagicItem_542:\r\n\t\tcase CardIds.EternalPortrait_BG30_MagicItem_301:\r\n\t\tcase CardIds.BronzeTimepiece_BG30_MagicItem_995:\r\n\t\tcase CardIds.SwattingInsects:\r\n\t\tcase CardIds.RebornRites:\r\n\t\tcase CardIds.BoonOfBeetles_BG28_603:\r\n\t\t\treturn;\r\n\t}\r\n\r\n\tconst promoPortrait = promoPortraits[iteration - 1];\r\n\tpromoPortrait.scriptDataNum1--;\r\n};\r\n\r\nconst getPromoPortraitCount = (playerEntity: BgsPlayerEntity) => {\r\n\treturn playerEntity.trinkets.filter(\r\n\t\t(t) => t.cardId === CardIds.PromoPortrait_BG30_MagicItem_918 && t.scriptDataNum1 > 0,\r\n\t).length;\r\n};\r\n"]}
@@ -30,6 +30,24 @@ const modifyStats = (entity, source, attackAmount, healthAmount, friendlyBoard,
30
30
  if (!(entity === null || entity === void 0 ? void 0 : entity.maxHealth)) {
31
31
  return;
32
32
  }
33
+ if (!Number.isFinite(attackAmount)) {
34
+ attackAmount = 0;
35
+ }
36
+ if (!Number.isFinite(healthAmount)) {
37
+ healthAmount = 0;
38
+ }
39
+ if (!Number.isFinite(entity.attack)) {
40
+ entity.attack = 0;
41
+ }
42
+ if (!Number.isFinite(entity.health)) {
43
+ entity.health = 1;
44
+ }
45
+ if (!Number.isFinite(entity.maxAttack)) {
46
+ entity.maxAttack = entity.attack;
47
+ }
48
+ if (!Number.isFinite(entity.maxHealth)) {
49
+ entity.maxHealth = entity.health;
50
+ }
33
51
  if (attackAmount === 0 && healthAmount === 0) {
34
52
  return;
35
53
  }
@@ -51,12 +69,12 @@ const modifyStats = (entity, source, attackAmount, healthAmount, friendlyBoard,
51
69
  const sourceTribes = (0, utils_1.getEffectiveTribesForEntity)(sourceEntity, friendlyBoardHero, gameState.anomalies, gameState.allCards);
52
70
  const sourceIsAllTribes = sourceTribes.includes(reference_data_1.Race.ALL);
53
71
  if (sourceIsAllTribes || sourceTribes.includes(reference_data_1.Race.ELEMENTAL)) {
54
- attackAmount += globalInfo.ElementalAttackBuff;
55
- healthAmount += globalInfo.ElementalHealthBuff;
72
+ attackAmount += globalInfo.ElementalAttackBuff || 0;
73
+ healthAmount += globalInfo.ElementalHealthBuff || 0;
56
74
  }
57
75
  if (sourceIsAllTribes || sourceTribes.includes(reference_data_1.Race.PIRATE)) {
58
- attackAmount += globalInfo.PirateAttackBuff;
59
- healthAmount += globalInfo.PirateHealthBuff;
76
+ attackAmount += globalInfo.PirateAttackBuff || 0;
77
+ healthAmount += globalInfo.PirateHealthBuff || 0;
60
78
  }
61
79
  }
62
80
  const otherBoardHero = gameState.gameState.player.player === friendlyBoardHero
@@ -90,44 +108,43 @@ const modifyStats = (entity, source, attackAmount, healthAmount, friendlyBoard,
90
108
  const tarecgosaMultiplier = isEnchantment && entity.cardId === "BG21_015_G" ? 2 : 1;
91
109
  const realAttackAmount = attackAmount * poetMultipliers * tarecgosaMultiplier;
92
110
  const realHealthAmount = healthAmount * poetMultipliers * tarecgosaMultiplier;
93
- entity.attack = Math.max(0, entity.attack + realAttackAmount);
111
+ if (!Number.isFinite(realAttackAmount) && !Number.isFinite(realHealthAmount)) {
112
+ return;
113
+ }
114
+ const safeAtk = Number.isFinite(realAttackAmount) ? realAttackAmount : 0;
115
+ const safeHp = Number.isFinite(realHealthAmount) ? realHealthAmount : 0;
116
+ entity.attack = Math.max(0, entity.attack + safeAtk);
94
117
  entity.previousAttack = entity.attack;
95
118
  entity.pendingAttackBuffs = entity.pendingAttackBuffs || [];
96
- entity.pendingAttackBuffs.push(realAttackAmount);
97
- entity.health += realHealthAmount;
98
- if (realAttackAmount > 0) {
99
- entity.maxAttack += realAttackAmount;
119
+ entity.pendingAttackBuffs.push(safeAtk);
120
+ entity.health += safeHp;
121
+ if (safeAtk > 0) {
122
+ entity.maxAttack += safeAtk;
100
123
  }
101
- if (realHealthAmount > 0) {
102
- entity.maxHealth += realHealthAmount;
124
+ if (safeHp > 0) {
125
+ entity.maxHealth += safeHp;
103
126
  }
104
- if (realAttackAmount > 0 || realHealthAmount > 0) {
105
- const checkStormbringer = realAttackAmount > 0 &&
127
+ if (safeAtk > 0 || safeHp > 0) {
128
+ const checkStormbringer = safeAtk > 0 &&
106
129
  isDragon &&
107
130
  entity.cardId !== "BG26_966" &&
108
131
  entity.cardId !== "BG26_966_G";
109
132
  for (const other of friendlyBoard) {
110
133
  const otherCardId = other.cardId;
111
- if (realAttackAmount > 0) {
134
+ if (safeAtk > 0) {
112
135
  if (checkStormbringer &&
113
136
  (otherCardId === "BG26_966" ||
114
137
  otherCardId === "BG26_966_G")) {
115
138
  const multiplier = otherCardId === "BG26_966_G" ? 2 : 1;
116
- other.attack += multiplier * realAttackAmount;
139
+ other.attack += multiplier * safeAtk;
117
140
  gameState.spectator.registerPowerTarget(other, other, friendlyBoard, friendlyBoardHero, otherBoardHero);
118
141
  }
119
- if (otherCardId === "TB_BaconShop_HERO_52_Buddy" ||
120
- otherCardId === "TB_BaconShop_HERO_52_Buddy_G") {
121
- const buff = otherCardId === "TB_BaconShop_HERO_52_Buddy_G" ? 2 : 1;
122
- entity.health += buff;
123
- gameState.spectator.registerPowerTarget(other, entity, friendlyBoard, friendlyBoardHero, otherBoardHero);
124
- }
125
142
  }
126
- if (realHealthAmount > 0 &&
143
+ if (safeHp > 0 &&
127
144
  other.entityId !== entity.entityId &&
128
145
  (otherCardId === "TB_BaconShop_HERO_39_Buddy" ||
129
146
  otherCardId === "TB_BaconShop_HERO_39_Buddy_G")) {
130
- const buff = (otherCardId === "TB_BaconShop_HERO_39_Buddy_G" ? 2 : 1) * realHealthAmount;
147
+ const buff = (otherCardId === "TB_BaconShop_HERO_39_Buddy_G" ? 2 : 1) * safeHp;
131
148
  other.health += buff;
132
149
  other.maxHealth += buff;
133
150
  }
@@ -137,7 +154,7 @@ const modifyStats = (entity, source, attackAmount, healthAmount, friendlyBoard,
137
154
  gameState.spectator.registerPowerTarget(source, entity, friendlyBoard, friendlyBoardHero, otherBoardHero);
138
155
  }
139
156
  if (countsAsStatsGain) {
140
- onStatsUpdate(entity, source, realAttackAmount, realHealthAmount, friendlyBoard, friendlyBoardHero, otherBoardHero, gameState, isElemental);
157
+ onStatsUpdate(entity, source, safeAtk, safeHp, friendlyBoard, friendlyBoardHero, otherBoardHero, gameState, isElemental);
141
158
  }
142
159
  };
143
160
  exports.modifyStats = modifyStats;
@@ -1 +1 @@
1
- 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{ Race } from '@firestone-hs/reference-data';\r\nimport { BgsHeroPower, BgsPlayerEntity, BoardTrinket } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { BoardSecret } from '../board-secret';\r\nimport { hasOnStatsChanged } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { getEffectiveTribesForEntity } from '../utils';\r\nimport { applyAurasToSelf, removeAurasFromSelf } from './add-minion-to-board';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { onQuestProgressUpdated } from './quest';\r\n\r\nexport const setEntityStats = (\r\n\tentity: BoardEntity,\r\n\tattack: number | null,\r\n\thealth: number | null,\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tapplyAttackAuras = true,\r\n\tapplyHealthAuras = true,\r\n): void => {\r\n\tremoveAurasFromSelf(entity, board, boardHero, gameState, applyAttackAuras, applyHealthAuras);\r\n\tif (attack !== null) {\r\n\t\tentity.attack = attack;\r\n\t\tentity.maxAttack = attack;\r\n\t}\r\n\tif (health !== null) {\r\n\t\tentity.health = health;\r\n\t\tentity.maxHealth = health;\r\n\t}\r\n\tapplyAurasToSelf(entity, board, boardHero, gameState, applyAttackAuras, applyHealthAuras);\r\n};\r\n\r\nexport const multiplyStats = (\r\n\tentity: BoardEntity,\r\n\tmultiplier: number | null,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tmodifyStats(\r\n\t\tentity,\r\n\t\tentity,\r\n\t\t(multiplier - 1) * entity.maxAttack,\r\n\t\t(multiplier - 1) * entity.maxHealth,\r\n\t\tboard,\r\n\t\thero,\r\n\t\tgameState,\r\n\t);\r\n\tapplyAurasToSelf(entity, board, hero, gameState);\r\n};\r\n\r\nexport const modifyStats = (\r\n\tentity: BoardEntity,\r\n\tsource: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower,\r\n\tattackAmount: number,\r\n\thealthAmount: number,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tregisterSpectator = true,\r\n\t// All stat modifications become enchantments, excepted the ones coming from gilding a minion\r\n\tisEnchantment = true,\r\n\tcountsAsStatsGain = true,\r\n): void => {\r\n\t// Not a minion - can happen when buffing the whole hand, so we don't have to filter first\r\n\tif (!entity?.maxHealth) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tif (attackAmount === 0 && healthAmount === 0) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tif (entity.cardId === CardIds.LocPrince_BG29_889 || entity.cardId === CardIds.LocPrince_BG29_889_G) {\r\n\t\tconst buff = entity.cardId === CardIds.LocPrince_BG29_889_G ? 2 : 1;\r\n\t\tattackAmount += 2 * buff;\r\n\t\thealthAmount += 1 * buff;\r\n\t}\r\n\r\n\tconst sourceEntity = source as BoardEntity;\r\n\tconst globalInfo = friendlyBoardHero.globalInfo;\r\n\tif (\r\n\t\tentity.entityId !== source?.entityId &&\r\n\t\tsourceEntity?.maxHealth &&\r\n\t\tattackAmount >= 0 &&\r\n\t\thealthAmount >= 0 &&\r\n\t\t// Resolving the source's tribes is only useful when one of these global buffs is\r\n\t\t// active, and this is one of the hottest paths of the simulation\r\n\t\t(globalInfo.ElementalAttackBuff ||\r\n\t\t\tglobalInfo.ElementalHealthBuff ||\r\n\t\t\tglobalInfo.PirateAttackBuff ||\r\n\t\t\tglobalInfo.PirateHealthBuff)\r\n\t) {\r\n\t\tconst sourceTribes = getEffectiveTribesForEntity(\r\n\t\t\tsourceEntity,\r\n\t\t\tfriendlyBoardHero,\r\n\t\t\tgameState.anomalies,\r\n\t\t\tgameState.allCards,\r\n\t\t);\r\n\t\tconst sourceIsAllTribes = sourceTribes.includes(Race.ALL);\r\n\t\tif (sourceIsAllTribes || sourceTribes.includes(Race.ELEMENTAL)) {\r\n\t\t\tattackAmount += globalInfo.ElementalAttackBuff;\r\n\t\t\thealthAmount += globalInfo.ElementalHealthBuff;\r\n\t\t}\r\n\t\tif (sourceIsAllTribes || sourceTribes.includes(Race.PIRATE)) {\r\n\t\t\tattackAmount += globalInfo.PirateAttackBuff;\r\n\t\t\thealthAmount += globalInfo.PirateHealthBuff;\r\n\t\t}\r\n\t}\r\n\t// The only spell for now that grants stats is the Fleeting Vigor secret, and the stats it grants\r\n\t// are in scriptDataNum1 and 2\r\n\t// if (\r\n\t// \tentity?.entityId !== source?.entityId &&\r\n\t// \tgameState.allCards.getCard(source?.cardId).type?.toUpperCase() === CardType[CardType.BATTLEGROUND_SPELL] &&\r\n\t// \t// Safeguard\r\n\t// \tattackAmount >= 0 &&\r\n\t// \thealthAmount >= 0\r\n\t// ) {\r\n\t// \tattackAmount += friendlyBoardHero.globalInfo.TavernSpellAttackBuff;\r\n\t// \thealthAmount += friendlyBoardHero.globalInfo.TavernSpellHealthBuff;\r\n\t// }\r\n\r\n\tconst otherBoardHero: BgsPlayerEntity =\r\n\t\tgameState.gameState.player.player === friendlyBoardHero\r\n\t\t\t? gameState.gameState.opponent.player\r\n\t\t\t: gameState.gameState.player.player;\r\n\r\n\tconst effectiveTribes = getEffectiveTribesForEntity(\r\n\t\tentity,\r\n\t\tfriendlyBoardHero,\r\n\t\tgameState.anomalies,\r\n\t\tgameState.allCards,\r\n\t);\r\n\tconst isAllTribes = effectiveTribes.includes(Race.ALL);\r\n\tconst isDragon = isAllTribes || effectiveTribes.includes(Race.DRAGON);\r\n\tconst isElemental = isAllTribes || effectiveTribes.includes(Race.ELEMENTAL);\r\n\tlet poetMultipliers = 1;\r\n\tif (isEnchantment && isDragon) {\r\n\t\tlet entityIndex = -1;\r\n\t\tlet timewarpedPoetCount = 0;\r\n\t\tfor (let i = 0; i < friendlyBoard.length; i++) {\r\n\t\t\tif (friendlyBoard[i].entityId === entity.entityId) {\r\n\t\t\t\tentityIndex = i;\r\n\t\t\t}\r\n\t\t\tif (friendlyBoard[i].cardId === CardIds.TimewarpedPoet_BG34_Giant_314_G) {\r\n\t\t\t\ttimewarpedPoetCount++;\r\n\t\t\t}\r\n\t\t}\r\n\t\tlet poetCount = 0;\r\n\t\tif (friendlyBoard[entityIndex - 1]?.cardId === CardIds.PersistentPoet_BG29_813_G) {\r\n\t\t\tpoetCount++;\r\n\t\t}\r\n\t\tif (friendlyBoard[entityIndex + 1]?.cardId === CardIds.PersistentPoet_BG29_813_G) {\r\n\t\t\tpoetCount++;\r\n\t\t}\r\n\t\tpoetMultipliers = poetCount * 2 + timewarpedPoetCount * 2 || 1;\r\n\t}\r\n\tconst tarecgosaMultiplier = isEnchantment && entity.cardId === CardIds.Tarecgosa_BG21_015_G ? 2 : 1;\r\n\r\n\tconst realAttackAmount = attackAmount * poetMultipliers * tarecgosaMultiplier;\r\n\tconst realHealthAmount = healthAmount * poetMultipliers * tarecgosaMultiplier;\r\n\r\n\tentity.attack = Math.max(0, entity.attack + realAttackAmount);\r\n\tentity.previousAttack = entity.attack;\r\n\tentity.pendingAttackBuffs = entity.pendingAttackBuffs || [];\r\n\tentity.pendingAttackBuffs.push(realAttackAmount);\r\n\tentity.health += realHealthAmount;\r\n\r\n\tif (realAttackAmount > 0) {\r\n\t\tentity.maxAttack += realAttackAmount;\r\n\t}\r\n\tif (realHealthAmount > 0) {\r\n\t\tentity.maxHealth += realHealthAmount;\r\n\t}\r\n\tif (realAttackAmount > 0 || realHealthAmount > 0) {\r\n\t\t// Single pass over the board for all the \"when a minion gains stats\" watchers\r\n\t\t// (Stormbringer, Sinestra, Titanic Guardian). Their effects are independent of\r\n\t\t// each other, so interleaving them per board position is equivalent to the\r\n\t\t// previous one-loop-per-effect version, and much cheaper on this hot path\r\n\t\tconst checkStormbringer =\r\n\t\t\trealAttackAmount > 0 &&\r\n\t\t\tisDragon &&\r\n\t\t\tentity.cardId !== CardIds.Stormbringer_BG26_966 &&\r\n\t\t\tentity.cardId !== CardIds.Stormbringer_BG26_966_G;\r\n\t\tfor (const other of friendlyBoard) {\r\n\t\t\tconst otherCardId = other.cardId;\r\n\t\t\tif (realAttackAmount > 0) {\r\n\t\t\t\tif (\r\n\t\t\t\t\tcheckStormbringer &&\r\n\t\t\t\t\t(otherCardId === CardIds.Stormbringer_BG26_966 ||\r\n\t\t\t\t\t\totherCardId === CardIds.Stormbringer_BG26_966_G)\r\n\t\t\t\t) {\r\n\t\t\t\t\tconst multiplier = otherCardId === CardIds.Stormbringer_BG26_966_G ? 2 : 1;\r\n\t\t\t\t\tother.attack += multiplier * realAttackAmount;\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tother,\r\n\t\t\t\t\t\tother,\r\n\t\t\t\t\t\tfriendlyBoard,\r\n\t\t\t\t\t\tfriendlyBoardHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t\tif (\r\n\t\t\t\t\totherCardId === CardIds.LadySinestra_TB_BaconShop_HERO_52_Buddy ||\r\n\t\t\t\t\totherCardId === CardIds.LadySinestra_TB_BaconShop_HERO_52_Buddy_G\r\n\t\t\t\t) {\r\n\t\t\t\t\tconst buff = otherCardId === CardIds.LadySinestra_TB_BaconShop_HERO_52_Buddy_G ? 2 : 1;\r\n\t\t\t\t\tentity.health += buff;\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tother,\r\n\t\t\t\t\t\tentity,\r\n\t\t\t\t\t\tfriendlyBoard,\r\n\t\t\t\t\t\tfriendlyBoardHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tif (\r\n\t\t\t\trealHealthAmount > 0 &&\r\n\t\t\t\tother.entityId !== entity.entityId &&\r\n\t\t\t\t(otherCardId === CardIds.TitanicGuardian_TB_BaconShop_HERO_39_Buddy ||\r\n\t\t\t\t\totherCardId === CardIds.TitanicGuardian_TB_BaconShop_HERO_39_Buddy_G)\r\n\t\t\t) {\r\n\t\t\t\tconst buff =\r\n\t\t\t\t\t(otherCardId === CardIds.TitanicGuardian_TB_BaconShop_HERO_39_Buddy_G ? 2 : 1) * realHealthAmount;\r\n\t\t\t\tother.health += buff;\r\n\t\t\t\tother.maxHealth += buff;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tif (registerSpectator && !!source) {\r\n\t\tgameState.spectator.registerPowerTarget(source, entity, friendlyBoard, friendlyBoardHero, otherBoardHero);\r\n\t}\r\n\r\n\tif (countsAsStatsGain) {\r\n\t\tonStatsUpdate(\r\n\t\t\tentity,\r\n\t\t\tsource,\r\n\t\t\trealAttackAmount,\r\n\t\t\trealHealthAmount,\r\n\t\t\tfriendlyBoard,\r\n\t\t\tfriendlyBoardHero,\r\n\t\t\totherBoardHero,\r\n\t\t\tgameState,\r\n\t\t\tisElemental,\r\n\t\t);\r\n\t}\r\n};\r\n\r\nconst onStatsUpdate = (\r\n\tentity: BoardEntity,\r\n\tsource: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower,\r\n\trealAttackAmount: number,\r\n\trealHealthAmount: number,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tisElemental: boolean,\r\n): void => {\r\n\tonStatUpdateMinions(\r\n\t\tentity,\r\n\t\tsource,\r\n\t\trealAttackAmount,\r\n\t\trealHealthAmount,\r\n\t\tfriendlyBoard,\r\n\t\tfriendlyHero,\r\n\t\totherHero,\r\n\t\tgameState,\r\n\t\tisElemental,\r\n\t);\r\n\tonStatUpdateQuests(entity, friendlyBoard, friendlyHero, gameState);\r\n};\r\n\r\nexport const applyAfterStatsUpdate = (gameState: FullGameState) => {\r\n\tfor (const entity of gameState.gameState.player.board) {\r\n\t\tapplyAfterStatsUpdateForEntity(entity, gameState.gameState.player, gameState.gameState.opponent, gameState);\r\n\t}\r\n\tfor (const entity of gameState.gameState.opponent.board) {\r\n\t\tapplyAfterStatsUpdateForEntity(entity, gameState.gameState.opponent, gameState.gameState.player, gameState);\r\n\t}\r\n};\r\n\r\nconst applyAfterStatsUpdateForEntity = (\r\n\tentity: BoardEntity,\r\n\tplayerState: PlayerState,\r\n\topponentState: PlayerState,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tentity.pendingAttackBuffs = [];\r\n};\r\n\r\nconst onStatUpdateQuests = (\r\n\tentity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst quests = hero.questEntities ?? [];\r\n\tif (!quests.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tfor (const quest of quests) {\r\n\t\tswitch (quest.CardId) {\r\n\t\t\tcase CardIds.FindTheMurderWeapon:\r\n\t\t\t\tonQuestProgressUpdated(hero, quest, board, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PressureTheAuthorities:\r\n\t\t\t\tconst totalAttack = board.map((e) => e.attack).reduce((a, b) => a + b, 0);\r\n\t\t\t\tif (totalAttack >= 35) {\r\n\t\t\t\t\tonQuestProgressUpdated(hero, quest, board, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst onStatUpdateMinions = (\r\n\tentity: BoardEntity,\r\n\tsource: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower,\r\n\tattackAmount: number,\r\n\thealthAmount: number,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyBoardHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tisElemental: boolean,\r\n): void => {\r\n\tif (attackAmount > 0 || healthAmount > 0) {\r\n\t\tfor (const boardEntity of friendlyBoard) {\r\n\t\t\tconst onStatsChangedImpl = cardMappings[boardEntity.cardId];\r\n\t\t\tif (hasOnStatsChanged(onStatsChangedImpl)) {\r\n\t\t\t\tonStatsChangedImpl.onStatsChanged(boardEntity, {\r\n\t\t\t\t\ttarget: entity,\r\n\t\t\t\t\tsource: source,\r\n\t\t\t\t\tattackAmount: attackAmount,\r\n\t\t\t\t\thealthAmount: healthAmount,\r\n\t\t\t\t\tboard: friendlyBoard,\r\n\t\t\t\t\thero: friendlyBoardHero,\r\n\t\t\t\t\totherHero: otherHero,\r\n\t\t\t\t\tgameState: gameState,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t// Single pass for Master of Realities and Tentacle of C'Thun (their effects are\r\n\t// independent, so interleaving them is equivalent to separate loops)\r\n\tfor (const other of friendlyBoard) {\r\n\t\tif (\r\n\t\t\tisElemental &&\r\n\t\t\t(other.cardId === CardIds.MasterOfRealities_BG21_036 ||\r\n\t\t\t\tother.cardId === CardIds.MasterOfRealities_BG21_036_G)\r\n\t\t) {\r\n\t\t\tconst baseBuff = 2;\r\n\t\t\tconst mult = other.cardId === CardIds.MasterOfRealities_BG21_036_G ? 2 : 1;\r\n\t\t\tmodifyStats(other, other, baseBuff * mult, baseBuff * mult, friendlyBoard, friendlyBoardHero, gameState);\r\n\t\t}\r\n\t\tif (\r\n\t\t\tother.entityId !== entity.entityId &&\r\n\t\t\t(other.cardId === CardIds.TentacleOfCthun_TB_BaconShop_HERO_29_Buddy ||\r\n\t\t\t\tother.cardId === CardIds.TentacleOfCthun_TB_BaconShop_HERO_29_Buddy_G)\r\n\t\t) {\r\n\t\t\tconst buff = other.cardId === CardIds.TentacleOfCthun_TB_BaconShop_HERO_29_Buddy_G ? 2 : 1;\r\n\t\t\tother.attack += buff;\r\n\t\t\tother.health += buff;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport interface OnStatsChangedInput {\r\n\ttarget: BoardEntity;\r\n\tsource: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower;\r\n\tattackAmount: number;\r\n\thealthAmount: number;\r\n\tboard: BoardEntity[];\r\n\thero: BgsPlayerEntity;\r\n\totherHero: BgsPlayerEntity;\r\n\tgameState: FullGameState;\r\n}\r\n"]}
1
+ {"version":3,"file":"stats.js","sourceRoot":"","sources":["../../src/simulation/stats.ts"],"names":[],"mappings":";;;AAAA,iEAAoD;AAIpD,4DAA4D;AAC5D,iEAA4D;AAE5D,oCAAuD;AACvD,+DAA8E;AAE9E,mCAAiD;AAE1C,MAAM,cAAc,GAAG,CAC7B,MAAmB,EACnB,MAAqB,EACrB,MAAqB,EACrB,KAAoB,EACpB,SAA0B,EAC1B,SAAwB,EACxB,gBAAgB,GAAG,IAAI,EACvB,gBAAgB,GAAG,IAAI,EAChB,EAAE;IACT,IAAA,yCAAmB,EAAC,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,gBAAgB,EAAE,gBAAgB,CAAC,CAAC;IAC7F,IAAI,MAAM,KAAK,IAAI,EAAE;QACpB,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;QACvB,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC;KAC1B;IACD,IAAI,MAAM,KAAK,IAAI,EAAE;QACpB,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;QACvB,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC;KAC1B;IACD,IAAA,sCAAgB,EAAC,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,gBAAgB,EAAE,gBAAgB,CAAC,CAAC;AAC3F,CAAC,CAAC;AApBW,QAAA,cAAc,kBAoBzB;AAEK,MAAM,aAAa,GAAG,CAC5B,MAAmB,EACnB,UAAyB,EACzB,KAAoB,EACpB,IAAqB,EACrB,SAAwB,EACjB,EAAE;IACT,IAAA,mBAAW,EACV,MAAM,EACN,MAAM,EACN,CAAC,UAAU,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,SAAS,EACnC,CAAC,UAAU,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,SAAS,EACnC,KAAK,EACL,IAAI,EACJ,SAAS,CACT,CAAC;IACF,IAAA,sCAAgB,EAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,CAAC,CAAC;AAClD,CAAC,CAAC;AAjBW,QAAA,aAAa,iBAiBxB;AAEK,MAAM,WAAW,GAAG,CAC1B,MAAmB,EACnB,MAAiF,EACjF,YAAoB,EACpB,YAAoB,EACpB,aAA4B,EAC5B,iBAAkC,EAClC,SAAwB,EACxB,iBAAiB,GAAG,IAAI,EAExB,aAAa,GAAG,IAAI,EACpB,iBAAiB,GAAG,IAAI,EACjB,EAAE;;IAET,IAAI,CAAC,CAAA,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,SAAS,CAAA,EAAE;QACvB,OAAO;KACP;IAED,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,EAAE;QACnC,YAAY,GAAG,CAAC,CAAC;KACjB;IACD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,EAAE;QACnC,YAAY,GAAG,CAAC,CAAC;KACjB;IACD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC,EAAE;QACpC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;KAClB;IACD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC,EAAE;QACpC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;KAClB;IACD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,SAAmB,CAAC,EAAE;QACjD,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,CAAC;KACjC;IACD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,SAAmB,CAAC,EAAE;QACjD,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,CAAC;KACjC;IAED,IAAI,YAAY,KAAK,CAAC,IAAI,YAAY,KAAK,CAAC,EAAE;QAC7C,OAAO;KACP;IAED,IAAI,MAAM,CAAC,MAAM,eAA+B,IAAI,MAAM,CAAC,MAAM,iBAAiC,EAAE;QACnG,MAAM,IAAI,GAAG,MAAM,CAAC,MAAM,iBAAiC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACpE,YAAY,IAAI,CAAC,GAAG,IAAI,CAAC;QACzB,YAAY,IAAI,CAAC,GAAG,IAAI,CAAC;KACzB;IAED,MAAM,YAAY,GAAG,MAAqB,CAAC;IAC3C,MAAM,UAAU,GAAG,iBAAiB,CAAC,UAAU,CAAC;IAChD,IACC,MAAM,CAAC,QAAQ,MAAK,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,QAAQ,CAAA;SACpC,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAE,SAAS,CAAA;QACvB,YAAY,IAAI,CAAC;QACjB,YAAY,IAAI,CAAC;QAGjB,CAAC,UAAU,CAAC,mBAAmB;YAC9B,UAAU,CAAC,mBAAmB;YAC9B,UAAU,CAAC,gBAAgB;YAC3B,UAAU,CAAC,gBAAgB,CAAC,EAC5B;QACD,MAAM,YAAY,GAAG,IAAA,mCAA2B,EAC/C,YAAY,EACZ,iBAAiB,EACjB,SAAS,CAAC,SAAS,EACnB,SAAS,CAAC,QAAQ,CAClB,CAAC;QACF,MAAM,iBAAiB,GAAG,YAAY,CAAC,QAAQ,CAAC,qBAAI,CAAC,GAAG,CAAC,CAAC;QAC1D,IAAI,iBAAiB,IAAI,YAAY,CAAC,QAAQ,CAAC,qBAAI,CAAC,SAAS,CAAC,EAAE;YAC/D,YAAY,IAAI,UAAU,CAAC,mBAAmB,IAAI,CAAC,CAAC;YACpD,YAAY,IAAI,UAAU,CAAC,mBAAmB,IAAI,CAAC,CAAC;SACpD;QACD,IAAI,iBAAiB,IAAI,YAAY,CAAC,QAAQ,CAAC,qBAAI,CAAC,MAAM,CAAC,EAAE;YAC5D,YAAY,IAAI,UAAU,CAAC,gBAAgB,IAAI,CAAC,CAAC;YACjD,YAAY,IAAI,UAAU,CAAC,gBAAgB,IAAI,CAAC,CAAC;SACjD;KACD;IAcD,MAAM,cAAc,GACnB,SAAS,CAAC,SAAS,CAAC,MAAM,CAAC,MAAM,KAAK,iBAAiB;QACtD,CAAC,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,MAAM;QACrC,CAAC,CAAC,SAAS,CAAC,SAAS,CAAC,MAAM,CAAC,MAAM,CAAC;IAEtC,MAAM,eAAe,GAAG,IAAA,mCAA2B,EAClD,MAAM,EACN,iBAAiB,EACjB,SAAS,CAAC,SAAS,EACnB,SAAS,CAAC,QAAQ,CAClB,CAAC;IACF,MAAM,WAAW,GAAG,eAAe,CAAC,QAAQ,CAAC,qBAAI,CAAC,GAAG,CAAC,CAAC;IACvD,MAAM,QAAQ,GAAG,WAAW,IAAI,eAAe,CAAC,QAAQ,CAAC,qBAAI,CAAC,MAAM,CAAC,CAAC;IACtE,MAAM,WAAW,GAAG,WAAW,IAAI,eAAe,CAAC,QAAQ,CAAC,qBAAI,CAAC,SAAS,CAAC,CAAC;IAC5E,IAAI,eAAe,GAAG,CAAC,CAAC;IACxB,IAAI,aAAa,IAAI,QAAQ,EAAE;QAC9B,IAAI,WAAW,GAAG,CAAC,CAAC,CAAC;QACrB,IAAI,mBAAmB,GAAG,CAAC,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC9C,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,QAAQ,KAAK,MAAM,CAAC,QAAQ,EAAE;gBAClD,WAAW,GAAG,CAAC,CAAC;aAChB;YACD,IAAI,aAAa,CAAC,CAAC,CAAC,CAAC,MAAM,uBAA4C,EAAE;gBACxE,mBAAmB,EAAE,CAAC;aACtB;SACD;QACD,IAAI,SAAS,GAAG,CAAC,CAAC;QAClB,IAAI,CAAA,MAAA,aAAa,CAAC,WAAW,GAAG,CAAC,CAAC,0CAAE,MAAM,kBAAsC,EAAE;YACjF,SAAS,EAAE,CAAC;SACZ;QACD,IAAI,CAAA,MAAA,aAAa,CAAC,WAAW,GAAG,CAAC,CAAC,0CAAE,MAAM,kBAAsC,EAAE;YACjF,SAAS,EAAE,CAAC;SACZ;QACD,eAAe,GAAG,SAAS,GAAG,CAAC,GAAG,mBAAmB,GAAG,CAAC,IAAI,CAAC,CAAC;KAC/D;IACD,MAAM,mBAAmB,GAAG,aAAa,IAAI,MAAM,CAAC,MAAM,iBAAiC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAEpG,MAAM,gBAAgB,GAAG,YAAY,GAAG,eAAe,GAAG,mBAAmB,CAAC;IAC9E,MAAM,gBAAgB,GAAG,YAAY,GAAG,eAAe,GAAG,mBAAmB,CAAC;IAC9E,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC,EAAE;QAC7E,OAAO;KACP;IACD,MAAM,OAAO,GAAG,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,CAAC;IACzE,MAAM,MAAM,GAAG,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,CAAC;IAExE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,CAAC,MAAM,GAAG,OAAO,CAAC,CAAC;IACrD,M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{ Race } from '@firestone-hs/reference-data';\r\nimport { BgsHeroPower, BgsPlayerEntity, BoardTrinket } from '../bgs-player-entity';\r\nimport { BoardEntity } from '../board-entity';\r\nimport { BoardSecret } from '../board-secret';\r\nimport { hasOnStatsChanged } from '../cards/card.interface';\r\nimport { cardMappings } from '../cards/impl/_card-mappings';\r\nimport { CardIds } from '../services/card-ids';\r\nimport { getEffectiveTribesForEntity } from '../utils';\r\nimport { applyAurasToSelf, removeAurasFromSelf } from './add-minion-to-board';\r\nimport { FullGameState, PlayerState } from './internal-game-state';\r\nimport { onQuestProgressUpdated } from './quest';\r\n\r\nexport const setEntityStats = (\r\n\tentity: BoardEntity,\r\n\tattack: number | null,\r\n\thealth: number | null,\r\n\tboard: BoardEntity[],\r\n\tboardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tapplyAttackAuras = true,\r\n\tapplyHealthAuras = true,\r\n): void => {\r\n\tremoveAurasFromSelf(entity, board, boardHero, gameState, applyAttackAuras, applyHealthAuras);\r\n\tif (attack !== null) {\r\n\t\tentity.attack = attack;\r\n\t\tentity.maxAttack = attack;\r\n\t}\r\n\tif (health !== null) {\r\n\t\tentity.health = health;\r\n\t\tentity.maxHealth = health;\r\n\t}\r\n\tapplyAurasToSelf(entity, board, boardHero, gameState, applyAttackAuras, applyHealthAuras);\r\n};\r\n\r\nexport const multiplyStats = (\r\n\tentity: BoardEntity,\r\n\tmultiplier: number | null,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tmodifyStats(\r\n\t\tentity,\r\n\t\tentity,\r\n\t\t(multiplier - 1) * entity.maxAttack,\r\n\t\t(multiplier - 1) * entity.maxHealth,\r\n\t\tboard,\r\n\t\thero,\r\n\t\tgameState,\r\n\t);\r\n\tapplyAurasToSelf(entity, board, hero, gameState);\r\n};\r\n\r\nexport const modifyStats = (\r\n\tentity: BoardEntity,\r\n\tsource: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower,\r\n\tattackAmount: number,\r\n\thealthAmount: number,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyBoardHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tregisterSpectator = true,\r\n\t// All stat modifications become enchantments, excepted the ones coming from gilding a minion\r\n\tisEnchantment = true,\r\n\tcountsAsStatsGain = true,\r\n): void => {\r\n\t// Not a minion - can happen when buffing the whole hand, so we don't have to filter first\r\n\tif (!entity?.maxHealth) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tif (!Number.isFinite(attackAmount)) {\r\n\t\tattackAmount = 0;\r\n\t}\r\n\tif (!Number.isFinite(healthAmount)) {\r\n\t\thealthAmount = 0;\r\n\t}\r\n\tif (!Number.isFinite(entity.attack)) {\r\n\t\tentity.attack = 0;\r\n\t}\r\n\tif (!Number.isFinite(entity.health)) {\r\n\t\tentity.health = 1;\r\n\t}\r\n\tif (!Number.isFinite(entity.maxAttack as number)) {\r\n\t\tentity.maxAttack = entity.attack;\r\n\t}\r\n\tif (!Number.isFinite(entity.maxHealth as number)) {\r\n\t\tentity.maxHealth = entity.health;\r\n\t}\r\n\r\n\tif (attackAmount === 0 && healthAmount === 0) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tif (entity.cardId === CardIds.LocPrince_BG29_889 || entity.cardId === CardIds.LocPrince_BG29_889_G) {\r\n\t\tconst buff = entity.cardId === CardIds.LocPrince_BG29_889_G ? 2 : 1;\r\n\t\tattackAmount += 2 * buff;\r\n\t\thealthAmount += 1 * buff;\r\n\t}\r\n\r\n\tconst sourceEntity = source as BoardEntity;\r\n\tconst globalInfo = friendlyBoardHero.globalInfo;\r\n\tif (\r\n\t\tentity.entityId !== source?.entityId &&\r\n\t\tsourceEntity?.maxHealth &&\r\n\t\tattackAmount >= 0 &&\r\n\t\thealthAmount >= 0 &&\r\n\t\t// Resolving the source's tribes is only useful when one of these global buffs is\r\n\t\t// active, and this is one of the hottest paths of the simulation\r\n\t\t(globalInfo.ElementalAttackBuff ||\r\n\t\t\tglobalInfo.ElementalHealthBuff ||\r\n\t\t\tglobalInfo.PirateAttackBuff ||\r\n\t\t\tglobalInfo.PirateHealthBuff)\r\n\t) {\r\n\t\tconst sourceTribes = getEffectiveTribesForEntity(\r\n\t\t\tsourceEntity,\r\n\t\t\tfriendlyBoardHero,\r\n\t\t\tgameState.anomalies,\r\n\t\t\tgameState.allCards,\r\n\t\t);\r\n\t\tconst sourceIsAllTribes = sourceTribes.includes(Race.ALL);\r\n\t\tif (sourceIsAllTribes || sourceTribes.includes(Race.ELEMENTAL)) {\r\n\t\t\tattackAmount += globalInfo.ElementalAttackBuff || 0;\r\n\t\t\thealthAmount += globalInfo.ElementalHealthBuff || 0;\r\n\t\t}\r\n\t\tif (sourceIsAllTribes || sourceTribes.includes(Race.PIRATE)) {\r\n\t\t\tattackAmount += globalInfo.PirateAttackBuff || 0;\r\n\t\t\thealthAmount += globalInfo.PirateHealthBuff || 0;\r\n\t\t}\r\n\t}\r\n\t// The only spell for now that grants stats is the Fleeting Vigor secret, and the stats it grants\r\n\t// are in scriptDataNum1 and 2\r\n\t// if (\r\n\t// \tentity?.entityId !== source?.entityId &&\r\n\t// \tgameState.allCards.getCard(source?.cardId).type?.toUpperCase() === CardType[CardType.BATTLEGROUND_SPELL] &&\r\n\t// \t// Safeguard\r\n\t// \tattackAmount >= 0 &&\r\n\t// \thealthAmount >= 0\r\n\t// ) {\r\n\t// \tattackAmount += friendlyBoardHero.globalInfo.TavernSpellAttackBuff;\r\n\t// \thealthAmount += friendlyBoardHero.globalInfo.TavernSpellHealthBuff;\r\n\t// }\r\n\r\n\tconst otherBoardHero: BgsPlayerEntity =\r\n\t\tgameState.gameState.player.player === friendlyBoardHero\r\n\t\t\t? gameState.gameState.opponent.player\r\n\t\t\t: gameState.gameState.player.player;\r\n\r\n\tconst effectiveTribes = getEffectiveTribesForEntity(\r\n\t\tentity,\r\n\t\tfriendlyBoardHero,\r\n\t\tgameState.anomalies,\r\n\t\tgameState.allCards,\r\n\t);\r\n\tconst isAllTribes = effectiveTribes.includes(Race.ALL);\r\n\tconst isDragon = isAllTribes || effectiveTribes.includes(Race.DRAGON);\r\n\tconst isElemental = isAllTribes || effectiveTribes.includes(Race.ELEMENTAL);\r\n\tlet poetMultipliers = 1;\r\n\tif (isEnchantment && isDragon) {\r\n\t\tlet entityIndex = -1;\r\n\t\tlet timewarpedPoetCount = 0;\r\n\t\tfor (let i = 0; i < friendlyBoard.length; i++) {\r\n\t\t\tif (friendlyBoard[i].entityId === entity.entityId) {\r\n\t\t\t\tentityIndex = i;\r\n\t\t\t}\r\n\t\t\tif (friendlyBoard[i].cardId === CardIds.TimewarpedPoet_BG34_Giant_314_G) {\r\n\t\t\t\ttimewarpedPoetCount++;\r\n\t\t\t}\r\n\t\t}\r\n\t\tlet poetCount = 0;\r\n\t\tif (friendlyBoard[entityIndex - 1]?.cardId === CardIds.PersistentPoet_BG29_813_G) {\r\n\t\t\tpoetCount++;\r\n\t\t}\r\n\t\tif (friendlyBoard[entityIndex + 1]?.cardId === CardIds.PersistentPoet_BG29_813_G) {\r\n\t\t\tpoetCount++;\r\n\t\t}\r\n\t\tpoetMultipliers = poetCount * 2 + timewarpedPoetCount * 2 || 1;\r\n\t}\r\n\tconst tarecgosaMultiplier = isEnchantment && entity.cardId === CardIds.Tarecgosa_BG21_015_G ? 2 : 1;\r\n\r\n\tconst realAttackAmount = attackAmount * poetMultipliers * tarecgosaMultiplier;\r\n\tconst realHealthAmount = healthAmount * poetMultipliers * tarecgosaMultiplier;\r\n\tif (!Number.isFinite(realAttackAmount) && !Number.isFinite(realHealthAmount)) {\r\n\t\treturn;\r\n\t}\r\n\tconst safeAtk = Number.isFinite(realAttackAmount) ? realAttackAmount : 0;\r\n\tconst safeHp = Number.isFinite(realHealthAmount) ? realHealthAmount : 0;\r\n\r\n\tentity.attack = Math.max(0, entity.attack + safeAtk);\r\n\tentity.previousAttack = entity.attack;\r\n\tentity.pendingAttackBuffs = entity.pendingAttackBuffs || [];\r\n\tentity.pendingAttackBuffs.push(safeAtk);\r\n\tentity.health += safeHp;\r\n\r\n\tif (safeAtk > 0) {\r\n\t\tentity.maxAttack += safeAtk;\r\n\t}\r\n\tif (safeHp > 0) {\r\n\t\tentity.maxHealth += safeHp;\r\n\t}\r\n\tif (safeAtk > 0 || safeHp > 0) {\r\n\t\t// Single pass over the board for all the \"when a minion gains stats\" watchers\r\n\t\t// (Stormbringer, Titanic Guardian). Their effects are independent of\r\n\t\t// each other, so interleaving them per board position is equivalent to the\r\n\t\t// previous one-loop-per-effect version, and much cheaper on this hot path\r\n\t\tconst checkStormbringer =\r\n\t\t\tsafeAtk > 0 &&\r\n\t\t\tisDragon &&\r\n\t\t\tentity.cardId !== CardIds.Stormbringer_BG26_966 &&\r\n\t\t\tentity.cardId !== CardIds.Stormbringer_BG26_966_G;\r\n\t\tfor (const other of friendlyBoard) {\r\n\t\t\tconst otherCardId = other.cardId;\r\n\t\t\tif (safeAtk > 0) {\r\n\t\t\t\tif (\r\n\t\t\t\t\tcheckStormbringer &&\r\n\t\t\t\t\t(otherCardId === CardIds.Stormbringer_BG26_966 ||\r\n\t\t\t\t\t\totherCardId === CardIds.Stormbringer_BG26_966_G)\r\n\t\t\t\t) {\r\n\t\t\t\t\tconst multiplier = otherCardId === CardIds.Stormbringer_BG26_966_G ? 2 : 1;\r\n\t\t\t\t\tother.attack += multiplier * safeAtk;\r\n\t\t\t\t\tgameState.spectator.registerPowerTarget(\r\n\t\t\t\t\t\tother,\r\n\t\t\t\t\t\tother,\r\n\t\t\t\t\t\tfriendlyBoard,\r\n\t\t\t\t\t\tfriendlyBoardHero,\r\n\t\t\t\t\t\totherBoardHero,\r\n\t\t\t\t\t);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tif (\r\n\t\t\t\tsafeHp > 0 &&\r\n\t\t\t\tother.entityId !== entity.entityId &&\r\n\t\t\t\t(otherCardId === CardIds.TitanicGuardian_TB_BaconShop_HERO_39_Buddy ||\r\n\t\t\t\t\totherCardId === CardIds.TitanicGuardian_TB_BaconShop_HERO_39_Buddy_G)\r\n\t\t\t) {\r\n\t\t\t\tconst buff =\r\n\t\t\t\t\t(otherCardId === CardIds.TitanicGuardian_TB_BaconShop_HERO_39_Buddy_G ? 2 : 1) * safeHp;\r\n\t\t\t\tother.health += buff;\r\n\t\t\t\tother.maxHealth += buff;\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\tif (registerSpectator && !!source) {\r\n\t\tgameState.spectator.registerPowerTarget(source, entity, friendlyBoard, friendlyBoardHero, otherBoardHero);\r\n\t}\r\n\r\n\tif (countsAsStatsGain) {\r\n\t\tonStatsUpdate(\r\n\t\t\tentity,\r\n\t\t\tsource,\r\n\t\t\tsafeAtk,\r\n\t\t\tsafeHp,\r\n\t\t\tfriendlyBoard,\r\n\t\t\tfriendlyBoardHero,\r\n\t\t\totherBoardHero,\r\n\t\t\tgameState,\r\n\t\t\tisElemental,\r\n\t\t);\r\n\t}\r\n};\r\n\r\nconst onStatsUpdate = (\r\n\tentity: BoardEntity,\r\n\tsource: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower,\r\n\trealAttackAmount: number,\r\n\trealHealthAmount: number,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tisElemental: boolean,\r\n): void => {\r\n\tonStatUpdateMinions(\r\n\t\tentity,\r\n\t\tsource,\r\n\t\trealAttackAmount,\r\n\t\trealHealthAmount,\r\n\t\tfriendlyBoard,\r\n\t\tfriendlyHero,\r\n\t\totherHero,\r\n\t\tgameState,\r\n\t\tisElemental,\r\n\t);\r\n\tonStatUpdateQuests(entity, friendlyBoard, friendlyHero, gameState);\r\n};\r\n\r\nexport const applyAfterStatsUpdate = (gameState: FullGameState) => {\r\n\tfor (const entity of gameState.gameState.player.board) {\r\n\t\tapplyAfterStatsUpdateForEntity(entity, gameState.gameState.player, gameState.gameState.opponent, gameState);\r\n\t}\r\n\tfor (const entity of gameState.gameState.opponent.board) {\r\n\t\tapplyAfterStatsUpdateForEntity(entity, gameState.gameState.opponent, gameState.gameState.player, gameState);\r\n\t}\r\n};\r\n\r\nconst applyAfterStatsUpdateForEntity = (\r\n\tentity: BoardEntity,\r\n\tplayerState: PlayerState,\r\n\topponentState: PlayerState,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tentity.pendingAttackBuffs = [];\r\n};\r\n\r\nconst onStatUpdateQuests = (\r\n\tentity: BoardEntity,\r\n\tboard: BoardEntity[],\r\n\thero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n): void => {\r\n\tconst quests = hero.questEntities ?? [];\r\n\tif (!quests.length) {\r\n\t\treturn;\r\n\t}\r\n\r\n\tfor (const quest of quests) {\r\n\t\tswitch (quest.CardId) {\r\n\t\t\tcase CardIds.FindTheMurderWeapon:\r\n\t\t\t\tonQuestProgressUpdated(hero, quest, board, gameState);\r\n\t\t\t\tbreak;\r\n\t\t\tcase CardIds.PressureTheAuthorities:\r\n\t\t\t\tconst totalAttack = board.map((e) => e.attack).reduce((a, b) => a + b, 0);\r\n\t\t\t\tif (totalAttack >= 35) {\r\n\t\t\t\t\tonQuestProgressUpdated(hero, quest, board, gameState);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nconst onStatUpdateMinions = (\r\n\tentity: BoardEntity,\r\n\tsource: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower,\r\n\tattackAmount: number,\r\n\thealthAmount: number,\r\n\tfriendlyBoard: BoardEntity[],\r\n\tfriendlyBoardHero: BgsPlayerEntity,\r\n\totherHero: BgsPlayerEntity,\r\n\tgameState: FullGameState,\r\n\tisElemental: boolean,\r\n): void => {\r\n\tif (attackAmount > 0 || healthAmount > 0) {\r\n\t\tfor (const boardEntity of friendlyBoard) {\r\n\t\t\tconst onStatsChangedImpl = cardMappings[boardEntity.cardId];\r\n\t\t\tif (hasOnStatsChanged(onStatsChangedImpl)) {\r\n\t\t\t\tonStatsChangedImpl.onStatsChanged(boardEntity, {\r\n\t\t\t\t\ttarget: entity,\r\n\t\t\t\t\tsource: source,\r\n\t\t\t\t\tattackAmount: attackAmount,\r\n\t\t\t\t\thealthAmount: healthAmount,\r\n\t\t\t\t\tboard: friendlyBoard,\r\n\t\t\t\t\thero: friendlyBoardHero,\r\n\t\t\t\t\totherHero: otherHero,\r\n\t\t\t\t\tgameState: gameState,\r\n\t\t\t\t});\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t// Single pass for Master of Realities and Tentacle of C'Thun (their effects are\r\n\t// independent, so interleaving them is equivalent to separate loops)\r\n\tfor (const other of friendlyBoard) {\r\n\t\tif (\r\n\t\t\tisElemental &&\r\n\t\t\t(other.cardId === CardIds.MasterOfRealities_BG21_036 ||\r\n\t\t\t\tother.cardId === CardIds.MasterOfRealities_BG21_036_G)\r\n\t\t) {\r\n\t\t\tconst baseBuff = 2;\r\n\t\t\tconst mult = other.cardId === CardIds.MasterOfRealities_BG21_036_G ? 2 : 1;\r\n\t\t\tmodifyStats(other, other, baseBuff * mult, baseBuff * mult, friendlyBoard, friendlyBoardHero, gameState);\r\n\t\t}\r\n\t\tif (\r\n\t\t\tother.entityId !== entity.entityId &&\r\n\t\t\t(other.cardId === CardIds.TentacleOfCthun_TB_BaconShop_HERO_29_Buddy ||\r\n\t\t\t\tother.cardId === CardIds.TentacleOfCthun_TB_BaconShop_HERO_29_Buddy_G)\r\n\t\t) {\r\n\t\t\tconst buff = other.cardId === CardIds.TentacleOfCthun_TB_BaconShop_HERO_29_Buddy_G ? 2 : 1;\r\n\t\t\tother.attack += buff;\r\n\t\t\tother.health += buff;\r\n\t\t}\r\n\t}\r\n};\r\n\r\nexport interface OnStatsChangedInput {\r\n\ttarget: BoardEntity;\r\n\tsource: BoardEntity | BoardSecret | BoardTrinket | BgsPlayerEntity | BgsHeroPower;\r\n\tattackAmount: number;\r\n\thealthAmount: number;\r\n\tboard: BoardEntity[];\r\n\thero: BgsPlayerEntity;\r\n\totherHero: BgsPlayerEntity;\r\n\tgameState: FullGameState;\r\n}\r\n"]}
package/dist/utils.js CHANGED
@@ -559,13 +559,13 @@ const getPlayerInitialState = (gameState, hero) => {
559
559
  };
560
560
  exports.getPlayerInitialState = getPlayerInitialState;
561
561
  const copyEntity = (entity) => {
562
- var _a, _b;
562
+ var _a, _b, _c;
563
563
  const copy = {
564
564
  ...entity,
565
- enchantments: entity.enchantments.map((ench) => ({ ...ench })),
565
+ enchantments: ((_a = entity.enchantments) !== null && _a !== void 0 ? _a : []).map((ench) => ({ ...ench })),
566
566
  pendingAttackBuffs: [],
567
- rememberedDeathrattles: ((_a = entity.rememberedDeathrattles) !== null && _a !== void 0 ? _a : []).map((r) => ({ ...r })),
568
- additionalCards: (_b = entity.additionalCards) === null || _b === void 0 ? void 0 : _b.map((c) => c),
567
+ rememberedDeathrattles: ((_b = entity.rememberedDeathrattles) !== null && _b !== void 0 ? _b : []).map((r) => ({ ...r })),
568
+ additionalCards: (_c = entity.additionalCards) === null || _c === void 0 ? void 0 : _c.map((c) => c),
569
569
  tags: entity.tags ? { ...entity.tags } : null,
570
570
  lastAffectedByEntity: null,
571
571
  };